Author Topic: Energy distribution to offspring.  (Read 6815 times)

Offline Testlund

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Energy distribution to offspring.
« on: May 11, 2006, 01:02:55 PM »
When my veggies reproduce the offspring are very tiny and they are given very little energy from their parent, like 200-300 energy. Also they can't gain any energy from autotroph when I have it set to 12 nrg per kilobody point. Only the large ones gain energy. Why is it that the offspring have so little energy from start and why don't they gain any energy? In other sims I've run the parents usually give half their energy over to their offspring. Is there some gene that desides how much energy to give, or is it some bug? Ofcourse if I set the energy to veggies per cycle instead all gain energy. But then no veggie will die and the population will stay at maximum forever, wich makes it quite boring. I don't have any bots in the sim to keep it down.

(This is the second time I try to post this. The first post got deleted!)
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Offline PurpleYouko

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Energy distribution to offspring.
« Reply #1 on: May 11, 2006, 01:08:37 PM »
The amount given is decided by the value that they store into .repro
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Offline Testlund

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Energy distribution to offspring.
« Reply #2 on: May 11, 2006, 01:22:12 PM »
Oh, I see. I guess I'll just have to wait until they evolve to give more energy to their offspring then. Right now I can't have any ageing costs or it will whipe them all out.

Could you tell me what that gene look like and what value decides how much energy the offspring will recieve?
« Last Edit: May 11, 2006, 01:26:27 PM by Testlund »
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Offline Welwordion

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Energy distribution to offspring.
« Reply #3 on: May 11, 2006, 02:22:46 PM »
like I already said somewhere, set it to veggy per cycle and then counterbalance this with age costs, if you start age cost at an age of 5000 cycles you can make the children be the veggies of the sim and the older only survive if they learn to eat properly.
Note I run my sims with an nrg gain of 6 per cycle and an age cost of 7 starting from whatever age I want (current sim uses 5000 as starting age of the cost)
« Last Edit: May 11, 2006, 02:24:29 PM by Welwordion »

Offline Numsgil

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« Reply #4 on: May 11, 2006, 02:25:31 PM »
Here's a repro gene:

Code: [Select]
cond
*.nrg 12000 >
start
10 .repro store
stop

10 .repro store will create a child with 10% of all assets the parent has.  10% of the parent's nrg, 10% of the parent's body, etc.

Since your nrg feeding method gives nrg to veggies based on their body (per kilobody), smaller bots with less body get less nrg.

The kilobody feeding method is useful to avoid the evolution of cancerous veggies.  Too many of my sims have the veggies become shells of maybe 10 body and 5 nrg that just mindlessly reproduce as fast as possible.  That'd be fine except it really screws up the simulation speed and sanity.

Per kilbody point encourages veggies to find ways to be successful that don't tax the resources of my computer

Offline Testlund

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« Reply #5 on: May 11, 2006, 03:04:06 PM »
Ok, but I think my veggies are using some other kind of label than .repro. I can't find .repro in the genes.
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Offline Numsgil

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« Reply #6 on: May 11, 2006, 03:42:00 PM »
.repro is just a number (300 in this case).

You really should spend the little amount of time it takes to understand how the DNA works.  It's going to make your life 100 times easier running evo sims.

Offline PurpleYouko

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« Reply #7 on: May 11, 2006, 03:55:03 PM »
.mrepro (301) will also have the same effect except that any reproduction using it will result in a mutated offspring. Even if mutations are disabled, .mrepro will make them mutate.
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Offline Testlund

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« Reply #8 on: May 11, 2006, 04:17:23 PM »
Quote from: Numsgil
.repro is just a number (300 in this case).

You really should spend the little amount of time it takes to understand how the DNA works.  It's going to make your life 100 times easier running evo sims.

I whould like to learn it, but I don't know how to approach it. I've looked through the bot writing tutorials and I've learned what a few of the labels mean, but there is no explanation anywhere what all the numbers and labels mean. How did you guys learn it? Where did you get the info?
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Offline PurpleYouko

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« Reply #9 on: May 11, 2006, 04:20:15 PM »
At least 3/4 of it is included in the game's built in DNA help menu.

Don't tell me you didn't know we had a DNA help menu  

And after I spent all that time typing it up too.  
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Offline Numsgil

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« Reply #10 on: May 11, 2006, 04:20:41 PM »
Start here, and go through the articles in order.  If at some step there is a place where you get lost, we need to expand that step to be more understandable.

Offline PurpleYouko

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« Reply #11 on: May 11, 2006, 04:22:47 PM »
Yup the help is still there.

It doesn't give the numerical equivalents of the sysvars but you can get that simply by opening the "sysvars2.21" file in a text editor like notepad
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Offline Welwordion

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« Reply #12 on: May 11, 2006, 04:49:29 PM »
How about first giving the linkto the wiki documentation of sysvariables?
http://www.darwinbots.com/WikiManual/index.php?title=Sysvars
Just wanted to say I know what he means if nobody explains you where, you almost never find the help nd options you need.

Offline Testlund

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« Reply #13 on: May 11, 2006, 05:14:47 PM »
Yeah, it was the sysvars that I found most difficult to understand. Never thought about looking at the sysvar. Hehe. Okey, but I still don't find any repro kind of command in the genes, so I still don't understand how my veggies can reproduce. There's no .repro or the number 300 for instance.
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Offline Numsgil

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« Reply #14 on: May 11, 2006, 05:17:30 PM »
Next you have to understand that since store takes two values from the stack, and most other operations remove on and add to the stack, it becomes rather complex.

For instance:

10 300 store

will reproduce.

10 100 200 add store

will also.

10 100 10 div 3 mult 25 mult 5 div 2 mult store

will also.