Bots and Simulations > Evolution and Internet Sharing Sims

100 day sim

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googlyeyesultra:
Speaking of viruses, it would be nice if we could have an option somewhere to disable viruses (mostly for f2 or for evo sims, if we want to keep dna lengths under control, or if you don't want to disable them, some kind of adjustable cost associated with either .mkvirus or .vshoot).

Also, I've been running a new, randombot evo sim of my own. Quite interesting. Instead of learning to move forwards, they originally moved sideways and later changed to moving backwards. They then started storing values in backshoot, allowing their -1 feeding shots to be effective for feeding. Essentially, they're operating in reverse.

EricL:
Nope, no more shooting or moving.  So sad...   I think I'll make the argument that the shooting and moving of the past was not so much selected for but rather not selected against.  What I think has happened more recently is that selection has favored fast reproduction over everything else.  What happens if you watch the sim for awhile is that there are bursts of reproduction when the bot density around a feeding veggy gets high enough.  They use reproduction as a means of movement and dispersal - the force of the birth tie.  Reproduction is kept in check by the body limitation (bots must have body > 2 for reproduction to be acheived).  So, what you see is a bunch of tiny bots with body at or below 2.  When they drift near a veggy and get a few nrg shots, their body increases a little and they reproduce.  I've evolved pond scum.

I should note that virus infection of my veggies were a constant problem in this sim until I implemented virus immunity (coming in 2.43b).  Now, the veggies are immune and the virus seems to have died out (no long-lived veggies to spread it!)

googlyeyesultra:
Once I got ones that could feed on their own, I removed "easy energy", set up dna-disabled veggies. I also set them up so that they wouldn't be fed more energy, and the vegies would be fed off of, die, and be repopulated. Even with 1 veggie with 30000 energy spawned per cycle, the bots are able to keep them around to 90-100. I'm using a small, dense field, so if you stop shooting, you stop gaining energy, and you get yourself shot to bits.

I get the whole rapid-repro thing, too. It's just they need shooting and moving just to get that 1-2 body.

Numsgil:
Yep, you've got yourself some pond scum.  Reminds me of the billions of years with just protists.  I think you might want to change things up a bit.  Thousands of generations and all they can do is reproduce...

Very disappointing

googlyeyesultra:
I think some of mine are using the birth tie to protect themselves; essentially, they try to reproduce every turn, but can't if they don't have two body or if they already have something right in front of them. So, by keeping your child, and your child's child right next to you in a chain for a while, you can build up around 10 body, and actually stockpile enough resources to survive a volley of stray shots. Also, that allows the bot to have somewhat more powerful shots, yet still be able to reproduce once the birthtie is gone. Apparently, evolution favors NOT severing the birth tie. And, of course, they don't shoot their children since they move backwards and fire backwards, yet reproduce forwards.

Also, I use fixed bot radii.

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