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Multibot Vegetable

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Griz:

--- Quote ---This screenshot shows what the 'plant' looks like when the cells are stretched apart.
--- End quote ---
ok ... I get nothing that in any way resembles this.

of course I was using version1 of your bot.
will download the latest.
but ...
I suspect the sim settings are going to have a great effect ...
ie, max # of bots, bot energy/cycle, nrg/body ... etc ...
so if would be a big help if you could upload a setting file ...
or list the settings you used to get what you have in your pic.

I assume version 2.4.A ... correct?
they do nothing at all in 2.37.6 anyway ...
but again ... I have no idea what setting you are using.


thanks

Boris of Quirm:
I'm running in 2.37 and the code is shown below :-


--- Code: ---'Plant ver_1.0
'(Multi-veggie-bot)
'
'The bot has three cell types - a stem, a leaf and a flower.
'
'A stem is the only part of the bot that can reproduce. It can

by tied to a maximum of 4 other cells.
'
'A leaf is denoted by spinning to the left (anti-clockwise).
'
'A flower is denoted by spinning to the right (clockwise).


'Declare plant specific variables

'Allocate Address 50 as the identifier for cell type
def type 50

'Allocate Address 51 as a count for the number of times a stem

cell has turned
def turn 51

'Allocate Address 52 as a counter for use during tie creation
def tiecounter 52

'End of Declarations


'Gene 1 - Allocate cell type at birth
'
'NB - Value of type can be:-
'
'1 - Stem
'2 - Leaf
'3 - Flower

cond
*.type 1 <
start
2 rnd 1 add .type store
stop

'End of Gene 1


'Gene 2 - I am a leaf
'
'Show I am a leaf by spinning to the left

cond
*.type 2 =
start
'10 .aimsx store
stop

'End of Gene 2


'Gene 3 - I am a flower
'
'Show I am a flower by spinning to the right

cond
*.type 3 =
start
'10 .aimdx store
stop

'End of Gene 3


'Gene 4 - I am a stem part 1
'
'I am a stem.
'I have enough energy
'I can still turn
'I can't see anything
'
'As a result I will reproduce and turn

cond
*.type 1 =
*.turn 8 <
'*.numties 4 <
*.eye5 40 <
*.tiecounter 1 <
start
20 .repro store
.tiecounter inc
stop

'End of Gene 4


'Gene 5 - I am a stem part 2
'
'I am a stem.
'I have enough energy
'I can still turn
'I can see something
'
'As a result I will just turn

cond
*.type 1 =
*.turn 8 <
'*.numties 4 <
*.eye5 40 >
*.tiecounter 1 <
start
314 .aimsx store
.turn inc
stop

'End of Gene 5

cond
*.tiecounter 0 >
start
1 .tie store
.tiecounter inc
stop

cond
*.tiecounter 10 >
start
0 .tiecounter store
stop


end
--- End code ---

I start with 10 bots with an energy of 3000 and no other bots.
They are flagged as vegetables and blocked.
Also mutations are disabled.
NRG/veggy/cycle is set to 10.

As the cells randomly decide what type they are, it may be necessary for you to run the test several times before you get a stem that starts to grow to any degree.

The resulting plant should look like my first image.

In order to see the plant, pause the cyles and stretch the cells of the plant out.  Once you have opened the cells out you should have something resembling my second image.

Endy:
You might want to try something using .tielen1 when robage equals 1 or 0. Basically the bot can be sure of affecting the correct tie since it should only have one tie at that age.

Gotta thank Evolution for that little trick, some blind bots I made started using this to spread themselves out during their birthing cycle.

Griz:

--- Quote ---Griz,

I am going to post my latest plant code in the bestiary.

The cells can be three types, sstem, leaf or flower.

To see what type a cell is open the console for a cell and use '? 50'.
This will show you the value held in the location that governs type. If the value is 1 then the cell is a stem, 2 it's a leaf and 3 it's a flower.
Only a stem can 'grow' another part of the plant.
--- End quote ---
ok. thanks

shouldn't there be a way to alter the color slightly depending on
the value of what is in this memory location?
they can alter color when a mutant so .... ????
or alter the 'skin' slightly ... or stick the 1,2 or 3 into the bot ...
similar to the numbers that Bots attached to them in his Bauified version of 2.37?
just something to distinguish them?

Num's ...
I've asked a couple of time ...
could you please tell me the name of the variable that determines
in what color the bot is displayed/drawn?
and also ... the variable name of the color the graphs use?
it would be nice to have them match .... or at least have the graph
use the color designated when we set up the species ...
rather than the defalult color depending upon the order of species ...
ie, yellow, red, blue, violet, white ... or however it goes.

thanks

Boris of Quirm:
Thanks for that Endy.

I'll give it a try.

If anyone wants to play with the plant, please feel free and let me know if you discover anything useful.  I can then pool all your ideas together into one 'Ultimate' plant.

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