Bots and Simulations > Bot Tavern
Preybot V1
Old Henk:
Hey all,
this is the first version of the prey bot that is to be used in the Wraith-bot simulation.
Currently it features:
* It defines it's territory based on the place where it was born.
* It stays within the borders of it's own territory.
* It eats vegs.
* It avoid friends (conspecifics).
* It reproduces close to the center of it's territory.
* Colonies slowly migrate over time (is this a problem? IMO not)I've had varied results with this bot. Sometimes certain territories are bursting with bots, sometimes the starting bot is the only thing that lives for a long period of time.
Noted in file are comments (well, only one this time ;) ), that I ask other members of the project (or DB'ers in general) to have a look at. The comments are placed in <...> marks, <so this would be a comment>.
Also, if you choose to alter/improve this bot for Preybot V2, I ask you to note your changes, and annotate them with a name and date. In notepad this can be done by pressing the F5 key, then typing your name behind the date/time.
I would like all changes to be send to me, so I can combine them in Preybot V2
Henk
DNA of this bot
BTW, for some weird reason I can't upload .txt files to the forum :wacko:
Numsgil:
I think we've been having problems with the forum's uploading filters from time to time. I have no idea why.
Elite:
Brilliant!
:D
No, It's not a problem at all that the communities migrate over time, in fact it might give the Keepers something to think about.
Suggested changes:
- For preybot to help other's of it's species by firing nrg at them if my nrg > conspec's nrg by more than 10%.
- For preybot to be less agressive and not kill as many veggies
- For preybot to flee strong enemies, but atack if it's conspecifics or territory are threatened
- And to be more durable as a species (ie. can survive decimation)
Man that thing is cool :) You've done a great job Henk
I'm including an estimate of the kind of settings I will probably use for the sim. Just add your preybot. Can't wait for version 2 :D
Numsgil:
I think not decimating veggies is a useful but seldom looked at behavior.
You want to kill some or they will simply overcrowd you. You want to leave at least a few around to reproduce on their own.
Elite:
Yeah, I was thinking some rnd function to make the bot have a random chance of turning away from vegs.
Some more suggestions Henk:
- You need to make the praybots weaker by making them leave veggies alone and stop feeding when they've reached a threshold nrg (around 3000-5000)
- The Preybots could repro ,say, once every 500cy or something like that, rather than when they have so much nrg. Or when they don't see many conspecs (ie. if they see less than so many conspecs in so many cycles then they repro) - I like the latter option better.
- You appear to have missed out the condition:
--- Code: ---*.numties 0 =
--- End code ---
In gene 2 of the territory genes
- You need to make them flee bots that aren't conspecs and aren't vegs
I dropped an Una into a community to simulate a culling and they ripped it to shreds :o - Probably something to do with their .repro level being so high - they all had around 30000 nrg!
They need to be easily 'killable' but durable as a species
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