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Evolving Worms

Evolving Worms. Concept. Implementation of classical game ”worms” Competing The one which doesn’t collide wins. Implementation Details. Static population size 500 Tournament selection (4) Byte arrays with max 255 instructions Register language

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Evolving Worms

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  1. Evolving Worms worms

  2. Concept • Implementation of classical game ”worms” • Competing • The one which doesn’t collide wins worms

  3. Implementation Details • Static population size 500 • Tournament selection (4) • Byte arrays with max 255 instructions • Register language • 2 inputs, 2 constants, 3 registers, 1 output (LEFT, RIGHT, FORWARD) • Homologous crossover 90% • Two-points-string crossover 10% • Mutation 20% worms

  4. Instruction Set • + • - • / • * • IFGT • STATE • SET worms

  5. Observations • Initally defensive tactics • Evolving to more aggressive • Eventually (800 000+ tournaments) pacifist behavior • Always turning in the same directions (after initial ambidexterity) • ”Radar” gets longer reach • Inner track wins --> U-trap --> U-trap evasion worms

  6. Future Work • Introducing mines/traps • Promote turning in both directions (two different populations, punishment of stereotype behaviour...) • Introducing apples • Growth determined by genome worms

  7. References • http://kolonisera.rymden.nu/worms worms

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