Bots and Simulations > Evolution and Internet Sharing Sims

200 Hour Zerobot Sim

<< < (4/7) > >>

MacadamiaNuts:
Last time I checked, negative costs will feed your heterotroph exnihils until they are good enough to feed by themselves (this is usually once they can move and shoot constantly and reproduce sometimes).

You can even prize them for moving, shooting or tieing.

JossiRossi:
After 50 hours and 8,300,000 cycles I had my first babies. Two bouncing baby dots. Well not so much bouncing as sitting there slowly spinning.

So far I haven't gotten any spinny death bots, I believe this is more a matter of luck than anything else as no bots have killed themselves shooting off all their energy. I looked at the dna of the parent and it's children and the differences are pretty great. I'm not sure if perhaps the children were born a long time ago and just had a lot of point mutations or if it's something else going on. Also looking at the dna I can't seem to see HOW it reproduced as there's no reproduction code in them so perhaps that mutated out too.

One thing I have noticed is that I don't seem to have evolved any active movers yet, still waiting on that. Also nothing shoots even a little I don't believe. That comes to a good question though. What's the best way to figure out what your bots are doing? When you have hundreds of bots all spinning and drifting how can you tell whats brownian movement and what's active actions?

JossiRossi:
After 100 hours I still have not had any extinction level events. So score. Right now I've gotten the occasional reproduction event. But nothing that's been really repetitive, nothing is really bursting outward just yet. However at about 85 hours I did have a huge spike of 45 births. I have no idea what happened other than only 1 seems to have survived out of the 45 and that might be coincidental. My theory is that something reproduced and might have repeatedly split itself up until they all died but I don't know how likely that is. Regardless 45 bots were born (and I think they died off as the population level remained static almost and it wasn't that they killed an equal number of bots) and then 44 of those 45 died. So essentially all of them. After this I upped the frequency of the bleedbot being planted in a little to give newcomers better chances to get some energy and stick around, cause if they have any costs they are in a REAL hostile environment, need to baby them a little bit.

JossiRossi:
Stats
200 Hours
46 births (no change from around 100 hours)
211 bots (down about 5 from when the population burst killed some bots off)
30,000,000 cycles

So until this mark things had been pretty static. It didn't seem like there was much moving forward. However just as I am about to reach the 200 hour mark I check and there's been a DRASTIC EXCITING CHANGE.

Well compared to the last 100 hours it is anyway. My zerobots had at first a DNA length of 31. I meant to make the bot only have 30 but I must have added one extra 0 by mistake. Now after 200 hours the average length is 31.6. I'm now finding bots with DNA lengths twice as long as the rest, and oddly enough some with DNA lengths that have shrunk.

I believe I recall in a discussion that one factor of DNA growth is virus shots, so perhaps I got a bot somewhere doing that. But regardless hopefully this will show a steady climb in activity.

Currently I have no costs associated to the bots (save for shots so they don't MURDER everyone else) should I start those up even though NRG aquisition is random? Or should I wait until they have some kind of targetting system down? I just don't personally have experience in putting pressure onto the ecology without simply wiping everything out, especially the very bots I wish to keep going on.

Numsgil:
Generally I'd advise only adding costs in response to your bots breeding too fast.  That is, only add costs if your sim is running too slow and you want to cull some bots.  I don't think you're quite that far yet

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version