(Attractiveness vs. Efficiency)
7 Results
In all simulations, swimbot count is initialized at 1000, and food count at 2000.
Figure 5 illustrates swimbot and food population from the
simulation over a span of 184900 time steps. Each vertical space is equal to
10000 time steps.
Figure 5. Swimbot vs. food population, superimposed with energy efficiency, from a
typical simulation
The sudden drop in swimbot population at time 40000 is the result
of surviving members of the first generation of swimbots dying of old age (swimbots
are initialized at age 0, and cannot live longer than 40000 time steps).
The increase in swimmer population around 50000 is the result of swimbots multiplying
in local regions, spreading out, and consuming large amounts of food, giving them
energy to reproduce. Food population plummets as a result, followed by a decrease
in swimbot population. Most simulations exhibit this characteristic spike.
The
jagged light gray line indicates average energy efficiency in the population. This
graph element uses a different scaling than population, and is superimposed to show
correlation of efficiency with population dynamics. In most simulations run without
mate preference, energy efficiency continues to rise for another 100000 to 500000
steps before leveling off.
Figure 6 shows 3 macroscopic views of the state of
a typical simulation in which there is no mate preference.
Figure 6. initialization, foraging, stasis
The states at time steps 0, 50000, and 100000 are shown. In the
top panel, random swimbots and food bits are seen distributed randomly in the
fluid. In the middle panel, local gene pools of swimbots have begun reproducing
and foraging through regions rich in food, leaving food-sparse areas in their wake.
The bottom panel represents the general appearance of the simulation after food and
swimbot populations have become more stable.
An exemplary swimming strategy which
emerged from this simulation is illustrated in Figure 7.
Figure 7. An evolved swimming strategy
The sequence is ordered from top-left to bottom-right. Each image in this illustration
is separated by 4 time steps. It shows approximately one swim cycle. The swimbot is
moving towards the upper-right. The two 'paddle' parts are responsible for most of
the swimming work.
Preliminary Mate Preference Runs
In preliminary experiments, preferences were modeled
with a genetically-inherited factor. These experiments were inspired by the work of
Todd and Miller (91), whose model demonstrated how mate preferences can evolve to
exploit existing phenotypic features. Each swimbot was given a 'favorite color' gene.
Figure 8. locomotion exhibiting 'open' features
When sizing up potential mates, swimbots would seek out those individuals having
this color in any of their parts. And they were especially attracted if these parts
were more massive, and moved more than any other parts encountered. The idea was to
model a form of stimulus in which organisms respond simply to the amount of colored
movement in their visual fields.
In running these simulations, it was hoped
that such criteria would inhibit swimming performance. In simulations run with mate
preference, isolated body parts became larger and exhibited more motion, as expected,
yet energy efficiency increased at the same rate as simulations run without mate
preference, and the population flourished. It appears as if mate preferences had
evolved to exploit attractive features existing in swimbots who were already
efficient swimmers. In fact, these attractive characteristics actually correlate
with many efficient swimming strategies (of an aggressive, flamboyant nature).
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