Author Topic: Come join the F1 megaverse!  (Read 69817 times)

Offline Peter

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« Reply #75 on: November 08, 2007, 02:21:23 PM »
Quote from: MacadamiaNuts
You may want to note that, in order to compete with tiefeeders at big fields, you need to avoid the *.refxpos *.refypos angle aiming code, as it is totally useless beyond coordinates 32000, 32000.

Do the classical eight-eyes turning instead.
I am losing you, competing with tiefeeders?  
Haven't seen much tiefeeders, but okay  
If *.refxpos *.refypos is useless beyond 32000, it will probably be fixed beacouse it is a bug.

What was your point exactly.
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Offline MacadamiaNuts

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« Reply #76 on: November 12, 2007, 02:04:10 PM »
Meh, now stickerbush is somewhat under control, but Alga Minimalis was infected by a defective Lionfish (the dark variant) and took the leading place as the annoying hunter-veggie.

I think slime is preventing it now to catch DNA killer virus.
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Offline MacadamiaNuts

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« Reply #77 on: November 12, 2007, 02:09:48 PM »
Now in my sim Alga Minimalis (non mutated) keeps stacking at the lower right corner for some odd reason. So I've got a lot of idle algas that take the space of only one and are so close to the warping border that they are somewhat protected.  

It's quite annoying when food doesn't act like food.  
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Offline EricL

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« Reply #78 on: November 12, 2007, 03:03:44 PM »
Quote from: MacadamiaNuts
It's quite annoying when food doesn't act like food.  
This why I wrote stickerbush.  I.e. to demonstrate that veggies are too powerful and that we should do something about it - charge something for all that free nrg - something I have long advocated.   Stickerbush isn't even very evil.  A well written nasty veg would be quite problematic.
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Offline Peter

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« Reply #79 on: November 12, 2007, 03:47:14 PM »
Quote from: EricL
Quote from: MacadamiaNuts
It's quite annoying when food doesn't act like food.  
This why I wrote stickerbush.  I.e. to demonstrate that veggies are too powerful and that we should do something about it - charge something for all that free nrg - something I have long advocated.   Stickerbush isn't even very evil.  A well written nasty veg would be quite problematic.
That's the reason, it was by 'coinfidence' working very good together with landmine4.  

Yeah, a few possibilitie's, for this problem, you have coused right now:P .

1. Veggies have automaticly no vision at all.

2. Charge veggies for being veggie, a 'normal' bot will have normal shooting, moving costs. A veggie will have the double costs(or anything higher),just becouse they are veggie,  no that's is dicrimination.
It is becouse the veggie are less efficient in other stuff becoused they are specialised in receaving energie, yes that sounds smarter  .

3. Having a veggie stop in teleports, no veggies teleported. Then only the one who make the hideous veggie, will have it it his sim. allows for more kind of bots too I gues. A lesser one bot ownes it all, becouse you'd to be specialised to live between different veggies.

4. I am thinking, nope nothing.

Anything good between it.
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Offline MacadamiaNuts

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« Reply #80 on: November 12, 2007, 04:56:43 PM »
I've got many ideas, but the most straight one would be to drop sunlight metabolysm to zero whenever a gene is executed.

Rationale behind: veggies need to do 3 steps metabolism, to convert light into energy molecules, then use those to build sugar, proteins and fat, then burn/use/store them; while animals take sugar, proteins and fat directly, and then burn/use/store them.

So, the action to gather energy from light would take a full cycle on sun gathering metabolism (idle).

--

Later, a curve could be added to the light metabolism -as, time needed to set up in a good sun bathing position and synthetize full chloroplasts- so the first idle cycle it gets 20% of the full energy, the 2nd, 40%; the 3rd, 60%, till the 5th and forthcoming when it will receive 100% of the selected energy per cycle.

A veggie that idles 1 of each 2 cycles on a sim with 100 energy per cycle would make

20 + (exec) = 10 energy average

A veggie that idles 4 of each 5 cycles on a sim with 100 energy per cycle would make

20 + 40 + 60 + 80 + (exec) = 40 energy average.

A veggie that idles 9 of each 10 cycles on a sim with 100 energy per cycle would make

20 + 40 + 60 + 80 + 100 + 100 + 100 + 100 + 100 + (exec) = 70 energy average.

A veggie that idles 99 of each 100 cycles on a sim with 100 energy per cycle would make

20 + 40 + 60 + 80 + 100*95 + (exec) = 97 energy average.
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Offline Numsgil

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« Reply #81 on: November 12, 2007, 05:03:53 PM »
Real plants, at least in our familiar terrestrial, macroscopic world, are huge and heavy.  A large oak tree beats out any land animal any day of the week.  So another possibility is simply to make body in veggies weigh more and be more volumous.  They would need to use more energy to move around, making them far less effective hunters than animals, and since they'd be bigger, they'd be far easier targets for animals.

Offline MacadamiaNuts

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« Reply #82 on: November 15, 2007, 06:57:19 AM »
Lionfish 3 took the sims overnight.

Lost the graph, but it seemed that some standard Alga Minimalis went to live to Preditor11 sim, and when they reached a critical point some L3 entered and both dropped to zero in a nice parabollic curve, about 5-10 thousand cycles at my sim speed. By that point Preditor12 apparently was fighting already, and it dropped in a gentle curve about 30,000 cycles later.

stickerbush and L3 lived together thereafter in quite stable numbers, sticker in higher numbers that under Preditor as it defends against L3. L3 numbers dropped a bit in a straight line during ~100,000 cycles, it probably is adapting to reproduce less often.

If you happen to catch one, open its memory tab and watch the values 972-975, those are the meaningful variables.
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Offline EricL

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« Reply #83 on: November 15, 2007, 10:35:24 AM »
Nice.  L3 is good.   Managed to wipe out the Preditors without even being shape aware (I have shapes in my sims).   Now I'm going to have to buy my wife some flowers and put in some more time and build a smarter Preditor....
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Offline MacadamiaNuts

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« Reply #84 on: November 17, 2007, 01:52:14 PM »
Yesterday's graph:

[attachment=687:attachment]
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Offline Testlund

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« Reply #85 on: November 17, 2007, 02:04:50 PM »
How the heck did you get my Chainbot2 in there?? I didn't even have it in my sim! I've been running with internet mode to day. No surprise they died in your sim as they don't work well in IM, which seems to make them sluggish for some strange reason. 2 tiebots were sent to internet too. Later I got constant file access errors and crash, so I had to give it up. Ok, gotta run for party!
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Offline MacadamiaNuts

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« Reply #86 on: November 17, 2007, 07:00:49 PM »
Those were global species stats. My sim just had some L3's and those fighter veggies, on day/night cycles and dynamic costs.

Getting thru the internet barrier is tricky even for L3. Those pilgrim bots aren't gonna find the table set up for them out there.
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Offline Testlund

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« Reply #87 on: November 19, 2007, 02:56:38 AM »
You got that right. My bots are just fodder. Nasty Plant entered and whiped them all out in my sim tonight. I only had 100 bots and CostX was only 1. If I run it until I get over 1000 bots before I connect, so costs starts to go up it might be more interesting. I hope Eric will establish that evosim choice for bot sharing soon.  

At least my bots work for IM now. Yay! It's just that I get a lot of slow downs and freezes for several minutes regularly.
« Last Edit: November 19, 2007, 02:59:15 AM by Testlund »
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Offline Numsgil

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« Reply #88 on: November 19, 2007, 05:46:06 AM »
Quote from: Testlund
At least my bots work for IM now. Yay! It's just that I get a lot of slow downs and freezes for several minutes regularly.

That's probably your sim connecting.  Darwinbots isn't threaded, so the whole program freezes until a successful download/upload session finishes.

Offline EricL

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« Reply #89 on: November 19, 2007, 10:59:41 AM »
Also I think the darwinbots FTP server is flaky.  Things seem to stop working on Sunday mornings for example (GMT - 8).  I suspect GoDaddy disallows changes for some number of hours on Sundays so they can back things up.  Causes everyone in IM to get server connection problems.
« Last Edit: November 19, 2007, 12:07:33 PM by EricL »
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