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Finaly 3.0 is somewhat out (and stuff)

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Botsareus:

--- Quote ---2. Conditions - You are trying to judge how well a bot evolved based on how well it fairs against another bot in F1 starting conditions. But the bot didn't evolve to win under F1 conditions, it evolved to survive in its current settings.
--- End quote ---

I did F1 conditions as the settings so no problem there.

Botsareus:

--- Quote ---Try adding some unmated version to the mutation sim. See which one fairs better on the mutated one's home turf.
--- End quote ---
The problem (as I already explained it) is that the robot does not mutate new stuff at all, I pinned it agenst a nonmutating or "unmated" virsion for the whole sim, the robot did not evolve and the  nonmutating virsion always won if the robots were [you]given the same starting values[/you].

If you mean "not reproducteble virsion of the bot" by "unmated". Then what does the robot have to evolve agenst if the chance of it surviving is practicaly Infinitely greater then chance of robot that does nor reproduce surviving.

Botsareus:
Light , its quite practical to make a robot build a map of its surroundings, I seen it done.

Check out (sorry dont have link) stuff about a compatition in the desert , robot controlled cars have to figure out the best path trough the desert using only gps and good old vedio or lasor sensors.

Instead of building information on each robot, It will build "square blobs of stuff" in memory and how mutch different robots are in each blob.

Note: I did not say "round blobs" because that will requre the use of sin and cos and maybe atn and tan, the dna code does not have this stuff, infact yes: making "round blobs of stuff" will be inpractical. (I mean we only have about 800 free memory locations to work with)

Light:
Myabe its possible but in a fight it would take to long most battles dont last that long and robots have a relatively short life span, if each robot maps its own area, it then has too share it with other bots, and given that a bot can cross the screen in like 25 cycles, it wont be accurate at all, only use you could do is maybe map enemy bot concentrations in different parts of the screens, but I dont really see what use that information could serve your bots, plus the whole idea is a massive undertaking for what I see as no gain,  but if you can get it to work, fair play to you.

I think its much more interesting having bots maybe group together at a particular location or just keeping close too one another for protection in numbers, this might work quite well against single bots, if helios charged straight through one of the groups it could possibly mo them all down, who knows. Another interesting thing is just having bots assesing there target, for example are they bigger than me should I keep away like  DIN with Helios, or should we team up to take big bots down, should I build up or reproduce fast, what is the best strategy to defeat my enemy. Having a bit of comunication between bots too co-ordinate information. If I wasn't snowed under with work I would maybe do some more work on my bots, but such is life that wont be for a while  :(

Botsareus:

--- Quote ---only use you could do is maybe map enemy bot concentrations in different parts of the screens
--- End quote ---

Light thats exactly what I was talking about, I got the Idea and the Strategy from "RedAlert", (PY should know what RedAlert is , he is into strategy games)

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