Bots and Simulations > Evolution and Internet Sharing Sims

200 Hour Zerobot Sim

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JossiRossi:

--- Quote from: 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
--- End quote ---

You coddle your bots too much. Tsk, tsk. People like you are the cause of the rise in bot crime!
(And yeah I'm definitely not at that point yet. Maybe in another few hundred hours =])

Also here's a screenshot. More than anything it's for my set up which could result in some interesting things later on.

http://img.photobucket.com/albums/v202/Jos.../darwinbots.jpg

As the hours go by on average 3 boxes will be well populated while the last will only have a few bots in it often only in the corners. I don't know if this is a result of the slight Brownian movement or not but it's nice to have these quasi compartments I think.

fulizer:
The best time to up costs is when the bots are doing some active hunting that should prevent them from turning into "run around in circles shooting constantly" bots

bacillus:
The last time I ran a 0bot simulation, I had similar problems with the reproduction thing. What I did was give the bots a ridiculously large amount of energy every cycle, so reproductive bots could evolve without immediately being blasted out of existence. This worked until bots kept evolving that pumped up their shots to a ridiculous power and undermined the whole ecosystem. I tried the feeding veggies thing, but that didn't adress the problem of no conspec being evolved. Does anyone have any other ideas?

EricL:

--- Quote from: bacillus ---Does anyone have any other ideas?
--- End quote ---
I prefer to use veggy shepard bots.  Early in a zerobot sim, they are more than benign - they are generous.  They shoot nrg shots at the evolving bots, targettig them directly.  They can scale this back over time, shoot with less precision, switch to random nrg shots, scale back the number of shots per unit time, move occasionally, etc. as the population grows or vice versa if it drops.  Over time, they can become less generous, stop shooting, etc.  At the extreme, they become preditors.

I prefer this method over simply evolving zerobots as veggies as it provides pressure to evolve.  Bots cannot adapt to free nrg from heaven.  There is nothing they can do to improve their nrg aquisition, it is outside evolution.  By using physical nrg shots from physcial bots, evolution can adapt and select for better nrg aquisition strategies.   A zerobot that simply moves continiously through a field of random nrg shooters has an advantage over those that are fixed and so on.

Testlund:
Well, I'm not so sure. You have a point that when recieving free energy the bot doesn't need to do anything, still I've seen them do lots of stuff than just sitting fixed on the background. Last time I started out with veggies and then separated them into heterotrophs and autotrophs, ran them in two instances connected with teleporters. The heterotrophs I ran with energy providers to feed them. I found the heterotrophs evolved to do even less then the autotrophs, totally energy conservative. Also they became more hardy against costs, and eventually slowly started to take over the autotroph sim, just waiting for the autotrophs to die of too high costs at night.
This time around I started with both heterotrophs and autotrophs in the same sim, only giving the autotrophs 1 energy per cycles, plus the night lasts for 32000 cycles. That means autotrophs can't afford to do much if they want to live, or they need to evolve better feeding strategy. All it takes here is a bot that evolves tie feeding or shooting in close proximity of other bots to get that extra energy, and it should be able to survive and reproduce better.

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