First Run: Trying Rate: 40%, Size: 4%, Clones: 4, Generations: 160. Score: 149.0. Second Run: Trying Rate: 30%, Size: 4%, Clones: 4, Generations: 160. Score: 163.9. Third Run: Trying Rate: 20%, Size: 4%, Clones: 4, Generations: 160. Score: 216.1. Fourth Run: Trying Rate: 10%, Size: 4%, Clones: 4, Generations: 160. Score: 179.4. Fifth Run: Keeping Rate: 20%. Trying Size: 10%, Clones: 4, Generations: 160. Score: 162.2. Sixth Run: Keeping Rate: 20%. Trying Size: 20%, Clones: 4, Generations: 160. Score: 154.3. Seventh Run: Keeping Rate: 20%, Size: 5%. Trying Clones: 9, Generations: 160. Score: 162.1. Eighth Run: Keeping (best combination tried) Rate: 20%, Size: 5%, Clones: 5 ... Generations: 154, Score: 216.6. Ninth Run: Keeping (elements from the best of the rest) Rate: 40%, Size: 10%, Clones: 10 ... Generations: 127, Score: 216.5. Final Run: Trying (halfway between the best two) Rate: 30%, Size: 10%, Clones: 5 ...
The track ends at about 225 yards. After that the cars fall off the edge of the world and rack up an apparently arbitrary number of points for the distance they plummet before the program kills them off and starts a new generation. (The time it takes might be related to how long it takes the other cars to get stuck and die.) This seems like a bug. mk, you might want to consider changing the goal to something like "who can who can travel about 220 yards, or get about 225 points, in the fewest generations?" instead of "who can get the most points?" Because after about 220, the points and the distance given to a car do not seem related to the car itself.