Code center > Bugs and fixes
why do some bots become stationary RESOLVED 2.43.1M
Numsgil:
Fixpos was originally thought of as being stuck in place, like with roots or suction cups in an aquarium. I can see where wanting the ability to disable it might be important for physics sims, but there isn't a way at present. It's also extremely odd that 32000 in waste threshold would break the program... Eric's on hiatus and probably won't be back in to Darwinbots code for at least a month or two, so let me move this topic to Bugs and Fixes so it isn't misplaced...
Nitus:
Is there any way to fix this problem temporarily, perhaps with a dna cost that won't unfairly penalize the kind of evolution I want to see in the sim?
There's no pressure for these bots to ditch the .fixpos command if they can simply wait around without burning energy. In their previous environment, feeder bots were placed at regular inervals, which might had led directly to the inclusion of this gene. Now that they have it, they're stagnating.
Hmm, maybe if I jack up aging costs - I don't want to penalize a class of dna command that might include useful adaptions.
It's too bad that Eric is on siesta, because the ability of a bot to circumvent physics based on a dna command is a serious flaw. I should replicate the initial conditions with fresh zerobots and see if they're likely to do it again - if moving around doesn't do anything for them but expend energy, I can see that they might well develop the same strategy.
Numsgil:
You can have your feeder vegs fire info shots as well that set .fixpos to 0. Or even use venom to keep them unfixed for enough cycles to fall some more.
Nitus:
--- Quote ---You can have your feeder vegs fire info shots as well that set .fixpos to 0.
--- End quote ---
Yeah, I'll try that. If the environment is as unfavorable to that strategy as I can make it, and with aging costs set higher, the bots will hopefully discard it. A tender veggie that went around resetting .fixpos might keep them from exploiting stationary feeder veggies with .fixpos and find a different strategy.
Their original toroidal environment, where they free-fell past the feeder veggies, was supposed to favor bots that did things to stay closer to the feeder veggies. It didn't occur to me that a bot could use .fixpos to avoid moving out of feeder range. Some of the others were using ties to latch on to the feeders, and that led to them building clumps of tied-together bots near the feeders, and I don't think they're as quick to fix themselves as 2-8-2f, but they do it to an extent. A veggie that goes around setting .fixpos to zero might be just enough to bump the sim in the right direction.
Testlund:
I've been wondering too why the bots stay fixed all the time. In my sim I have the Friction settings set to the following: Z axis gravity=1, Static Coefficient=0.1 and Kinetic Coefficient=0.05. I have no idea how these work or if they are working at all. I haven't managed to find information about it, other than they would have a gravity pull to the background. With these settings set to very low level and brownian motion set to 10 I would expect bots to float around a little, but all my bots are fixed. The only ones I've seen move on occasion are the tiny ones. Maybe Eric can take a look at the Friction settings some time, to see if it's working as it should. :-)
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