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Welwordion:
Hmm I think the weakness of your prog is that the organisms are limited to eating,moving,growing and sporing
as only active actions that way: finding food and enemy , moving to food or away from enemy and eating food and enemy as well as reproducing on ocassion are the only challenges the organisms have to face, and these can be solved pretty forwarded.
Well I could also rant about some weaknesses in Darwinbots like that shell and slime lack the ability to fullfill more than their predefined uses, but all in all Darwinbots has many interesting facettes
(when my Dna would work like I want it to, it would be even more fun XD,yeah yeah I know I complain to much )
Endy:
--- Quote ---Nothing has evolved to use this feature. And I haven't written any serious creatures yet, which is probably a mistake, as this would reveal if all these instructions (like BROADCAST) are actually useful.
--- End quote ---
I'd imagine it'd be useful. Lord knows how easy it'd make for our multibots to co-ordinate their actions. Which creature actually has the overall say in what is broadcasted? If each had a say you'd have to somehow lump all the stored values together.
Shoot, I was hoping someone had figured out the loop problem. Oh well maybe someday.
Welwordion:
Give commands that could cause a loop a number of times called counter and deactivate them when this number becomes to large?
EricL:
Hi kenstauffer. Welcome aboard. Great to see another ALifer.
--- Quote from: Numsgil ---As far as I can tell, the only drawback is infinite loops.
--- End quote ---
Yea. We don't time slice, we restrict the DNA language so that the expression of infinite loops within a given cycle is impossible. Moving to a time-sliced architecture would essentially be a complete re-write. Even supportting in-cycle looping with some system-enforced maximum iteration counter would be a ton of work as it violates the notion of simultaneous state inherent in the current design. DNA looping constructs where one interaation is executed each cycle.... well, you can do that today, but its work. We could certainly add primities to make that easier without too much effort, but looping within a cycle... I don't see that being supported anytime soon.
kenstauffer:
Several of ideas concerning codules made sense. Limiting codules from being called a 2nd time or just limit
call stack depth, etc...
I don't know how real life handles "loops" but it seems to definately have "reuse". I'm sure the DNA that builds my left arm is the same DNA that builds my right. Codules (with the aformentioned limitations) should give darwinbot genomes that capability. It looks like darwinbot genomes are intended to be more a kind of functional programming rather than procedural. By this I mean, darwinbot geneomes are to be evaluated and all the results blended into a new set of behaviors for the creature. Functional languages don't normally have "loops". Prolog and lisp for example. But they actually do looping all the time, but they use recursion as their method. It lets them claim to be functional, but still perform iterative calculations.
Looking at darwinbots I don't see where loops would be needed. The main thing it could benefit from is "reuse", which codules seems to offer. The macro idea might make sense for programmers, but then evolution could not be able to operate on the commonality.
I want to pass on my thanks to Sprotiel, he identified a huge bug in my simulator.
I would like to ask a questions:
1. How do you know if a creature is your "family" (a related offspring)? And is this related at all to racial memory?
2. How do you draw those unique figures on each bot? Is this a checksum of the genome? And how does this figure change over evolution?
Ive read a lot of these forums and the wiki, but I apologize if this has been covered elsewhere.
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