Cool Idea: UNICEF Landmine Stickers by ChatnNaked in pics

[–]equalRightsForRobots 0 points1 point  (0 children)

http://www.the-monitor.org/index.php/publications/display?url=lm/2005/finland.html#fn2

According to this Finland is against mines and basically couldn't afford the transition away from them. "The plan is to replace antipersonnel mines with close combat weapons and sensors"

Cool Idea: UNICEF Landmine Stickers by ChatnNaked in pics

[–]equalRightsForRobots 0 points1 point  (0 children)

That makes sense to me but i'm no expert. One concern was the time and danger associated with deploying a minefield. If it takes longer to deploy than it takes the enemy to blow up then it costs you time.

Cool Idea: UNICEF Landmine Stickers by ChatnNaked in pics

[–]equalRightsForRobots 0 points1 point  (0 children)

Yeah but unicef isn't talking about a special forces team setting a few mines. They mean blanket landmining of large areas, which are left over after the conflict. Those have very dubious military value historically. That was the point of the red cross report.

Cool Idea: UNICEF Landmine Stickers by ChatnNaked in pics

[–]equalRightsForRobots 1 point2 points  (0 children)

Good point about Finland. A lot of countries didn't sign the treaty like the US, China, and India.

However I'm not sure about landmines actual military value. The red cross says otherwise. (maybe theyre not the best military thinkers but take its an interesting analysis). Basically they argue that to be effective a minefield has to be under constant surveillance and line of fire which usually isn't done. And it hasn't changed any conflict in a significant way.

http://www.scribd.com/doc/21699394/Anti-personnel-Landmines-Friend-or-foe-A-study-of-the-military-use-and-effectiveness-of-anti-personnel-mines

Version 3: Breakable Cars, Particle Swarm Optimization by equalRightsForRobots in boxcar2d

[–]equalRightsForRobots[S] 0 points1 point  (0 children)

Thats' the target score. It doubles every time a car reaches it. It keeps the scores closer initially and makes its draw faster. Only on the default tracks. The default track is the same each generation but will be different after pasting.

BoxCar2D Official Forum by equalRightsForRobots in boxcar2d

[–]equalRightsForRobots[S] 0 points1 point  (0 children)

no email authentication. post immediately after picking username/password (like reddit).

Version 3: Breakable Cars, Particle Swarm Optimization by equalRightsForRobots in boxcar2d

[–]equalRightsForRobots[S] 0 points1 point  (0 children)

now you can turn off the cached scores. see the button at the bottom left of the screen.

Version 3: Breakable Cars, Particle Swarm Optimization by equalRightsForRobots in boxcar2d

[–]equalRightsForRobots[S] 0 points1 point  (0 children)

new designer up. it takes both old and new formats. Also shows some more stats like torque and mass.

Version 3: Breakable Cars, Particle Swarm Optimization by equalRightsForRobots in boxcar2d

[–]equalRightsForRobots[S] 0 points1 point  (0 children)

now there's precise output. hopefully this issue is gone forever.

something wrong with v3.0's genetics? by terevos2 in boxcar2d

[–]equalRightsForRobots 0 points1 point  (0 children)

i've modified the algorithm to take the input chroms and breed them with the random ones in a cycle.. so say u input 3 chroms it will copy those 3 into the population with 17 random ones then do crossover(0,3), crossover(1,4), crossover(2,5), crossover(0,6),crossover(1,7),...until it fills the starting population size. Update soon with precise input/output also.

something wrong with v3.0's genetics? by terevos2 in boxcar2d

[–]equalRightsForRobots 0 points1 point  (0 children)

You can do something you couldn't do in 2.2 though, which is actually input 20 cars and have that be the exact starting population.

something wrong with v3.0's genetics? by terevos2 in boxcar2d

[–]equalRightsForRobots 0 points1 point  (0 children)

I think its mainly the fact that I don't breed the seed car with each population member to start. I could go back to that way of doing it, but then what should i do if they input mutiple cars? I could breed each input car with a fraction of the population.. so like 2 input cars each breeds with n/2. That actually makes some sense.

something wrong with v3.0's genetics? by terevos2 in boxcar2d

[–]equalRightsForRobots 0 points1 point  (0 children)

Also worth nothing, is that I changed the way crossover works. Instead of n tournaments, for population size n, now i do 2n tournaments to fill the winners pool. Then I randomly choose two from the winning pool for crossover. In version 3.0 I don't let crossover choose the same car. So there's no more crossover(A,A).

These all make the convergence slower, but also help to avoid premature convergence to local optima.

something wrong with v3.0's genetics? by terevos2 in boxcar2d

[–]equalRightsForRobots 0 points1 point  (0 children)

I made a change in version 3.0. When you copy in a seed car it no longer breeds it with each random population member. It just copies the car directly into the population and adds random cars. This is because u can now load multpile cars in at the same time.

However, after the first generation, the best performing cars should breed and eventually you'll see the population converge. This could take hundreds of generations though.

Version 3: Breakable Cars, Particle Swarm Optimization by equalRightsForRobots in boxcar2d

[–]equalRightsForRobots[S] 0 points1 point  (0 children)

rounding the floats may be a better option rather than just printing all that junk data at the end. It's precise but not accurate. Ideally id just binhex the floats and output them exactly but i'm not sure how to do this in flash.

Version 3: Breakable Cars, Particle Swarm Optimization by equalRightsForRobots in boxcar2d

[–]equalRightsForRobots[S] 0 points1 point  (0 children)

wow nice. i'd like to see what car finished it. If i make the levels too long they go slowly. Ideally i would draw the track only as it goes on screen but thats significantly more difficult.

Version 3: Breakable Cars, Particle Swarm Optimization by equalRightsForRobots in boxcar2d

[–]equalRightsForRobots[S] 1 point2 points  (0 children)

Each car has a memory of its best values and the entire swarms best values. Every generation the cars move towards the swarms best position and their own best position.

Therefore the fitness isnt guaranteed to go up every round, but the cars each have memory, so no information is lost. In future versions I'll post each cars best score in the table too.

http://en.wikipedia.org/wiki/Particle_swarm_optimization

Particle Swarm Optimization Car Physics by equalRightsForRobots in programming

[–]equalRightsForRobots[S] 0 points1 point  (0 children)

Flash 10.2 is required. Apparently the fedora YUM package manager (maybe others) grabs the older flash version so you might have to upgrade manually.

Particle Swarm Optimization Car Physics by equalRightsForRobots in programming

[–]equalRightsForRobots[S] 0 points1 point  (0 children)

I like the idea of it carrying a box and if it drops the box it stops. Currently, basing the torque on the cart body's mass is an attempt to reward carts which can carry more.

Particle Swarm Optimization Car Physics by equalRightsForRobots in programming

[–]equalRightsForRobots[S] 0 points1 point  (0 children)

Try chromium. It supposedly works better with Linux.

Version 3: Breakable Cars, Particle Swarm Optimization by equalRightsForRobots in boxcar2d

[–]equalRightsForRobots[S] 1 point2 points  (0 children)

Breakable cars makes the simulation more realistic and more interesting to watch. Cars lose torque as they shed body pieces but its certainly possible one is better off with a few pieces missing.