Bots and Simulations > Simulation Emporium

Multicellular groups

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shvarz:
What I just saw in my sim was not really an evolution, but a sponaneous formation of multicellular group with clear selective advantage.  Interested?  Read on.

You have to know the setup for the sim to understand this:  I had non-evolving veggies that accumulate a lot of energy before they produce offspring.  The offspring runs off some distance from parent, settles down and the cycle repeats.  If a veegie cannot divide for some reason (bot limit reached or no space left) it gets rid of energy by converting energy to body or just by sending out a shot with the excess.

The predator started off from Carnatus Orbis and evolved to get smaller and adjusted its hunting pattern.  But it remained a tie-feeder.

Anyway, what you can see in the attached sim (change extension to .rar and unrar it) is that a group of veggies got stuck at the edge of the field.  The veggies that are inside the group cannot divide and pump their energy to  the veggies that face the sim.  Those veggies grow very fat and large.  For some reason the Carnatus Orbis cannot tie-feed from huge veggies...  Maybe it thinks that it is too far off from the food to fire a tie.  

So I got this self-defending blob, that is protected from the predator and that grows pretty well.  It is especially curious because the evolved Carnatis was so good at hunting these veggies down that most of the time the sim was in "re-populating with veggies" mode.

Cool, huh?

Numsgil:
Neat

Is this the new 2.4 version or are you still using 2.37?

shvarz:
By the way this thing with ties surely needs a fixing.  What I think happens is that the bot fires the tie, but the tie is very long due to the large size of the veggie, so tie tries to contract and pulls the bot inside the veggie.  At this point it gets pushed off with a very strong force, that breaks the tie and the predator flies off in random direction at high speed.

On the other hand, we may call it a feature and keep it

shvarz:
It's the new version.

EricL:
Adjusting the coeffecient of elasticity slider can reduce the collision force between bots, but I bet the issue is not a function of bot collisions but rather a function of the default tie length and the default tie "springyness".   I haven't changed tie physcis much.  The default tie length and "springyness" is that originally specificed by Nums I think when he implemented the new tie physics in the 2.4 fork.  Ties when formed have a certain default "springyness" and a certain default length (200 out of 1000 I think).   They try to get to their default length so if you fire a tie from a long way away, the acceleration the bot feels as the tie contracts will be large, perhaps snapping the tie.

I'm very open to whatever people want to do on default tie behaviour (I.e. how long their natural length should be set at, how hard ties attempt to acheive their default length, etc.).  It's trivial to change this in the code.  However, I'd rather not expose it as an option as letting people change this will have a huge impact on how bots behave in different worlds.  I'd prefer we agree on a set behavior and hard code it.  Bots can always change tie lengths and elasticity themselves, but the default values we need to agree upon....

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