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EricL:
Okay. 2.42.9p and beyond, F1 mode sets 0.00001 nrg/body/cycle and 0.01 nrg/cycle costs in addition to the other F1 costs.
--- Quote from: Jez ---Don't know how small you can make the fractions of energy before the program will just ignore it.
--- End quote ---
The program never igores. The UI will round in the display, so the nrg may not appear to drop every cycle if costs are very very low, but the program always does the math and nrg is actually dropping even when too slow to see in the UI...
Numsgil:
I once set the DNA upkeep to something like .000 000 000 1 or something like that. I don't think any of my bots ever lost nrg. If you get a half second, can you check on this?
Sprotiel:
--- Quote from: Numsgil ---I once set the DNA upkeep to something like .000 000 000 1 or something like that. I don't think any of my bots ever lost nrg. If you get a half second, can you check on this?
--- End quote ---
That's 10^-10 ! No wonder you didn't see any effect: say your bots have a 1000-blocks DNA, and live 100 000 turns, over the course of their life, they'll have lost 10^3 * 10^5 *10^-10 = 0.01 energy.
Numsgil:
This was in a very long term sim where I would get a million cycles an hour. Even after millions of cycles bots would still have 30 000 nrg, where they started.
EricL:
--- Quote from: Numsgil ---I once set the DNA upkeep to something like .000 000 000 1 or something like that. I don't think any of my bots ever lost nrg. If you get a half second, can you check on this?
--- End quote ---
I looked at this and I think I fixed this farily recently. In several routines, Upkeep() amoung them, local temp varibles of type Long were being used where Sinlge types should have been. This resulted in rounding or in some cases overflows when very large or very small values were assigned. My guess is that your small cost value got rounded to 0 in the assignment. Pretty sure this won't happen today since I recently (like maybe a month ago) did a comprehensive look though all the source for such Single->Long assignments and fixed this one (and a bunch of others).
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