Author Topic: Zerobot evolution prize for conditional logic  (Read 40272 times)

Offline fulizer

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Zerobot evolution prize for conditional logic
« Reply #45 on: December 14, 2007, 08:42:40 AM »
Quote from: Numsgil
They could be sort of like local gods for the zerobots around them.
like you and ericl are for us.
soory but you guys are great
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Offline fulizer

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Zerobot evolution prize for conditional logic
« Reply #46 on: January 08, 2008, 08:48:48 AM »
Quote from: Gobo
Quote from: Peter
Ok, then you just click on virus-immunity at the veggie, to my idea it has been inplented just for that reason.
Well, what about having sex with veggies (.sexrepro)?
you can do that? horray!
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Offline Blacksmith

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Zerobot evolution prize for conditional logic
« Reply #47 on: January 22, 2008, 08:39:38 PM »
so far mine are still spinning, I just started with a bunch of zeros, although with smilemode they are diffeent shapes. Can they evolve to reproduce them selves?

Offline Numsgil

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Zerobot evolution prize for conditional logic
« Reply #48 on: January 22, 2008, 09:59:12 PM »
With enough time, yeah.  But the time required varies, and tends to be in the tens of millions of cycles or something similar.

Offline EricL

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« Reply #49 on: January 22, 2008, 10:00:56 PM »
Also, mutation frequency is proportional to genome length so it will take much longer starting with a short zerobot then a longer one.
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Offline Blacksmith

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« Reply #50 on: January 23, 2008, 03:06:40 AM »
my current zerobots have a dna length of 554, and 0 genes. nearing 300000 cycles.

Offline Blacksmith

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« Reply #51 on: January 23, 2008, 03:18:04 AM »
chaging to new sim, zerobots non veggies, with non reproducing veggies in place

Offline fulizer

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« Reply #52 on: January 24, 2008, 04:59:16 AM »
that would be a good idea as reproduceing veggies tend to go everywhere
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Offline Blacksmith

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« Reply #53 on: January 24, 2008, 06:21:57 PM »
uh, they are can evole the start function right?

Offline EricL

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« Reply #54 on: January 24, 2008, 06:25:08 PM »
Quote from: Blacksmith
uh, they are can evole the start function right?
Yes, point mutations will eventually hit upon a start.
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Offline rsucoop

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« Reply #55 on: February 06, 2008, 10:57:03 PM »
what about a one bot challenge. Everything defaulted to 1s with mega high mutations, and lots of starting energy.

Offline EricL

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« Reply #56 on: February 06, 2008, 11:24:18 PM »
Quote from: rsucoop
what about a one bot challenge. Everything defaulted to 1s with mega high mutations, and lots of starting energy.
A starting bot of all ones is essentially the same as one with all 0's.  They have the exact same entropy.  If you want to start from all 1's, that is fine for the challenge but in practice will be no different than one with all 0's.

You are welcome to tweak the mutation rate to whatever you want but you will find that too high a mutation rate is counter productive.  Benificial mutations will be destroyed before they can fixate.

Start with whatever nrg you want.  Use sheparad bots to supply additional nrg.  Make them all veggies if you want.  Each is legal for the challenge.
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Offline Endy

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Zerobot evolution prize for conditional logic
« Reply #57 on: February 08, 2008, 08:42:53 PM »
Is it okay to induce the zero bots into making viruses with the shoot/shootval commands? I've been doing some high speed dna creation with point locations then have the bots make viruses to mix the dna's. Both zerobots start from the same zerobot and then I check the dna to prevent possible cross contamination from an authored bot.

Offline EricL

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« Reply #58 on: February 08, 2008, 10:19:19 PM »
Quote from: Endy
Is it okay to induce the zero bots into making viruses with the shoot/shootval commands? I've been doing some high speed dna creation with point locations then have the bots make viruses to mix the dna's. Both zerobots start from the same zerobot and then I check the dna to prevent possible cross contamination from an authored bot.
Go for it.   You can use shepard bots to shoot info shots into .mkvirus and/or .vshoot or any other location.  

What I want to avoid is any intelligent design, any transfer of human design or engineering to the evolving bots.  Spewed info shots do not in an of themselves consitute any information transfer but as you say, make sure those shepards are marked virus immune....  
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Offline Endy

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« Reply #59 on: February 09, 2008, 07:19:53 AM »
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make sure those shepards are marked virus immune....

Err... That reminds of me of the other thing I wanted to mention that a virus immune bot can still shoot viruses via info shots. I've had several of the Shepards causing each other to fire viruses into the zerobots. Maybe we could add a check box to make the bot unable to fire viruses, in addition to the virus immune one we have already?