Bots and Simulations > Bot Tavern
Overall league thoughts
Peter:
Some little age cost couldn't be bad. I would vote against any high cost. The age-cost should have a low effect at the total costs. Higher developed bots have a harde hit then a simple bot.
The MB's are a good example there, there is often some time needed to set up a structure, where a simple bot doens't need any time at all. Well almost no time, Repro-> loss birthtie-> go.
* My opinion, no or very little age costs. Not a very good idea.
* To get against a hamster veggies and let them reproduce, I'd go for a nrg-income for veggies based at body.
* Veggies should be virus-imune. I don't want veggies acting as bots.
* An somewhat exotic suggestion. Change F1-costs harsh. Maybe 10 or 20 times normal F1-costs.
* Decrease bang-effiency or the friction.
* Increase tie-costs with regard with the shot costs. Shooting ties around you should be more wasteful. Next time aim.
* Higher cost per existing bot. And atleast keep body-costs.
* I think poison, venom, shell should be allowed. The anwser isn't disallowing but increasing the costs in my view. So allow them and increase the costs harsh.
--- Quote ---Peter-
And how many bot responses were there to challenge #5, with eusociality
--- End quote ---
I believe you can read it yourself. If you're being sarcastic. You can also directly speak out, without trying to come over smart with a question you already know the anwser for.
There where some bots putted in some bot challenges. Main faillure isn't that it wasn't a good idea. But more that creating a bot for these tasks is pretty hard and costs time. In this league setup as it is right now, I can see most league-bots being able to participate, possible a small add is needed with some.
As you're trying to bring this league up. Can't you put the settings together and see how many bots are able to survive. I could bet there are some that are able to survive and even do pretty good. The main point will probably be the walls, most bots will try to kill the wall.
If that is the problem, I'm happy to create a starter bot that can live with edges and walls. A bot could be easy to give you a starter of what a survivable area is, for a bot.
Moonfisher:
* My opinion, no or very little age costs. Not a very good idea.
* To get against a hamster veggies and let them reproduce, I'd go for a nrg-income for veggies based at body.
* Veggies should be virus-imune. I don't want veggies acting as bots.
* An somewhat exotic suggestion. Change F1-costs harsh. Maybe 10 or 20 times normal F1-costs.
* Decrease bang-effiency or the friction.
* Increase tie-costs with regard with the shot costs. Shooting ties around you should be more wasteful. Next time aim.
* Higher cost per existing bot. And atleast keep body-costs.
* I think poison, venom, shell should be allowed. The anwser isn't disallowing but increasing the costs in my view. So allow them and increase the costs harsh.
-I agree with the low age costs, and they should probably only set in at a high age aswell.
-I also think it's a good idea to let veggies gain energy based on body to make hamstring more challenging.
-Viruses aren't alowed so no point in imunizing the veggies.
-I don't think costs should be changed drasticaly, a large field with fluids and litle food will already be fairly chalenging. If it isn't challenging enough wouldn't increasing fluid resistance further have the effect we wan't ?
-I'm not even sure what this part would do, I don't understand how the physics engine works...
-I don't think ties should have higher costs, if you can only use negative tieloc values then ties won't be anything like in F1. I think the costs would affect larger MB's who need to make repairs often.
-Still with the costs... I agree we keep body costs... but not sure costs should be increased, small bots won't be strong fighters with the rules and settings, but they will be usefull for forming complex organisms. The whole point was to see more complex MB's and behavior, so that means more bots and more ties, so those aren't the things I would try to work against.
-I agree poison and shell can stay, but not venom... venom is just a very strong mem shot, and mem shots are one of the things that make larger organisms very vulnerable to a lot of small bots.
I may also be inclined to agree that costs for shell an poison should be reconsidered, but I still think allowing venom is too risky, it would need huge costs but then the best venom would just be to force your oponent to create venom... but shell and poison could probably use some balancing.
Peter:
Alright, now as I think about the rules. They do tend to push towards bigger bots.
I think I can agree with moonfisher on most points.
I think there should be allowed as much as possible. Just lower the use of particilair stuff by increasing costs. Declining stuff will just make everything more simple. No venom is good for me. I think poison and shell should be allowed.
bacillus:
In conditions this extreme, even a tiny difference in these rules can make a decisive difference. I say we make a few 'benchmark' bots first, then fine-tune the costs so they aren't too harsh (we might learn to survive in a desert, put not in an active volcano )
Peter:
Ah, yes I more or less made that point a little earlier. I made a simple F3-bot. It is able to survive in multiple psycics conditions. A good test-bot, it doesn't really have a special behaviour but it'll survive in a field 12 combined with shapes, etches and the highest fluid resistance. I've got to say, that it used to bet better it the field, but I changed it a little when I found out it was defeated by 'Boost', then I added real fighting genes. But it will still survive.
For testing purposes.
Here is the bot boucer.
It wil survive in the attached sim settings. Anyone feel free to tweek in any costs.
I anyone wondered, every little step forward is a *.maxvel boost. I used to move more constant, but the sudden burts seem to help in F3.
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