Code center > Bug reports
Something stopping a bot from reproducing, and screwing with other things too
EricL:
The Cond graph isn't working because the number of Cond statements isn't being counted.
The number of cond statements isn't being counted because the DNA isn't being exected (Cond's are counted each cycle by the DNA execute routine).
The DNA isn't being executed becuase DisableDNA is being intrepreted as being True.
DisableDNA is being interpreted as True because it is set to a random, non-zero value.
Still working on why this is the case...
Jez:
For someone who wasn't going to start on bug fixing for a few weeks; you do truly exceed expectations Eric!
EricL:
--- Quote from: Trafalgar ---...I started a new sim with the same base bots, and ran it for a good long while. I made several save files, the last of which was made when the best bot had 42 genes. I restarted DarwinBots after making that save, but first I checked a sample of the bots to make sure that there were no dna-disabled ones in the sim. I didn't find any, but after I loaded the save, *all* the zerobots had become dna-disabled...
--- End quote ---
I would be very interested to know if this is reproducable when using the "Save without Mutation Details" option. One theory I am exploring is that I have a bug in some old code in the save sim routine which was once used to provide backward compatability for very old sim files with bots that had a mutation details string >16k bytes. Have not found it yet through code inspection. If this does reproduce with a sim saved with stripped mutation details, that would eliminate this hypothesis....
Trafalgar:
--- Quote from: EricL ---
--- Quote from: Trafalgar ---...I started a new sim with the same base bots, and ran it for a good long while. I made several save files, the last of which was made when the best bot had 42 genes. I restarted DarwinBots after making that save, but first I checked a sample of the bots to make sure that there were no dna-disabled ones in the sim. I didn't find any, but after I loaded the save, *all* the zerobots had become dna-disabled...
--- End quote ---
I would be very interested to know if this is reproducable when using the "Save without Mutation Details" option. One theory I am exploring is that I have a bug in some old code in the save sim routine which was once used to provide backward compatability for very old sim files with bots that had a mutation details string >16k bytes. Have not found it yet through code inspection. If this does reproduce with a sim saved with stripped mutation details, that would eliminate this hypothesis....
--- End quote ---
I've been saving exclusively with without mutation details since this morning, and so far haven't gotten any dna-disabled bots yet (though I've only loaded twice or so). So your theory might be correct, but this doesn't really prove it (since it's not really possible to prove something with an experiment). If I do find a dna-disabled bot after loading a no-mutation-details save, I'll be sure to post about it.
Numsgil:
If mutation details are indeed the culprit, you might be better off turning them into a formulation instead of fixing the problem. Just store an array of values representing the event, and interpret them as a readable string when the user wants to look at them.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version