Evolution Simulator of Creatures Doing MATH (Part 1)
Ойындар
Yoy, math is everybody's favorite subject
The camera gets super shaky at certain parts of the video. I thought I stabilized it, but I guess it didn't work.
If you're watching this before the edits take effect, then you'll see 8 minutes of black silence at the end of the video. Don't watch those 8 minutes because you will gain nothing from that.
Music:
"Spiritual Meditation" by Purple Planet Music
www.purple-planet.com/relaxing...
Пікірлер: 939
"Let's simplify things" *Super complicated description*
@wikikanselmovedaccount5689
7 жыл бұрын
Ariz Trad super
@originalname28
7 жыл бұрын
Ariz Trad who said he was an english student?
@Hal-kj8ip
7 жыл бұрын
C'mon it wasn't that complicated. Just have to use those ears and that brain inside your skull and you'll have a pretty good understanding of it.
@pianogoat3717
7 жыл бұрын
+Hal 9000 That's super complicated.
@daveb5041
7 жыл бұрын
He explains it pretty well, and it seems pretty straight forward. Is there a way to download this program? The creatures need some sort of motivation to move instead of just being random..
I came to this video thinking that these creates were actually going to evolve solving more advanced math problems... I was wrong
@jpress1e
8 жыл бұрын
You aren't alone.
@-yttrium-1187
8 жыл бұрын
Well, they sort of are. In this case the best solution was twitching however in the next video we might see more tactics.
@cheydinal5401
8 жыл бұрын
Me too, that title is kinda confusing. But to be honest a (kind of) neural network is much more amazing, I don't get why carykh didn't put that in the title
@-yttrium-1187
8 жыл бұрын
Cheydinal Because its not a neural network at all. Neural networks dont directly add and subtract values and connect to other 'nodes' trough variable strengts. Its better (and simpler ) to use very basic functions like positive and negative numbers with operators. I guess he wanted 'Creatures doing MATH' in the title instead of 'Creatures evolving to learn cause and effect of different operators and numbers to their survival'
@cheydinal5401
8 жыл бұрын
-Yttrium- that's why I said "kind of"
We are going to simplify everything! First, let's add eleven types of nodes...
@happyfakeboulder644
5 жыл бұрын
is your first name equivalent to peter
@want-diversecontent3887
5 жыл бұрын
Happy Fakeboulder No, it’s pyetya/petya
@nameless4637
Жыл бұрын
why not base 6 or 12?
"It's a little depressing seeing your children underperform and die"
@isaiahschwartz1381
6 жыл бұрын
Userone Gaming now I know what senior quote will be
@edwardwild4504
6 жыл бұрын
Oh well we can just make dozens more
@iodio6
5 жыл бұрын
a little a little A LITTLE
@ponponpatapon9670
5 жыл бұрын
I wonder how my mom feels...
@red2theelectricboogaloo961
4 жыл бұрын
yeah i hate when that happens.
I marvel at how the graph looks like the geologic record irl.
@elirockenbeck6922
5 жыл бұрын
cody!
@mikehunt3688
5 жыл бұрын
It’s Cody!
@anhbui-bc4ew
3 жыл бұрын
hai
@2blocksonthewall4253
3 жыл бұрын
3 replies? Pathetic. This is an amazing video (and an amazing cody)
@cones914
3 жыл бұрын
It looks like if you took a profile of some mountain.
I think it would be interesting to add something like "Muscle fatigue" where muscles used too many times a second start "wearing out" meaning their min and max values come closer together the more they are called per second producing less violent vibrations.
@catchphase
6 жыл бұрын
Octothorpe you are the only person to actually propose a way of making 'energy' UP VOTE THIS
@jcavs9847
6 жыл бұрын
yeah this is better and simpler than 'energy' i think. i know nothing about programing tho
After seeing the title I thought you were going to kill creatures who got math questions wrong.... so that evolution creates calculators!!
@saraholwin1
7 жыл бұрын
H
@Nikolapestanac
6 жыл бұрын
But it isnt possible for a computer to make a mistake computing, i mean computing is its one and only job.
@darlaflorentino1348
6 жыл бұрын
O Fenómeno it’s not a test
@fgvcosmic6752
5 жыл бұрын
@@Nikolapestanac as in, it generates a number "randomly" until it gets the answer right and figures out how to get it right
@MrSqurk
4 жыл бұрын
Nikola Peštanac it is possible for an AI to get maths wrong. I would have to independently learn what numbers and operations “mean”
"I'm going to simplify this" *Adds a bunch of math operations*
That beginning reminds me of MinutePhysics... And now there is much more diversity in creatures!
@SawyerJenkins
8 жыл бұрын
Hey Erik!
@verxite6737
8 жыл бұрын
It really does....
@tux1468
8 жыл бұрын
Woah! I was watching minutephysics today!
@ioannishussein8038
6 жыл бұрын
Erikfassett Those are good times.
I know this project is probably out of your interests, but I have a proposed way of getting creatures that don't twitch: Add "energy". Every time a creature contracts and extends a muscle in one full cycle, it will loose a bit of energy. When a creature runs out of energy, it stops, exhausted. This is obviously just a more "sophisticated" way of explaining a limited number of contraction-extension cycles.
@KnakuanaRka
5 жыл бұрын
Doctor Cereal Yeah, that would be a better way to stop twitching than simply turning the multiply-self-by-negatives (the ones that caused the twitching) to constants, which destroys a lot of useful stuff. I suggested in part 2’s comments that if he wanted to stick to time limits, he should just throw out such creatures and reroll them.
You need to add some sort of rotational muscle to really get things going.
@slimesauce3044
8 жыл бұрын
Great idea!
@slimesauce3044
8 жыл бұрын
CARY!! Get to work!!
@FyJonas
8 жыл бұрын
That soundsike a great idea! A simple pivot would allow very many new behaviours
@cheydinal5401
8 жыл бұрын
What do you mean by "rational muscle"?
@martinshoosterman
8 жыл бұрын
Cheydinal Rotational muscle. Not rational muscle. Please read more carefully.
From my experience with making simulations involving evolution, genetic algorithms love to take advantage of small errors and technicalities in the rules.
@XTSonic
7 жыл бұрын
I should neural evolve the tax code.
@pairot01
7 жыл бұрын
Isn't life itself an abuse on the technicallities of the laws of our Universe?
@KnakuanaRka
7 жыл бұрын
Joaquin Pirotto What do you mean by that?
@pairot01
7 жыл бұрын
I mean that the laws of nature aren't there to support life or to make it happen, life is an accidental consequence of them and their technicalities. DNA is just one of a near infinite number of chemical compounds, life sustains itself on water, but there's plenty of other compounds that are deadly to every form of life. Most things are not what makes life possible, it's just a very very very very tiny minority and special cases of the rules and building blocks of the Universe that make life possible.
@caffeinatedspider3224
7 жыл бұрын
Quiet, before the devs get out the ban hammer and patch out the "life expliot" in the next update.
Vroom, vroom, the creatures looked like motorcycles.
@potionoffireresistance9901
4 жыл бұрын
You stole Stan Lee's name!
You should make it so that if a creature has more than 9 muscles or nodes, the species name uses hexadecimal. S60 (6 nodes, 10 muscles) -> S6A S72 (7 nodes, 12 muscles) -> S7C S73 (7 nodes, 13 muscles) -> S7D S74 (7 nodes, 14 muscles) -> S7E
@MVBit
8 жыл бұрын
But what if a creature has 16 or more?
@Ian07_
8 жыл бұрын
Use base 36 then. (A-F as well as all the other letters in the alphabet)
@psyneur9182
8 жыл бұрын
get rid of all the problems and use base 65536
@randomaccount8009
5 жыл бұрын
psyneur: Noooo! Use base-1114112, so that no Unicode character is left behind.
I like the framerate counter :) Also, twitching burns calories with no effort. Twitch is also a great streaming website.
@serubyne57
8 жыл бұрын
Haha. I like twitching too! Its an easy cure to sadness. Just start making spasms then bam! Instant laugh.
@NattyNattaNattakit
8 жыл бұрын
The framerate counter is call FRAPS.
@serubyne57
8 жыл бұрын
Nattakit Chachom *YES WE KNOW* And that's just a feature of Fraps. Fraps is mainly a video recording software. I use it to take screenshots of me playing games. And secondly measuring FPS and thirdly recording myself playing games.
@AeroAstroid
8 жыл бұрын
Bandicam uses the frame counter as well
@NattyNattaNattakit
8 жыл бұрын
+Dark I know.
guys, what if carykh made it so that you cold design your own creature and see how it goes up against randomly generated ones?
@sean_haz
7 жыл бұрын
And have it evolve... Then you could come up with a good movement technique and evolution in the program could perfect it
@decent_goat1767
7 жыл бұрын
that would be sooo awesome, thumbs up if you agree!
@mscottveach
7 жыл бұрын
+Troncoso Worst comment ever
@Rastafa469
7 жыл бұрын
well at least not after 4 billion years of evolution
@Kerrmunism
7 жыл бұрын
Troncoso are you saying that with every comment?
I don't know if it would actually help, but I think the simulator might be more realistic if it ranked creatures by absolute distance from the starting point rather than the distance to the right, as you could easily mirror any creature that moved left to get the equivalent creature which moved to the right. In this way, the creatures that move very far to the left can contribute to the overall progress of the entire simulation (mirror the left-moving creatures to get right-moving creatures). The only problem I can think of is that the x-coordinate would be opposite on the node and, therefor, might change the creatures behavior as it moves to the right (when mirrored). However, I think it could easily be fixed by changing x-coordinate to absolute horizontal distance from the starting point. Like I said, I don't know if this could help at all, but I thought I would mention it anyway. Also, I really enjoy watching these simulation videos, hope you can make more soon!
Try and make an entire world where creatures have to survive in the "wild"
@gtgt7223
7 жыл бұрын
You mean "Earth"? We already have one. There is already a theory that we might be living in a simulation.
@evanweaver7373
7 жыл бұрын
+junghyn park We aren't living in a simulation. We have proven that some numbers have no patterns and repeat forever. Computers cannot generate sequences like that, so we aren't in a simulation.
@TheOutZZ
7 жыл бұрын
+Null weaky What if that simulation generates a random digit when we reach the "end" of the real number? I'm not a supporter of the simulation theory, but this just came to my mind.
@mscottveach
7 жыл бұрын
+Troncoso Worst comment ever
@TheOutZZ
7 жыл бұрын
***** How about you? An arse who can't take critique or at least ask for polite conversation? Is that better?
A couple of theories. A.) The increasing amount of muscles provides more output devices for the creature, increasing number of possibilities and potentially more capable creatures. B.) Increasing the number of nodes increases the number of constants, operators and sensors (py, px and time) which could lead to more complex axiom networks which could lead to more cabable creatures.
Cary: Nooooo, you're supposed to have beautiful and realistic walk cycles! Creatures: Haha muscle goes brrrrrrrrrrrrrrr!
"Click here to watch part 2!"*cries*
Can you do a video showing creatures evolving to be as tall as possible? What is height: the highest point of the highest node after two seconds have happened, (to encourage stability) and when there is at least two nodes touching the ground. (to discourage jumping and spasms) You can make any changes to this that you want, I'd just like to see this happen. It would be very interesting to see. Thank you
Idea: Make it so that creatures can’t survive when there’s mainly just one type of creature. This will increase creature diversity therefore causing more interesting mutations to become more likely to happen.
Agh. Need part 2. I love these videos so much! Thank you for recording these. Please keep making more and more interesting evolution simulator vids!
@Carykh if the fitness of the creature is calculated not by distance, but by efficiency (distance travelled / number of movements) the end result should be less "smasmy".
@ben_yeates
8 жыл бұрын
err spasmy rather
@Wizarth
8 жыл бұрын
I agree. Think of it as "energy expended". Although it can't really be "number of movements" per se, but perhaps total of absolute value of applied changes. I.E. +0.1 this frame, -0.1 (measured as a change of +0.1) the next frame, etc. Edit: It might also be useful to have a cost attached to changing direction. Also, possibly rather than having the axions control the muscle length, they control its delta (change in length). Could still easily end up with twitching though.
@FyJonas
8 жыл бұрын
+Peter “Wizarth” Newman he could just use force * distance to actually get the energy for every movement. This could be pretty costly though
@Wizarth
8 жыл бұрын
FyJonas Yup, sure could. Would definitely need the cost for this to have some multiplier though. Maybe even one that starts low and increases over time, to cause an annealing effect. Or one that's periodic, over generations (say, 50), to help mix things up and break stasis/plateau's.
@phlimy
8 жыл бұрын
+1
the big graph near the top right looks like a super detailed artwork of mountains congratulations you have officially created the worlds first art generator! XD
"But just because they can doesn't mean they should!" -- Cary Huang, 2016
@carykh Could you make it so when a creature has moved in the wrong direction (for 15 seconds) you switch it around (left nodes on right side and opposite) and give it another chance, because it has proven that it can move, but it got a unfortunate spawn which is unfair.
I actually find this video more confusing than orginal one. I've perfectly new why creatures moved in first experiment, but here I have no idea why you added math problems to nodes.
@ProxyStarkilla
7 жыл бұрын
I agree, the internal clock was simple but I have no idea what the math problems do or how they work or how it evolves. this one is way more confusing.
@KnakuanaRka
7 жыл бұрын
Ussurin I agree, this is more complicated. Add to that, if the restriction on their movement was changed from time to energy (used when muscles contract), the old creatures would way outperform these spazzouts.
@logicbuilder1204
3 жыл бұрын
The problem with the internal clock, is it was impossible to create sensors and use outside information, let alone process it. With math though, it allows for very complex processing, with very little nodes.
5:36 The really big number is 2261731200155327000000000000.00 (ID: 30, Time: 5 sec)
The vibration makes perfect sense to me. Imagine sitting in a wagon and holding a stick. You can push yourself forward with the stick by pushing it into the ground. Then you can pull it back along the ground, before pushing again. It takes minimal effort. If your range of motion is limited, the best way to speed things up is to repeat this process at a faster speed. You could also see the "Nano HEXBUG" with a simple google search. It demonstrates this concept very well.
damn i stumbled upon your videos yesterday night , and today i think a lot about evolution watching your video. Food for thought.
In the beginning of the video, why you used the Whiteboard for explanation? Oh, *because the budget cuts*
@iodio6
5 жыл бұрын
BFDI refrence thank you
@rtrap-qu1rd
4 жыл бұрын
lol
Yay you implemented neurons Hyped a ton on this
the adding of the new nodes was certainly a good decision. Greatly expands the potential sophistication of creatures.
I like the format. Also it's also hilarious of you to say you were going to make things simplified, and then go on to spend considerably more time explaining the "simpler" system.
You should try having changing challenges for the creatures so that species are constantly being replaced
make it so that every muscle has a time after it has expanded and gone back so it doesnt twitch. the amount of time would be related to the strength of the muscle. Wouldnt that be awesome?
@DrayCrouse
6 жыл бұрын
*applause* That would be an excellent idea to prevent twitching!
I like the format, keep up the great work!
really like the new format :) good news for you, i am slowly getting addicted to your videos :))) and this time i wont regret getting addicted!
That's a weird title to put on TWOW 16B.
@garrycaoili4486
8 жыл бұрын
Hope the delay isnt 1 or two weeka
@enbymina
8 жыл бұрын
I know, right?
@heartone219
8 жыл бұрын
Hoy hoy very funny
@9miinox
8 жыл бұрын
-_-
@greenspartanligado
8 жыл бұрын
Meester tweester you can shut the hell up now.
I was already wondering how S60 moved forward :D
hey, just wanted to say you make some of the best and most interesting videos on youtube. the production quality of every one of them is incredible, and you manage to make 15+ minutes of videos about science entertaining
Congrats on the evolution of your evolution program ;-) This was pretty epic!
If you really pay attention, the twitching creatures actually act like an engine. One of the nodes acts like a crank shaft and the others act like the combustion chambers with the muscles being a piston. All the nodes alternate pushing and pulling, and since they are pushing and pulling so fast the crankshaft node goes back and forth, the more in sync the pistons are the more efficiently the crankshaft node goes back and forth making the creature move forward.
In this case, twitching is the most effective way to move across a surface. The problem is that, for more complex structures to form, the early forms of those structures must present some use to keep the creature to survive. But because distance is the only way to survive, they can only evolve with what simple mechanics they start out with. In real life there are many things that go into survival, and so multiple different things are needed for the creature to survive, so it develops multiple different parts for each task, and only in that scenario will more complex structures arise. Some structures can mutate to also help with other tasks. The whole point is that for complex structures to arise, they must be evolved from other structures that had/has a different purpose(s). There are two things you could that will potentially fix the problem you are having: either make it so that there are multiple roles for these creatures to accomplish (distance is not the only factor), or add some sort of sense to them (make it so that they can react to different conditions like their orientation, position, or whether or not a node is touching the ground). But mainly having multiple roles will work. Keep in mind that, before creatures could walk, they swam.
This simulation has the most fascinating UI of all! Great work!!
Your videos about your evolution simulator are just superb!
This is so cool to watch. Thanks for making these.
That was so cool. I loved how this time there were new creatures appearing and pluralities being taken over. Such diversity! Also 73 is my favourite number so it's pretty cool that they did the best. You should try the Evolution Simulator with 500 groups of two creatures where one is on the left and the other on the right and which ever one moves more in the direction that is towards their opponment survives and the other one dies, basically Evolution Simulator with Wrestling. That might bring upon some cool strategies!
I love the new format of the video!
“Lets simplify things” begins the most complicated description I’ve ever heard that was so much more complicated then the internal clock description
I love the concept and would love to see if it has been further developed!
@Misitan
2 жыл бұрын
How about a full blown evolution simulator with predator and prey
These ideas inspired me a lot. Now I am thinking to program my own simulator.
When you realize that when the evolution was based off of contraction of nodes you get more animalistic forms of movement but when you put in math they start shuffling along the ground, almost like.. Cars?
That graph ends up looking like a really nice sketch of some sort of underground cave landscape or something like that. I think it looks really cool.
I'd like to see a node-by-node analysis of the S73 and S74, how they run, and how that muscle made such a huge difference.
The message at the end actually scared me because i was in bed about to fall asleep and suddenly there was cary talking to me about pistons.
I love this. It would be great if you made a full-featured, highly customizable game around this concept. It would make you rich.
I love this, Cary!
I'm very new to the channel and I thought the evolution series were very interesting. This new editing makes them even better, thank you.
I love the twitchiness. It's unglamourous, but clearly very efficient.
I like what you did. Keep up the great work!
Love the new format
now we're talking! this is way better than the previous creatures.
Awww, I loved those twitching creatures. It's a great way to move.
Man you work is simply incledible. New sub
I think it relates to an engines piston. That twitching motion regulated by the synapses and all parameters in very high yet perfectly controlled frequencies is what drives our engines that drive our wheels. They kind of look like sliding cars ^^
Great content as always!
The twitching you described is a byproduct of allowing muscles and nodes to pass thru one another as if they were freaking ghosts. You will begin to see more elegant movement if the structures of the creatures occupy physical space. Arcing motion, which i imagine as elegant, emerges when nodes bump. Otherwise the shortest path will always be in the same dimension.
@austinthomas6536
6 жыл бұрын
Yikes, this relates more to your other evolutionary algors, especially your vid w hurdles. But all the same, love these. Reminds me of my intro into collegiate comp sci.
I like that here the populations of the various species change a lot, and there is no dominant species that stays dominant for more than a few generations, unlike the previous sims, with s33 or s45 taking the lead forever
dude this is awesome im impressed, indeed congratulations on the video
nice new idea with the axons :) i would recomend to add energy consumption for the creatures either a fix value or as food after every meter like in "Hill climb" - for every cm of muscle movement they waste a given amount of their energy that will hopefully teach them to move effective instead of much ...
Wow, I have no idea how this works, but it's a genius way to give an incentive to create larger creatures. Seriously, all of my other suggestions are basically useless now! One thing I would like to ask is if we could please have the link to this version to play around with on our own. Thanks for the incredible content!
I could watch these for hours.
I think a feature where a creature is shown stretched out, would really help when trying to understand them, since now they are much more complex
I understood a previous explanation. But in this video at around 2:20 you got me so confused. Dude, I have to watch it a few times and hopefully understand what you are talking about.
You gotta put this on steam or make it an app, it would draw in a lot of money and help get people interested in biology and programming!
carykh, there is a very simple way to discourage creatures from twitchy movement. As you mentioned, twitching happens, because muscles receive alternating signals with Nyquist frequency, making them twitch between 0.5 and 1,5 length every frame. Firt thing that came to my mind is to add a simple low-pass filter to each muscles input. For example: Y[0]= X[0]*0.01+Y[1]*0.99 // Y[1] is previous output value from the filter, so the code would look like: y=x*0.01+y*0.99 With this filter in, the amplitude of fast-alternating signal will be reduced significantly, while slower changing/longer sustaining signals will be encouraged.
I have a feeling, that this is really big thing, and i'm lucky to witness it...
You should release all these versions of the evolution simulator! I'd like to mess around with the vertical jumping and this one that has math.
"Nodes are too complicated... let's add convoluted complex math!"
AWESOME. Now each creature should have a limited life spans and multiple localized races that clash every so often as tribes meet for the first time!
Computer: I am the god of math Cary: let’s see how computer learns to do math! Computer: *bruh*
the survival/death gradient is just a diagonal inverse. You can tell at 6:50 when the top right one is missing, but the bottom left one isn't.
You know, every time someone says "It's confusing" talking about evolution, programming, etc. I think "No, it's really simple"
6:45 Carry does a Thanos snap and kills half the population of the virtual universe. He decides to accompany this by a cute little "boop".
I love it when diffrent things take over
This video was much better in quality compared to your last genetic algorithm video. I guess you could say you had an evolutionary breakthrough in your editing skills haha!
8:22 You do understand, that those twitching things resemble a lot like human myokines, which make muscles contract? Twitching is an integral part of moving around. It's just invisible to the eye.
Hi @carykh, I was thinking about how to get rid of vibrations, and maybe you can implement a sort of "energy" system, where the more intense the contraction of the muscle, the more "tired" it gets, hence a slower movement. This could be a way to get those nice graceful movements.
I like this evolution, it seems more random and realistic.
"That sounds confusing, so lets simplify it a little" proceeds to make it 10x more complicated
Cool idea ,just 3 things you might want to concider: 1.Dude!, hide the nurons, we can't see shit! No but seriusly, consider showing only the muscles and nodes or at least add the option for that. The nurons, while being importent in the computation process, add little understanding when it comes to see them moving. 2. I don't know if that was the idea, but the way you wrote it is making the creatures add nodes in order to do more advanced computation. That explains why the size of nodes and muscles always increase! I suggest you to make "Ghost Nodes" that contain information but have no physical effect on the creature. 3. Just in case the banning of the twiching doesn't work, try making the muscles change only after a certain number of clock cycles. That way the nurons can do complex computation as fast as possible while the muscles work slowly. Hope this helps, keep up the evlution simulators!
I can't be the only one making car noises when he's showing the best creature.
I love these videos so much
i have a suggestion: once a creature becomes 5 generations old, it will slide every generation 1 row in the "sorting thing" down, so they wont live that long, or sth like that
i like to get high and watch your videos, im not even into computery stuff, these videos are really good
7:47 evolution simulation: here you go heres your car
i thibk it would be a great video, if you'd talk about the code for your programming;) great video though!:D