Bots and Simulations > Evolution and Internet Sharing Sims
Zerobot sims
EricL:
That's better, it removes my main objection regarding conditonal logic, but there is still information there e.g. the fact that it uses the .repro sysvar (a very specific, targetted, effecient way to reproduce) and not .mrepro or 300 store or *.nrg inc or any other of a thousand difference (generally more bizarre, less targetted, less effecient) sequences that zero bots might and do stumble upon. An analogy might be starting from DNA and rybosomes instead of from a self replicating RNA or some other simplier replicator. Your giving descendents a big push down a specific evolutionary path. Nothing wrong with that to be sure, you'll just end up with DNA based organisms instead of ones perhaps based on some other chemisty (bad analogy I know). My point is simply that there is value in starting from a pure zerbot.
Replicators are easy to evolve from zerobots, takes about 10 million cycles. No two are alike though. It is truly startling how many different ways there are to replicate. I am not exagerrating when I say there are thousands of different sequences, some of them amazingly novel and surprising with all sorts of evolutionary implications. For example, a bot that replicates using 250 *.eye5 add inc will replicate only when close to others. Starting from that sequence might lead down a different evolutionary path than others.
MacadamiaNuts:
--- Quote from: EricL ---Replicators are easy to evolve from zerobots, takes about 10 million cycles.
--- End quote ---
No way! I start with <5 zerobots, 32x mutations and a very low value for point mutations and get a replicator in much less than a million cycles. You just need to be watching to manually pick it before it's ruined by a pile of DNA junk.
"Manual" selection works wonders when you aren't running DB on a fast machine.
I think a sysvar read/write inspector in the console, including at what bp they were called, would help to check which sysvars are used by the bot each cycle. Easier than trying to calculate what's going on in the code. Perhaps my bots are secretly using their eyes.
EricL:
--- Quote from: MacadamiaNuts ---No way! I start with <5 zerobots, 32x mutations and a very low value for point mutations and get a replicator in much less than a million cycles. You just need to be watching to manually pick it before it's ruined by a pile of DNA junk.
--- End quote ---
Sorry, I was being breif. You are right of course. There are many factors which will infulence this. Mutation rates are one. So is the length of the starting zerobot 0 vector, the population of the sim, whether waste thresholds are used (altzheimers will cause reproduction) whether shooting veggies are used to provide nrg (they will mutate and shoot memory shots which will cause reproduction) and so on. See my ealier post in this topic.
--- Quote from: MacadamiaNuts ---I think a sysvar read/write inspector in the console, including at what bp they were called, would help to check which sysvars are used by the bot each cycle. Easier than trying to calculate what's going on in the code. Perhaps my bots are secretly using their eyes.
--- End quote ---
Have a look at the memory button on the robot properties dialog in 2.42.9u.
MacadamiaNuts:
Woah! My zerobots evolved into tiefeeders!
I saw a yellow flash and suddenly noticed the veggies they were tied to were totally dry. They seem to be hitting the .sharenrg memory location and taking instantly all the energy from my 32k veggies!
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Jez:
I have to say I was impressed with that first zerobot you posted Maca, I ran it under almost F1 conditions and while the speed factor almost always killed the babies every time I ran the sim a couple of bots tended to survive until the waste killed them.
Along the way I noticed that they altered their speed at a certain point and crawled around rather than speeding.
Their shooting was accurate and only used when in range of a target. ((EDIT) not true if you remove movement display vector you can see different!)
The babies didn't seem to be cyclic, more triggered by another (unknown) factor.
I noticed you had removed the code for it now, shame, but I have a copy so it's not lost.
I'll put it in the bestiary when there is a place/enough zerobots to make it worthwhile. Plus I still need to figure out how to name them so the development and origin is relatively easy to trace.
I look forward to trying out the latest version you have posted!
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