Code center > Specialization, Metabolism, Digestions and Env Grid
Metabolism part 1: Catabolism in animals
PurpleYouko:
The thing that I really don't want to have to do is to control every reaction directly from the DNA.
I think that would make the whole program extremely cumbersome and would discourage most people from using it at all.
We have to remember that DB needs to appeal to Bot Battle gamers as well as evolution simulators.
I also don't want to lose all the existing bots because they have none of the necessary controls to metabolize the food supply.
I am fine with these new ideas but let's just not get too overcomplicated with the stuff that the DNA files actively handle.
:D PY :D
Numsgil:
Okay, imagine it's turn 0, your stomach has 100 food, you can digest at 2/cycle (you digest faster by allocating more muscles to the task), and food has a half life of 10.
So, after 10 cycles some food is lost to decay (Less than 50. I'm not sure of the exact amount, there's some calculus involved, isn't there.) and 20 nrg is digested.
So if you eat too much, alot of food is just lost because you can't digest it, which means you wasted the effort you spent to get it in the first place.
Numsgil:
I agree with PY. I'm willing to explore and and all paths, but it must be easily handled by the bot if this is to work at all.
shvarz:
Don't have a cow, it will be easy. :)
Ideally it should be easy to learn, difficult to master. We'll have a basic set of genes that would allow bots not to care to much about metabolism, except for the fact that there energy can be converted to stuff with different properties, like fat, carb, protein, muscle, shell, slime, venom, poison, lignen, chitin and so on...
These will be copy-paste genes/enzyme sets. You just decide: In my bot I want to have muscle and venom, then choose the set and copy/paste the stuff at the end of your genome.
if you want to get fancy - evolve stuff or dig in and learn.
Would that work for you?
Navigation
[0] Message Index
[*] Previous page
Go to full version