urav

Joined 1 year ago

Karma
25
Submissions
19
Member since
Jun 28
founder @ evos (getevos.ai)
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Recent submissions

Comment · 8 months ago
heads up — someone has launched a crypto token using the Werld name and repo. I DO NOT HAVE ANYTHING TO DO WITH IT. Werld is an open source project, that's it. Don't buy anything.
Comment · 8 months ago
thing you've caught onto something there, after running it for a while (maybe not long enough) it can feel cyclical.

I'll definitely add in the time-lapse, and some sort of a pattern detection over the agent positions/actions - shouldn't be too tough given the graph structure of the world.

for the ncase.me - super interesting way to visualise it - the polyworld example someone gave before also had a 'view' into their worlds. on the preconceptions, maybe running two parallel experiments and comparing the outputs might work best? thanks for the pointers - let me know if you've got any ideas on how to approach.

Comment · 8 months ago
Agreed — and I wouldn't want to simulate the human experience. What I'm more curious about is what experience agents would create for themselves, with no concept of ours.
Comment · 8 months ago
Updated based on feedback — added screenshots to the README and upgraded the story generator for a better narrative. Thanks for all the input.
Comment · 8 months ago
Thanks! The story generator is pretty simple right now — every 10,000 ticks the sim snapshots population stats, brain complexity, species changes, births/deaths, communication activity and runs it through a template that writes a plain-english chapter.

Building out a more engaging version, and will hopefully stream it onto X again as a story - but this time without chewing api tokens every couple of seconds.

NEAT for trading is interesting - on BTC i used a kernels method that worked quite well and closer to that <2 sharpe on a monthly.

Comment · 8 months ago
Haven't come across Polyworld before — just looked it up and its super cool, especially for 1994. The vision system is a interesting design choice. Werld takes a different approach — graph topology instead of a 2D plane, and NEAT brains instead of Hebbian learning — but the core philosophy is the same.

And yeah hardware has caught up a bit since the early 2000s, though my hard drive is having a hard time. Thanks for the reference, going to dig into Yaeger's papers.

wonder if the black mirror episode was based on polyworld then?

Comment · 8 months ago
This actually showed up in the first run, agents that invest more energy into offspring vs ones that fork cheap and fast.

the ones that survived population crashes were the ones passing down leaner, better-inherited brains. Cheap forking works when there's plenty of energy around, falls apart in famine.

Comment · 8 months ago
hopefully it stays that way.... although I did start setting up a rig to host them on.
Comment · 8 months ago
completely agree on the heuristics (someone else mentioned the MIT Koan comment about this). And yeah Plaything is a little too close to home... no QR codes from werld agents yet though. Will keep you posted.
Comment · 8 months ago
got the updated version up and again, appreciate the nudge there!
Comment · 8 months ago
Comment · 8 months ago
Love the MIT AI Koans. Minsky's actual words to Sussman were "well, it has them, it's just that you don't know what they are." And he's right, the room isn't empty.

Werld's room has walls. The graph topology, energy mechanics, metabolic costs, seasons, those are all design choices. But those are the physics, not the behavior. I chose the laws of nature, not what agents do with them.

Whether they cooperate or attack, broadcast or stay silent, grow complex brains or prune them down, that's selection, not me.

The agents also aren't randomly wired like Sussman's net — they start with minimal NEAT networks and evolve structure through survival. So the preconceptions are there, I just tried to make them physics rather than policy.

Curious how you would approach removing those from an artificial sim like this?

Comment · 8 months ago
should be starting with 30... if you're seeing 2 that might be an older default that I tried out (an adam and eve experiment). You can change it in the config too.

On the dying immediately thing - offspring get a fraction of the parent's energy when they fork. If the parent forks too early (low energy), the kid spawns with barely anything and can't cover its tick cost + brain metabolic cost.

That's working as intended — reproducing too early is a bad strategy and selection should punish it. But if everything dies instantly, something else might be off.

Comment · 8 months ago
that would be true if there was a reward function. compute_reward() exists in the code, but it returns 0.0.

they're only living/evolving to survive, and fork (reproduce).

can't wirehead natural selection if the brain does nothing useful, they'd die and their genome would die with them.

Comment · 8 months ago
completely fair, and thanks for the nudge - expect an updated readme shortly

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