Author Topic: Shadows???  (Read 15780 times)

Offline jknilinux

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« Reply #15 on: October 20, 2008, 10:06:31 PM »
Quote from: Numsgil
The physics probably aren't stable enough to build a large tower with gravity on.  With it off you probably can, but what's the point  

stifftie makes the tie have a stronger restorative force.  If you're familiar with the equation for springs from physics F = -kx, stifftie modifies the k factor.

The point is to get on top of the other veggies, which put you in the shade and kill you. And, like bacillus said, if it isn't stable enough with stifftie, we'll just have to .fixpos until DB3 comes out.

Offline bacillus

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« Reply #16 on: October 21, 2008, 12:16:35 AM »
With .fixpos, it shouldn't be too hard to create a realistic-looking structure, but the point is that you want it to develop realistically as well.
"They laughed at Columbus, they laughed at Fulton, they laughed at the Wright brothers. But they also laughed at Bozo the Clown."
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Offline ikke

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« Reply #17 on: October 21, 2008, 04:52:28 AM »
Quote from: bacillus
How about a new sysvar to measure the amount of light a bot recieves? This could helpmake plants that grow towards the sun, while not blocking others.
No need for this. Just suck 5% (or whatever the number) of your gain through the ties you have formed. More light+higher suction= more reproduction. Grow toward the light

Offline Peter

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« Reply #18 on: October 21, 2008, 11:45:25 AM »
Quote from: Numsgil
The physics probably aren't stable enough to build a large tower with gravity on.  With it off you probably can, but what's the point
Why, not. Has anyone tried and failed?
I think you can. Altrough I don't think evolution will take that path. It is just more rewarding and easier to use .fixpos.

Amd not neccesarily, but it would decrease the base needed for a 'plant'. A few small objects at the bottem that could provide grip.(that's an easy solution)
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Offline Numsgil

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« Reply #19 on: October 21, 2008, 12:06:21 PM »
You're welcome to try.  I'm speaking from theoretical knowledge instead of experimental knowledge.

Offline Peter

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« Reply #20 on: October 21, 2008, 12:17:46 PM »
Quote from: Numsgil
You're welcome to try.  I'm speaking from theoretical knowledge instead of experimental knowledge.
But why wouldn't it be possible. I happen to miss the reason.

Anyway, is it correct that gravity squezes veggies into each other. No matter what I do at some time there are a lot of veggies at one spot. This doesn't really seem right.
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Offline Numsgil

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« Reply #21 on: October 21, 2008, 12:51:07 PM »
Heh, you just answered your own question   When the forces are strong (like with a pile of veggies being squeezed by gravity, or a tall tower), the physics can't keep things apart and they start to form a singularity of intersecting bots.

Offline Peter

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« Reply #22 on: October 21, 2008, 01:14:59 PM »
Quote from: Numsgil
Heh, you just answered your own question   When the forces are strong (like with a pile of veggies being squeezed by gravity, or a tall tower), the physics can't keep things apart and they start to form a singularity of intersecting bots.
Yes, I had a feeling it had to do with it. But I still find it strange that gravity that causes a slow speed always couses any bot to get in another. Even if it where just two as I just tested.

The collision elasticity doesn't seem to change that. Marbles really should be marbles. Those don't get in eachother.
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Offline jknilinux

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« Reply #23 on: October 21, 2008, 07:04:51 PM »
Quote from: ikke
Quote from: bacillus
How about a new sysvar to measure the amount of light a bot recieves? This could helpmake plants that grow towards the sun, while not blocking others.
No need for this. Just suck 5% (or whatever the number) of your gain through the ties you have formed. More light+higher suction= more reproduction. Grow toward the light

Ya, well, while that would automatically make the vegs grow toward the light, it doesn't encourage complex behavior. We want the vegs to think about where the light is and decide to grow in that direction.

Offline Numsgil

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« Reply #24 on: October 21, 2008, 07:46:42 PM »
Quote from: Peter
Quote from: Numsgil
Heh, you just answered your own question   When the forces are strong (like with a pile of veggies being squeezed by gravity, or a tall tower), the physics can't keep things apart and they start to form a singularity of intersecting bots.
Yes, I had a feeling it had to do with it. But I still find it strange that gravity that causes a slow speed always couses any bot to get in another. Even if it where just two as I just tested.

The collision elasticity doesn't seem to change that. Marbles really should be marbles. Those don't get in eachother.

It's an issue with stability.  If we increase the "marbleness" of bots too far, the simulation will explode after a collision (the bots will gain kinetic energy from the collision).  It's an issue I'm trying to address for DB3.

Offline ikke

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« Reply #25 on: October 22, 2008, 03:26:16 AM »
Quote from: jknilinux
Ya, well, while that would automatically make the vegs grow toward the light, it doesn't encourage complex behavior. We want the vegs to think about where the light is and decide to grow in that direction.
That depends on whether you want veggies to grow towards the light, or engage in philosophical debate. Veggies grow, no need for deep reasoning.
As for moving veggies reasoning for light direction: move them twice in othogonal direction and you know what up is. Or have them jitter around a vector, see if intake improves more or not, and decide if the vector is better or not. Deep enough? Still no need for sysvar

Offline jknilinux

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« Reply #26 on: October 22, 2008, 12:49:08 PM »
Ikke-

Real-world plants know where light is. I just think DB plants should be realistic, especially if that realism encourages complex behavior. Besides, your new algorithm seems too complex to evolve and is easily broken- shade from another bot could disrupt it.

Offline Peter

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« Reply #27 on: October 22, 2008, 01:55:41 PM »
Quote from: jknilinux
Ikke-

Real-world plants know where light is. I just think DB plants should be realistic, especially if that realism encourages complex behavior. Besides, your new algorithm seems too complex to evolve and is easily broken- shade from another bot could disrupt it.
Hah, I lost that discussion. Just use the existing but rarely used sysvar '*.sun' would help a lot. The harder part would be building a tower. Well ofcource you can stuck yourself to the enviroment. But that is too easy.
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Offline bacillus

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« Reply #28 on: October 24, 2008, 12:10:58 AM »
Actually, plants don't 'know' where the sun is, they happen to grow towards the sun because sunlight slows the production of a certain growth hormone, resulting in the darkened side growing more than the illuminated side. End result, plant faces sunlight. The only problem is, what happens when the plant is dead-on?
"They laughed at Columbus, they laughed at Fulton, they laughed at the Wright brothers. But they also laughed at Bozo the Clown."
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Offline ikke

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« Reply #29 on: October 24, 2008, 02:14:08 AM »
Quote from: bacillus
Actually, plants don't 'know' where the sun is, they happen to grow towards the sun because sunlight slows the production of a certain growth hormone, resulting in the darkened side growing more than the illuminated side.
Just the remark I wanted to make. No reasoning just growth. This is what I wanted to simulate by the tie feeding solution.
Quote from: bacillus
End result, plant faces sunlight. The only problem is, what happens when the plant is dead-on?
Easy: It faces the right direction, and a minimal amount of hormone is produced-> grow to the light as fast as you can.