Bots and Simulations > Bot Tavern

Overall league thoughts

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Peter:
I've got to say, I underestimated my caterpillar. I put into the sim, and some later it had a population of 1200. The low costs on dna and the non-paying costs for movement becouse of the tie-moving are a bigger point then I thought.

For the random F3-bot, don't forget bouncer is an F3-qualified bot. Even one of the strongest bots in F3.
The other strong bot ''big'' from moonfisher, have I just tested in the conditions, within a minute it died. It didn't like the edge.
In F3 they're pretty close in strength. In this sim ''big'' fails completely. The difference....

I think ''gold-minig'' should be made less by decresing the nrg-input of a veggie, decreases colony volume. And I want it more
equal for some bots by having multipe veggies spawnd in the beginning with a lower starter nrg. Bots still have to look for new veggies, but will have to look for many to get a powerful nrg-source.

jknilinux:
Well, that's great that caterpillar works.

Anyway, even if you decrease nrg input to the veggies, you'll still end up with "colonies" of vegs that will basically make the bot who randomly finds them first win. The colonies may be smaller, but they're still colonies. I still like the move-for-a-few-cycles-after-birth idea more- the bots will need to have interesting hoarding strategies to contain their herd of veggies in one place.

Ikke-
By the way, why would day/night cycles be better than a regular pop. cap or nrg cap?

ikke:

--- Quote from: jknilinux ---Ikke-
By the way, why would day/night cycles be better than a regular pop. cap or nrg cap?
--- End quote ---
When used a pop cap is an instant replace if a veggie dies.
Balance by nrg input is not something I have had working.

jknilinux:
Rules 0.6:

- Add 20 random shapes at beginning of tournament.
- No memory shots.
- No venom.
- No viruses.
- Very high (10x?) Poison costs
- Very high (10x?) shell costs
- Size 12 field.
- Non-toroidal
- Alga minimalis-based veggy that moves randomly for x cycles after birth, where x is between 10 and 1000. Note that it will move slowly, so large numbers for x are preferred.
- Low veg repop threshold (200?), Veg repop 1, long repop delay (5x?), high veggy population cap (5000?), low energy cap (???), fed 8 nrg per turn, fed per kilobody, day/night cycles enabled.
- Thick fluid resistance.
- F1 costs, with slightly higher (2x?) movement costs, no/low code execution costs (0.5x?), and low (0.1x?) age costs.
- Only negative tieloc values allowed.


Probably unnecessary, but should be kept in mind:
- (?) slightly lowered per-bot costs (0.5x?)- I didn't recieve any feedback on this...
- Decreased bang efficiency (30%?)

Random values that I think sound OK for the details are in parentheses.
Did I miss anything???


---

My home PC broke last week, so we'll need to rely on someone else to run the sim testing the settings with the new caterpillar and bouncer... Moonfisher? Peter?

The most monkeying around will need to be done with the veggy settings, to make sure they are sparse, low nrg, with caterpillar & bouncer barely dieing when they reach repop threshlod (we don't want bots to survive when the vegs are at repop threshold- they need to control the veg populations themselves), and the veg population needs to vary somewhat significantly on it's own with the day/night cycles. That way, if two bots are tieing so far, then maybe the auto-changing veg populations will make the bot that can best survive in both cases the winner.

Also, perhaps we should try to make caterpllar survive somewhat better than bouncer, just as a rule of thumb to make sure it's an IBBL. If Bouncer keeps beating Caterpillar, we should increase movement costs and/or decrease bang efficiency. Otherwise, the settings will be good as they are.

There,
The next rule list should be final. After that, we'll finally start the IBBL thread.

If there are any suggested replacements to my random values, and the suggested values still allow Caterpillar to beat Bouncer while killing Big (from F3) and keeping sparse low-nrg veggies, then I'm fine with it.

Peter:
Well the catterpillar against bouncer. 1409 bots against 0 bots in the end in my sim, so the conclusion is clear I gues.
(In F1-conditions it loses with 9-2)
Both versions 0.1:0.2 lose anyway. 0.1 can't shoot properly. 0.2 just stops if it sees an edge or object.

Catterpillar isn't completely ready. Maybe the earlier time I saw it survived in that kind of conditions it was even an lucky situation.

I'm not sure if I do something serious on the bot in the coming time. Main reason I posted it was becouse I didn't see me looking at it for a little time. And it did already behave somewhat proper. I'll see when I have time and feel like doing something on it. I dislike the amount of tie-communications that have to be thrown into it, to let it behave better for my feeling.

Anyway, those repop numbers. In my test-sim I use a repop of 10. Maybe that is the reason caterpillar dies every time.

I suggest this league-settings keep open as long as possible. Anyone may want to try some kind of antbots in some league-settings. And possible have a tryout fight with bouncer. I wonder how settings would have to be changed to get the ants survive and bouncer not. I believe that will be difficult, very  if not inpossible.

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