Bots and Simulations > DNA - General
Are viruses overpowered?
Jez:
“good cost-benefit or cost-effectiveness studies are complex, require very sophisticated technical skills and training in methodology and in principles of economics, and should not be undertaken lightly” (White, 1988)
Hmm, methinks me is a little underqualified for this but nm.
I could test some of this a bit more if I wasn’t running leagues atm but thought I’d sketch out my thoughts anyway;
1. Slime degrades over time (not sure what rate maybe 1 per turn (Can’t run sim slow enough so hard to see))
2. Max level of slime is 5000
3. What is the effectiveness of slime, 50% resistance for none? 100 or 99% for max?
If max level of slime is 5k with 100% resistance and viruses are 100% effective, (as the best ones are) using 5 bots per side, gaining 1 nrg per turn, Bot A virus attacker Bot B defender:-
Let’s set the probability of Bot B of hitting a virus at 0.1% all viruses shot for 100 turns.
Bot A fires 1 virus every 100 turns which survives 100 turns so after the first 100 turns there is always a 0.1% chance of Bot B hitting a virus. (0.2% effective so every 2000 turns destroys bot B )
Bot B spends 1 nrg per turn making slime which is worn away at the same speed so always has 50% chance of surviving and no chance to reproduce.
Bot B loses
Nrg gained = 2 per turn
Bot A fires 1 virus per 50 turns; chance of Bot B hitting is 0.1% after 50 turns and 0.2% after 100 turns. (0.1% effective so every 1000 turns destroys bot B )
Bot B spends 4999 turns making slime and another 1000 turns to reproduce.
Bot B loses (using 50% rather than incremental %’s I admit) (50%/5000nrg = .001 resistance gained per turn?)
Where’s MP? I know he likes this maths stuff! Not saying that the starting figures are correct but certainly at 1 nrg per turn it would be unfair. Giving both bots the same amount of nrg input per turn and allowing for slime degradation I think that (using these figures) it is more cost effective to use viruses than it is to use slime.
I don’t know how high you’d have to raise the nrg per turn (or lower the chance of a virus hitting Bot B ) to make slime cost effective but figure that it’d have to be higher than 100, the point at which Bot A could fire a virus every turn.
The acid test will be if (the F1 league rerun finishes ok) the effective (working) virus bots all end up in good positions (not respecting 1G antiviral bots)
Marks out of ten?
abyaly:
You want to make viral defense even stronger? It's already possible to add a viral defense to a bot that is 100% effective and doesnt cost any energy by reducing the bot to an SG.
Jez:
I know, the top bots are looking like being all 1G anti viral and virus bots. Last time I tried a rerun of the F1 league, got to match 14, the top six bots were 1G and Virus bots. The only bot I thought was viral and didn't manage to stay up top was DIN2.
Perhaps the F1 league should turn into 1G and viral league? It seems rather a speciality field, not something to encourage new visitors to DB when it comes to writing their first bot. Lots of experienced bot writers don't like writing 1G bots either, they can be a bit of a pain.
I've always liked the way bot's abilities were balanced, paper scissors stone. Not just V or 1G with all the others 2nd class robotizens.
What do you think?
EricL:
--- Quote from: Jez ---1. Slime degrades over time (not sure what rate maybe 1 per turn (Can’t run sim slow enough so hard to see))
2. Max level of slime is 5000
3. What is the effectiveness of slime, 50% resistance for none? 100 or 99% for max?
--- End quote ---
1. Slime currently degrades 2% per cycle.
2. Max slime level is 32000
3. Slime effectivness against virus shots is a function of the shot's "power" which in turn is a function of the shots nrg (proportional to .vshoot) range (how far the shot had to travel to hit the victim - further means less effectiveness) and value (which appears to be the gene number usede = go figure).
I think this whole area has seriosu bugs. The way shots are powerred and effectiness gugaged is incredibly convoluted. I've been reluctant to mess with it. Perhaps in the new year I (or someone else) will spend some time on it.
Endy:
Did the bug where they would vshoot other genes than the intended one(original gene deleted or virus added prior to) ever get fixed? Caused some really weird runs.
Another problem is the plants, with no slime and infinite nrg they are pretty much sitting ducks.
Err... the original Din doesn't have viruses, only Din2 does.
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