Bots and Simulations > Evolution and Internet Sharing Sims

200 Hour Zerobot Sim

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JossiRossi:
What I think I would like to do to feed my bots is what EricL suggested with having a bot spew out energy every so often. I'm definitely not bat adept right now. I copy/pasted out a shooting gene, and set it to shoot out energy to anything it hits. I didn't figure out rotation yet but I only worked on it for a little bit so I know I can figure that out but if you want to just tell me as I'm sure it's easy I won't mind.

My big issue is that the energy it spews out I think is proportional to what energy it has remaining. The closer it gets to 0 the smaller the shots are worth, and then when it finally does hit 0 energy it doesn't die. Instead it just shoots 0 energy shots. Not really sure why it does this, any ideas?

EricL:
You might want to take a look at the bleednrg bot here.

You should post the bot DNA if you want help debugging it.

EDIT:  Link corrected.

JossiRossi:

--- Code: ---start
-2 .shoot store
stop
end
--- End code ---

I think I deserve "Best Bot Maker Ever Award".

Thus why it does not spin but I'll make an attempt on that tonight. As for not dying and shooting proportional (I assume) shots, that might be an environment setting I am missing, but I did make some attempts on the wiki and just looking at all the panels to find it. I set nrg shots to a 200 cost, instead of the default proportional but that didn't seem to work.

Also just checked the bleed NRG bot, it looks good. Probably about what I was on my way to making, just with less junk as I inevitably add stuff that would not be needed cause I'm messy.

JossiRossi:
Alright, started up my new sim. I'm using the bleednrg bot (thanks EricL) to feed my bots. Unfortunately I tried with 500 bots and it slowed to a crawl was less than 10 frames a second and I imagine that would have only gotten worse as time went on so for now I'm using 250. I know zerobot sims require patience but I'm not quite ready for near real time evolution =p

Most settings are default, I removed DNA costs though to keep that from killing my bots off. The display area is nontoroidal. Also I added 2 blacklines in a "+" shape to seperate the area into 4 sections, the cutoff is not complete so each area can still access the others and the gaps are decently large. So off it goes.

EricL:
Sounds good.  Good luck!

Note you may need to tweak the environment as things go along to add or modify selective pressures.  This in my book is not intelligent design as long as that tweaking does not play favorites in HOW evolution proceeds or otherwise "artificially" selects specific bots for survival or death.  So, tweaking the frequency of when bleednrg's come into the sim, their shot nrg or frequency, their number, whether they are fixed or not, the number of shapes, changing yoru shepards to hunters, etc.  is all fine IMHO.  Shepard bots are part of the environment (be sure they can't mutate and are virus immune).  But hand weeding out of evobots that don't do what you like or don't do it how you like is not IMHO if your goal is emergent complexity as opposed to artificial selection.  Just personal opinion.  Party on!

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