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body and mass

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Griz:
I don't know if this is a bug or some setting
I don't have set correctly.
my bots always end up having only a tiny mass
and body ...
each time a bot reproduces, the body and mass
are shared, 50% in most cases ...
and neither the parent or offspring ever gains
any mass or body ...
resulting in a population of bots with very small
masses/bodies ... hardly even visible.
at some point they also seem to no longer be
able to feed.
this occurs even with mutations disabled.
what's up with this?
what am I missing?
this happens with any bots I use.
I see I can adjust the nrg/body ratio for veggies ...
but what determines this with the other bots?

PurpleYouko:
It depends a lot on which bots you are using.

Many bots (especially the older ones) have no ability to control their body size.
Some though (notably carnatus orbis) actually use body size as a condition for reproduction. I'm betting you won't see this if you do a test with him.

Another point is that in the options panel you now have the slider that allows you to select how much energy goes to body and how much just goes to the robot's own energy stores. (or is this just for veggie feeding? I don't remember off hand)

Just use a rob that has a .storebody command and/or a *.body condition in its repro gene.

Griz:
aha!
yes ...
I'm still trying to find which 'old' bots work in 2.4x ...
indeed Canatus_Orbis works fine.

so this gene:
cond
*.nrg 800 >
start
100 .strbody store
stop

if nrg is greater than 800 begins to store it as body, yes?

and by body condition you mean:

cond
*.nrg *60 >
*.body *61 >
*.eye5 0 =
start
20 .repro store
2 50 store
150 .aimdx store
stop

so both nrg and body must be greater than something ...
could you explain just what value they are being compared to?
just > 60 and >61 ???

should  the .strbody be a standard gene for bots in 2.4?

thanks PY ...
my bots were becoming so small in body I don't think they
had enough body/strength to shoot anymore.

question to any/all ...
what bots actually work in 2.4x?
and which one's need to be tweeked/upgraded?

thanks

Numsgil:

--- Quote from: PurpleYouko ---Another point is that in the options panel you now have the slider that allows you to select how much energy goes to body and how much just goes to the robot's own energy stores. (or is this just for veggie feeding? I don't remember off hand)
--- End quote ---

Just for veggies, but now that you mention it it might be a good idea to extend this to -1 shots as well, or set up a new slider for that.

EricL:

--- Quote from: Griz ---question to any/all ...
what bots actually work in 2.4x?
and which one's need to be tweeked/upgraded?
--- End quote ---

Here's my view on this.

With very few execptions, they should all work without tweaks or changes.  I'm not saying they all actually do work today.  I'm saying they all *should* work and I am committed to spending time on 2.4X fixing issues until they do.

The few execptions have to do with bots that are highly dependent upon previous version physics or default settings which would entail dispensing with some of the new physics "features" in 2.4 in order to make them work.  Generally, these are multi-bots such as Helios or Inchworm whose tie formations or movements were coded to assume specific prior version tie springyness, etc.  Inchworm works in 2.4x for example, after a fashion, but it slews from side to side.  This is because of the differences in tie physics between versions.  In 2.4, the tie Hooke forces are being translated to torque forces without any rotational element which results in oscilations.  Same thing happens when two bots of very different mass are tied.  Harmonics occur, the small guy vibrates.  I'm happy to tweak defaults, change settings, add damping forces, etc but to fix the vibrations properly requires the addition of rotational torque, not just moving due to tie forces but rotating as well.  I probably won;t do that.  And even if I did, there would still be differences preventing some sensitive bots from working correctly.

That said though, all sysvars should work, all behaviours should be as similar as possible.  Anywhere they arn't is a bug.

The best thing people can do to help me is to point out cases *with as much detail as possible* where a bot does X in 2.3X but does Y (or does not do X) in 2.4X.  

I need details.  Ideally, such bug reports have some analysis and a sim or bot DNA fragement behind them, pointing out the gene or sysvar that is or is not behaving correctly and showing some bot code that illustrates this.  It takes me a long time to walk through the DNA of a large bot I am unfamiliar with and compare the state between the different versions and try and pinpoint not only where the bug is but what the bot is supposed to do in the first place.  Help me!

Bot authors, you are in a great position to help me here.  You know what your bot should do and how it does it.  Help me improve the code by helping me debug the problem by pinpointing exactly where and what in your bot unexpected things occur in 2.4.  Thanks.

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