Bots and Simulations > Simulation Emporium
3-bot sim
shvarz:
OK, I double-checked. Carnatus evolved to mimick Hunter's "own species" recognition. I don't have enough expertise to go and dig through the code to find out how they did it, but they certainly did - Hunters don't shoot at them. It's a bit strange, because in the original sim I saw Hunters shooting at least at some of Carnatuses, but now I made a new bot from that evolved species and started new sim and Hunters don't hunt anymore... Maybe in the original sim both resistant and sensetive species were co-exisiting, because the presence of resistant species crippled Hunters enough for sensetive species to survive at low numbers.
I doubt anyone would care enough to try and figure it out, but here's the DNA of the evolved Carnatus.
--- Code: ---cond *.nrg 6000 > *.eye5 0 != start add 35 .repro store *252 2 rnd 50 store 150 458 *399 store stop cond *.robage 0 = start 330 inc *.myeye .refeye store 455 .vloc store stop cond *.robage 1 = start 467 inc 628 .aimdx store stop cond *.eye5 60 < *.vel 20 < start add 576 5 .up store stop cond *.eye5 0 > *.eye5 50 < *.numties 0 = start *.maxvel *.vel sub .up store stop cond *.eye3 *22 !%= -86 *969 >= *.eye1 *.eye9 != start mult store *.eye9 *.eye1 873 sub 4 mult stop cond *.eye5 30 < *.eye2 *.eye8 != *.eye2 *.eye8 != start mult mult mult mult *.eye8 *.eye2 sub 3 *923 inc stop cond *.eye5 30 < *.eye2 *.eye8 != *.eye2 *.eye8 != start mult mult mult mult *.eye8 *.eye2 sub 3 *923 inc stop cond *.eye5 40 < *.eye3 *.eye7 != *.eye3 *.eye7 != start mult *.eye7 *.eye3 sub 2 mult inc stop cond *.eye4 *.tielen2 != start mult *.eye6 *.eye4 sub stop cond *.refeye 0 > *.eye5 20 > *.robage 0 != start 900 *226 mult 288 stop cond start .aimdx store stop cond *.eye3 0 != *.tiepres 0 != *.tiepres 0 != start 70 inc dec 71 inc stop cond *.tiepres 0 != *.tiepres 0 != *.tiepres 0 != start *880 70 inc *594 71 inc stop cond *70 1 = start 145 -3 .tieloc store -3 .tieloc store 25 -23 .tieval store *.sun .tienum store stop cond *70 1 = start 145 -3 .tieloc store 25 .tieval store *.tiepres -889 .refshoot store 1697 stop cond *70 1 > start -1 .tieloc store *896 -3000 .tieval store *.tiepres .tienum store stop cond *.refeye 0 = *.eye4 *.eye6 = *.eye5 40 > *.numties 0 = start 500 rnd .tie store -23 stop cond *70 0 > *.numties 0 = start 0 70 store stop cond *.nrg 1000 > start 100 rnd 100 rnd .strbody store stop cond *.waste 100 > start div 374 *.waste 257 .shootval store -4 .shoot store add 1 mult .backshot store stop end
--- End code ---
shvarz:
I thought I'd post the "mutations details" from this bot, but it turns out saved sims don't carry this info. Nums, take note of this for the new version.
Numsgil:
You were using 2.37 right?
Unless I'm mistaken, I think I fixed this for 2.4. Somone would need to check.
PurpleYouko:
I'm not quite sure what th eproblem is with saving the robot's DNA.
It works fine on my system.
You right click the robot then choose "Save Robot's DNA" from the list. It creates the DNA file from there.
What exactly are you guys trying to do?
Griz:
--- Quote ---I'm not quite sure what th eproblem is with saving the robot's DNA.
It works fine on my system.
You right click the robot then choose "Save Robot's DNA" from the list. It creates the DNA file from there.
What exactly are you guys trying to do?
--- End quote ---
that would be the best way PY ...
but I couldn't do it that way as the program would freeze
on me when I did. don't know why. this was with 2.4.
so ... opening the robot info file, and looking at the dna ...
one can highlight it with the mouse, but not save it.
Testlund experienced the same thing.
shvarz apparently could do it from there ...
as his combined bots file he uploaded has all the 'gene stops' in it.
so we were trying to figure out how he did that.
eventually, I found that once hilighted, I could save it using
ctrl C and then it can be pasted into notepad.
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