RE: Seeing red
January 27, 2016 at 9:10 am
(This post was last modified: January 27, 2016 at 9:28 am by bennyboy.)
(January 27, 2016 at 8:12 am)Rhythm Wrote: Life, reproduction, and death -do- "adjust weights" to nueral connections at the end of complete trials. The ability of those connections to do work appears to be a strong selective pressure. If they under-perform in any given rep we'd expect that rep to have fewer offspring relative to an average or above-par performer. The squid that bolts first and fastest survives.Yeah, both you and Emjay caught me out on that, and I was thinking about it while I was at work today. If I made a thread on how to build a game involve evolved traits in a simple space shooter or something, would you guys help out? My idea is to have the player make a planned ship, with bought upgrades or whatever, and fight wave after wave of minions that evolve traits in response to how I kill them. . . and show the player that against evolution, failure is inevitable no matter how well you try to plan.
This is how a heuristic architecture is arrived upon, in terms of evolution, and that's important to comp theory, for example, because there was no top down design of circuits and bussing involved, so far as we can tell.