Bots and Simulations > Evolution and Internet Sharing Sims

Idea: Evolving puppeteer genes

<< < (3/5) > >>

Welwordion:
wellt ties are the easy solution but they also limit the number of puppeteers and consume the possibility of ties for the puppet, I hope there is a way to do it with shots.

EricL:

--- Quote from: Welwordion ---wellt ties are the easy solution but they also limit the number of puppeteers and consume the possibility of ties for the puppet, I hope there is a way to do it with shots.
--- End quote ---
FYI, the limt on number of ties is about to go away completly.

Numsgil:
But there are still logistical limits.  100 bots attached to a single bot isn't going to work no matter what

Welwordion:
hmm changed bot to ties added

cond
*.robage 0 =
start
300 971 store
50 972 store
10000 973 store
310 974 store
2 975 store
*.thisgene .delgene store
stop

cause I wanted to make the puppets reproduce.

Note: those who read this previously just had the end command at the wrong point

rsucoop:

--- Quote from: Welwordion ---You seem to misunderstand this is not about the controlling of multibots its about independant evolution of genes.
And while the in and out method allows a suitable data transfer it does not change swarm specific problems like independant positions that need specific calulation to correct aim etc.
By having a bunch of extremely small bots that only read and manipulate the genes of a larger puppet bot we can evolve genes which later can be combined into the genome of one bot.

But your mentioning of genetic memory gave me an idea, I can probably treat my puppeteer bots like classic
template bots place their numbers into the genetic memory and  write a mutation gene thats get apllied to these numbers.
--- End quote ---


It may be better to develop two different dnas, one for a master that just transfers information to where they need to go, and another that is forever controled and combative.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version