Bots and Simulations > Bot Tavern

Overall league thoughts

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abyaly:

--- Quote from: jknilinux ---Okay, so:

- You can only tie with your own species.
- No memory shots of any kind.
- No use of venom.
- No viruses.
- Sexrepro allowed (like moon said, lack of mem shots should prevent problems.)
- Very large field. (what size exactly?)
- Walls (non-toroidal), since that tends to break up big orgs.
- Low veg repop threshold (let's say 30), Veg repop 1.
- Medium fluid resistance.
- F1 costs, with lower movement costs.
--- End quote ---
I see no reason to ban any use of ties aside from memory attacks and maybe tie feeding.
Tie feeding is less effective than shot feeding, and is capped at .body/10, so tiny bots wont be able to use it effectively, although it does slightly make up for their complete shot feeding deficiency.
Sharenrg is even less effective as an attack, since in addition to a rate cap there is a 20 cycle delay before it can be used. In the interest of a minimal ruleset, we should only ban things that warrant it.

On the topic of movement costs - jknil, you may not have realized that the goal is to make movement more difficult  


--- Quote from: jknilinux ---Question: why increase the repop delay? Just have no delay, keep the repop at 1, and keep a low veg repop threshold. That should keep the vegs constantly at a low number.
--- End quote ---
The number of veggies isn't the issue. With current F1 settings, veggie production rate scales up with veggie death rate. The faster you kill the veggies, the more veggies appear. This is bad. The goal is to prevent this. A repop delay of 100-200 with the current repop amount should be plenty for bots that don't squander their nrg.

jknilinux:
Oh, that's what you meant by "... except for movement." I thought lower movement costs would let the bots use new and unusual movement strategies, unless the settings mean .up, .dn, etc... specifically. So in that case, I maybe agree. However, Antbots, for example, need to pull food from across the map to surround the queen with food. Having high movement costs makes this difficult...

Also, when you have interesting behavior, you'll inherently have more code. So, I also agree with moonfisher- lower code execution costs.

And, on second thought, tieing to algae shouldn't be outruled. That eliminates batterybots, etc... Ditto for tieing to enemies- maybe a crazy new batterybot?

Anyway, rules 0.3:

- No memory shots.
- No venom.
- No viruses.
- Very large field.
- Walls (non-toroidal), since a torroidal environment tends to break up big orgs.
- Low veg repop threshold (let's say 30), Veg repop 1, long repop delay.
- Medium fluid resistance.
- Modified F1 costs...


Peter-
And how many bot responses were there to challenge #5, with eusociality?

Moonfisher:
Some objects could also be cool to have in there, so bots can use them as defence or decoys if capable...
And tie feeding is ok as long as counter leeching and such isn't allowed.

Could just say that only negative .tieloc values are alowed, that should prevent all the realy dirty tricks.

Also a league that promotes interesting behavior is more fun than a bot challenge I think, the current leagues all promote quick interaction and simple clever behaviors... could be fun to have a league where complex behavior is actualy an advantage

jknilinux:
Rules 0.4:

- Add 20 random shapes at beginning of tournament.
- No memory shots.
- No venom.
- No viruses.
- Very large field.
- Walls (non-toroidal), since a torroidal environment tends to break up big orgs.
- Low veg repop threshold (let's say 30), Veg repop 1, long repop delay.
- Transitory fluid resistance.
- F1 costs, with slightly higher movement costs, no code execution costs.
- Only negative tieloc values allowed.

Clarification 1: What size field, exactly? Maximum sounds good.

Clarification 2: What should the veg repop settings be, exactly?

Clarification 3: How much higher should the movement costs be?

Moonfisher: What do you think of what abyaly said about DNA exec costs?



By the way, just looked over what I wrote before, and it's unfortunately evident I wrote some of it late at night... LOL.

ikke:
One comment: for a more compex strategy to be usefull the locust strategy (population explosion, get and kill all resource must be a loosing one, or at least not guaranteed to win. Therefor the cost of looking and finding food must be higher than the gain by eating the veggies as quick as possible. This forces a hoarding/growing strategy.

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