npetreley:
Maybe the program they used was a dud.
Try this Java one:
http://home.pacbell.net/s-max/scott/weasel.html
It only takes a few hundred generations and a few seconds. It uses a population size of 1024 though (in the Java version). The first try with having a population size of 10,000 (in the Java applet) I got the solution in 38 generations. The second time - 54. Then 43. Then 44. It really depends on the population size I think.
I think Richard Dawkin's book also had software which evolved
"biomorphs"
I think these were just pretty shapes where the user guides the evolutionary process.
There are even more realistic evolutionary programs... e.g.
Gene Pool for Windows. I highly recommend you try it out and have it run on your computer for a couple hours. So far I've got to time 100,000. (see the stats button) The info button tells you the technical details about the program. Unfortunately I think that is the only way to see that text. (It isn't on the internet)
The other humanoid and frankenstein pools are pretty interesting to look at but they seem to die out after a while.
The creatures mutate quite a lot and in nature the mutation rate would be much lower....
In this program they'd be able to evolve significantly within maybe 100 generations - but in nature there would be millions of generations - remember - millions of years? To simulate that to a certain degree you could just leave the simulation running for a couple weeks.
There would be programs that simulate evolution more accurately - but this is one of the best easy-to-use ones I've come across so far.
Some comments on your link:
1. Mutations may be inserted, moving the entire string over one gene.
That would be good for explaining how the sizes of DNA can increase - e.g. from fish to humans. The programmers probably would think it would be a fairly pointless feature... natural selection would still ensure that the fitter organisms breed more. It would make the program take longer to make, and probably make it run a lot slower. There might be some programs that work like that though.
2. Mutations favor hotspots and rarely occur elsewhere.
This would be easy to add into a program...
3. Mutations heavily favor the T gene.
These simulations don't use the four bases that we have in genetics which create amino acids and proteins... individual cells are made up of millions of molecules I think and it might require a supercomputer to somewhat accurately simulate even one cell - so they are simplified. I wonder if the writer thinks the "T gene" is used to make the letter T in that weasel program...
4. Mutations may result in unusable or meaningless code, represented by special characters in our simulation.
This would just slow down a computer simulation. The idea of these simplified programs for everyday laypeople is to let them see things evolve quickly before their eyes... to have huge populations and huge numbers of generations, people would need very powerful computers and lots of time on their hands. Those more realistic simulations are more suited to researchers.
5. Mutations may kill the organism with a poison factor and stop the process.
This is seen in programs which search for food to some degree - if they have a serious mutation it would starve to death... this may be the reason why the organism would die in real life - and it could also be because it is missing vital components in its body, etc.
Update:
Framsticks is the most advanced free 3D evolution simulator I've come across... well it is free to see it in wireframe, but not proper textured 3d...
The genomes don't have a set length and genes are probably inserted during mutations.
Here is more in-depth information about their genotypes. There would be a potential for extremely complex organisms to evolve. Apparently the organisms in this program can even fight each other... they can also swim.
Here is an example of evolution using Framsticks... as you can see, the length of the genome clearly changes. It doesn't say how many generations were involved.