Author Topic: Nanite Detonators (1G)(F2)(Trafalgar)-21.07.07  (Read 2396 times)

Offline Trafalgar

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Nanite Detonators (1G)(F2)(Trafalgar)-21.07.07
« on: July 20, 2007, 10:54:17 PM »
Notes on this bot are at the beginning of the [ code ]. This is an F1 bot (it'd be F2 also, except I don't think instakill tie attacks should be F2-legal).

This includes the .pyr code (commented out). The DNA length is only 272.

Code: [Select]
'Nanite Detonators.txt compiled by PyBot V1 from Nanite Detonators.pyr.
 'The premise behind this is simple: Put all your energy into reproducing, spreading out, and destroying all non-self.
 'These bots never consume any energy from any veggies or other bots - all their fuel comes from their starting energy and body (and from being extremely energy-efficient).
 'These bots use an instakill tie attack (tie and set tienum, and then next cycle set the enemy's strpoison to 10000). A bot can theoretically delete or block the tie (at least, it looked like some bots were deleting them, although my attempts to do so didn't seem to work - blocking with slime works better, but isn't 100% reliable), or try to disintegrate anyone who ties to you. However, even if you do those things, you'll still eventually get killed sooner or later. Of course, if you tricked the bot's friend-or-foe and went into hibernation for several thousand cycles, you could win. (Or you could just wait long enough for the remaining nanites to go into low-energy hibernation, and then you could stay away from the remaining nanites while eating veggies.)
 'The first version of this didn't use fdbody - It only got up to 150 bots, and ran much faster (chiefly for that reason). Unfortunately, it was unable to beat Etch, so I revised it.
 'The Friend or Foe code on this bot is rather simple, mainly to keep lag down as much as possible. It stores an ID in a memory address, and uses memloc/memval to make sure other bots have the same value there. If they do, they are ignored.
 'The scary thing is that when I tested a modified Guardian which had 995 set to the nanite detonator ID#, Guardian still lost.
 
 'def myid at 995
 def myid 995
 'if ():
 cond
 
 start
 '    #Initial setup, and corrections in case something else manages to change them
 '    tmemloc = &myid
 .myid dup *.tmemloc sub sgn abs .tmemloc mult store
 '    memloc = &myid
 .myid dup *.memloc sub sgn abs .memloc mult store
 '    myid = 2374
 2374 dup *.myid sub sgn abs .myid mult store
 '    eye5width = 1221
 1221 dup *.eye5width sub sgn abs .eye5width mult store
 '    #Turn around to face forward
 '    setaim when (robage==1) = (aim+630)
 *.aim 630 add dup *.setaim sub sgn abs *.robage 1 sub sgn abs - ++ & .setaim mult store
 '    #Accelerate - this is scaled down as we run low on energy.
 '    up when ((robage>0) and (nrg>25)) ++
 .up *.robage 0 sub sgn 0 floor *.nrg 25 sub sgn 0 floor & mult inc
 '    up when ((robage>0) and (nrg>50)) ++
 .up *.robage 0 sub sgn 0 floor *.nrg 50 sub sgn 0 floor & mult inc
 '    up when ((robage>0) and (nrg>75)) ++
 .up *.robage 0 sub sgn 0 floor *.nrg 75 sub sgn 0 floor & mult inc
 '    up when ((robage>0) and (nrg>100)) ++
 .up *.robage 0 sub sgn 0 floor *.nrg 100 sub sgn 0 floor & mult inc
 '    #disable-storecheck
 '    #Consume body as fuel, which has the pleasant side effects of making us harder to hit, and making us accelerate faster
 '    fdbody when (body>1) = body-1
 *.body 1 sub .fdbody *.body 1 sub sgn 0 floor mult store
 '    #We wait to reproduce until we're moving at a decent speed. This helps disperse us faster.
 '    repro when ((nrg>150) and (velscalar>20)) = 50
 50 .repro *.nrg 150 sub sgn 0 floor *.velscalar 20 sub sgn 0 floor & mult store
 '    #Tying magic - only tie to non-self, don't tie to newly born bots, don't tie when we're newly born, and don't tie when we are already tied to someone (other than a child)
 '    tie when ((eye5>0) and (memval!=2374) and (robage>2) and (refage>2) and (tiepres==0)) = rnd(30000)
 30000 rnd .tie *.eye5 0 sub sgn 0 floor *.memval 2374 sub sgn abs & *.robage 2 sub sgn 0 floor & *.refage 2 sub sgn 0 floor & *.tiepres 0 sub sgn abs - ++ & mult store
 '    #Set tienum appropriately
 '    tienum when (tiepres!=0) = tiepres
 *.tiepres .tienum *.tiepres 0 sub sgn abs mult store
 '    tienum when (tie!=0) = tie
 *.tie .tienum *.tie 0 sub sgn abs mult store
 '    #enable-storecheck
 '    #Disintegrate! We do the tmemval check here because it is possible for a bot to try to tie to an enemy on the same cycle that another bot is disintegrating that enemy, with the result being that the first bot ties to another nearby bot (generally a friendly) instead.
 '    tieloc when ((tiepres!=0) and (tmemval!=2374)) = &strpoison
 .strpoison dup *.tieloc sub sgn abs *.tiepres 0 sub sgn abs *.tmemval 2374 sub sgn abs & & .tieloc mult store
 '    tieval when ((tiepres!=0) and (tmemval!=2374)) = 10000
 10000 dup *.tieval sub sgn abs *.tiepres 0 sub sgn abs *.tmemval 2374 sub sgn abs & & .tieval mult store
 '    #Delete accidental ties to friendlies. (Perhaps not really necessary - we seem to do fairly fine without this)
 '    deltie when ((tiepres!=0) and (tmemval!=2374)) = tiepres
 *.tiepres dup *.deltie sub sgn abs *.tiepres 0 sub sgn abs *.tmemval 2374 sub sgn abs & & .deltie mult store
 stop

The number of nanites (without competitors) tends to max out around 580 after around 50 cycles, after which it begins a slow decline. It falls back to 100 after around 380 cycles, but slows down even more after that. It reaches 30 nanites after around 930 cycles, 15 nanites after 1670 cycles, and eventually 0 after around 3280 cycles.

(If mutations are enabled, it tends to max around around 450 instead, but takes longer to decline (In one test run, twice as long to hit 30 nanites, also twice as long to hit 15 nanites, and still having a couple nanites after 7200 cycles), apparently mostly due to mutations disabling the one .up inc which runs when it has between 25-50 energy)

The best way to measure how well a bot does against this seems to be to measure the maximum number of nanites in each match, and average the results for all five matches. Etch usually keeps it from going above 350-400, and Guardian does about the same, or sometimes better (apparently due to Guardian taking off at high speed at the start and sometimes running into nanites before they've begun replicating much).
« Last Edit: March 29, 2008, 04:41:19 AM by Numsgil »

Offline Jez

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Nanite Detonators (1G)(F2)(Trafalgar)-21.07.07
« Reply #1 on: July 21, 2007, 12:33:14 PM »
Er, I'm guessing I should have labeled Guardian as a 1G bot as well?

I would really like to enter Nanite in the F2 league, it's been a long tradition to accept exploit exploiting bots and they get to retain their postion even when the exploit is fixed; you've kindly provided an easy way to fool it anyway!

It sounds a really cool bot and I look forward to trying it out.  
« Last Edit: July 21, 2007, 12:35:59 PM by Jez »
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Offline Trafalgar

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Nanite Detonators (1G)(F2)(Trafalgar)-21.07.07
« Reply #2 on: July 21, 2007, 06:36:59 PM »
Well, if you really want to.

Offline abyaly

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Nanite Detonators (1G)(F2)(Trafalgar)-21.07.07
« Reply #3 on: July 21, 2007, 09:42:54 PM »
That is a very frightening bot. I think it even has longevity for when the instakills are fixed, although it's hard to say right now.
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the time and handed on the fight to their descendants.
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Offline Numsgil

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Nanite Detonators (1G)(F2)(Trafalgar)-21.07.07
« Reply #4 on: July 22, 2007, 12:52:09 AM »
It's rare for anything really new to come around, so I applaud you.  Other than making my program run at 1 cyc/sec, they seem to congregate in the corners, which reduced their effectiveness

Offline Trafalgar

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Nanite Detonators (1G)(F2)(Trafalgar)-21.07.07
« Reply #5 on: August 10, 2007, 12:03:01 AM »
Are league matches normally run with a toroidal sim, or with no wrapping? (Since Nanite Detonators were written for a toroidal sim, and are crippled in non-wrapping sims. I could probably fix that fairly easily, though.)

Offline MacadamiaNuts

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Nanite Detonators (1G)(F2)(Trafalgar)-21.07.07
« Reply #6 on: August 10, 2007, 08:39:18 AM »
Quote from: Trafalgar
Are league matches normally run with a toroidal sim, or with no wrapping? (Since Nanite Detonators were written for a toroidal sim, and are crippled in non-wrapping sims. I could probably fix that fairly easily, though.)

Toroidal, you can run one yourself with the league options.

My first T_Mosquito expoited that by creating such a tie mess that half screen kept warping through edges.
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Offline Trafalgar

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Nanite Detonators (1G)(F2)(Trafalgar)-21.07.07
« Reply #7 on: August 10, 2007, 09:44:23 AM »
Quote from: MacadamiaNuts
Toroidal, you can run one yourself with the league options.

Setting the league options doesn't seem to change the toroidal/wrapping checkboxes, which is why I asked.

Offline Jez

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Nanite Detonators (1G)(F2)(Trafalgar)-21.07.07
« Reply #8 on: August 11, 2007, 05:52:00 AM »
Thanks for spotting that Trafalgar.
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Offline EricL

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Nanite Detonators (1G)(F2)(Trafalgar)-21.07.07
« Reply #9 on: August 16, 2007, 09:57:01 PM »
The Torridal issue is fixed in 2.43b.

Is there a request to change something to restrict insta-kill tie attacks and if so what and is there a bug filed?
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Offline Numsgil

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Nanite Detonators (1G)(F2)(Trafalgar)-21.07.07
« Reply #10 on: August 16, 2007, 11:58:44 PM »
I don't think there's a thread for it, we were just talking about it.  Mostly its venom, poison, slime, shell, etc.  You can convert all of your nrg into these substances in a single cycle, causing you to die.  A reasonable fix would be to limit the amount of these substances that can be made/unmade in a cycle.  Maybe to something like 100 per cycle.  Or even further to just 10 or 20.