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Re:Multiplayer Genetic Cars by jsnell on Thursday June 27, 2013 @01:10PM (#5953397)
They're slightly different, but that's irrelevant. When you breed the two almost identical cars, you'll get almost identical offspring. Diversity is essential for crossover. And crossover is essential for genetic algorithms. Just mutation isn't enough.

And right now the setup appears to be such that you'll end up destroying all diversity from the gene pool as soon as you have more than a few users.

Re:Multiplayer Genetic Cars by eterm on Thursday June 27, 2013 @01:16PM (#5953428)
It's worse than that, if you're on a world on your own your top 10 cars becomes copies of your best car. You destroy diversity even quicker with fewer players!

At least with lots of players, as pubnub said, some of those identically named cars were actually different generations and different cars, but were cousins or otherwise related from a common ancester.

One recommendation would be to incorporate any mutations into the ID, so if it started f0660f and mutated it would be f0660f0b or something, to track parentage (And in fact it would be cool if crossovers were tracked in the ID too, a bit like the Russian patronym or spanish matronym)

Re:Multiplayer Genetic Cars by pubnub on Thursday June 27, 2013 @07:47PM (#5955422)
Updates have been made and now we are at 2.52 for improved Champion Generation.
Re:Multiplayer Genetic Cars by GhotiFish on Thursday June 27, 2013 @08:06PM (#5955481)
What did you do? Now most champions don't actually work. They get stuck at the start.
Re:Multiplayer Genetic Cars by RossM on Thursday June 27, 2013 @02:33PM (#5953918)
The last time I looked at genetics, I remember a method that selected the top n genes and added a number of completely random (no crossover) genes to fill the population of the next generation. Would it be enough to add a number of completely random seeds each run?
Re:Multiplayer Genetic Cars by pubnub on Thursday June 27, 2013 @01:18PM (#5953437)
We are working on updates! Will have details soon.