We present some results of simulations of population growth and evolution,
using the standard asexual Penna model, with individuals characterized by a
string of bits representing a genome containing some possible mutations. After
about 20000 simulation steps, when only a few genetic families are still
present from among rich variety of families at the beginning of the simulation
game, strong peaks in mutation distribution functions are observed. This known
effect is due to evolution rules with hereditary mechanism. The birth and death
balance in the simulation game also leads to elimination of families specified
by different genomes. Number of families G(t) versus time t follow the
power law, G∝tn. Our results show the power coefficient exponent n
is changing as the time goes. Starting from about --1, smoothly achieves about
--2 after hundreds of steps, and finally has semi-smooth transition to 0, when
only one family exists in the environment. This is in contrast with constant
n about --1 as found, for example, in \cite{bib:evolution}. We suspect that
this discrepancy may be due to two different time scales in simulations -
initial stages follow the n≈−1 law, yet for large number of simulation
steps we get n≈−2, providing random initial population was sufficiently
big to allow for still reliable statistical analysis. The n≈−1
evolution stage seems to be associated with the Verhulst mechanism of
population elimination due to the limited environmental capacity - when the
standard evolution rules were modified, we observed a plateau (n=0) in the
power law in short time scale, again followed by n≈−2 law for longer
times. The modified model uses birth rate controlled by the current population
instead of the standard Verhulst death factor