Bots and Simulations > Simulation Emporium
Co-Evolution
Endy:
Maybe adding in Day/Night cycles, would help out. If the veggies are abusing the free nrg they get during the day then the night cycle would cause those to die off. Maybe implement the seperate costs for the veggies idea, if their movement costs were high enough they'd be less likely to develop as extreme evasion behaviors.
I wonder why real world veggies don't evade animals more, pretty much everything they do is a passive defense. Anything even close to active motion seems to require pretty extreme circumstances for them.
jknilinux:
--- Quote from: Endy ---Maybe adding in Day/Night cycles, would help out. If the veggies are abusing the free nrg they get during the day then the night cycle would cause those to die off. Maybe implement the seperate costs for the veggies idea, if their movement costs were high enough they'd be less likely to develop as extreme evasion behaviors.
I wonder why real world veggies don't evade animals more, pretty much everything they do is a passive defense. Anything even close to active motion seems to require pretty extreme circumstances for them.
--- End quote ---
It's too huge of an evolutionary step in the real world to go from a non-moving multicellular organism to a moving one. Animals started out moving, so that's why it was easy for us to evolve limbs, etc... Plants are just stuck where they are because the chances of making an efficient way to move are awful, as opposed to DB, where all you need is one instruction.
Besides, there isn't really a big reason to evolve to move- the worst killers of plants are bugs, which cannot be evaded by moving, as opposed to moose etc.., which never harm too many plants. The only plants that I'm aware of that move are predatory, but their mechanism of movement is horrendously inefficient- they actually move by making their outer cells soak up water to expand. In order to move as fast as a slug, they would waste far more energy than if they just let the moose eat a few leaves and regrow the tissue. On the other hand, if they were poisonous or tasted like crud...
Anyway, this brings up a good point-
movement, etc.. in DB is way too easy. It's so unnatural, and so limiting. We need a much more complex movement system, like maybe a setting where single bots can't move at all- they have to form ties and the ties causing drag against the water makes them move.
bacillus:
This has already been suggested before and won't be the last time; this really should be top-priority. Possibly adding currents would also make for interesting movement patterns.
jknilinux:
--- Quote from: bacillus ---This has already been suggested before and won't be the last time; this really should be top-priority. Possibly adding currents would also make for interesting movement patterns.
--- End quote ---
I also just realised something- If reproduction was more complex, then we might not have to worry about mutation protection either. In living organisms, reproduction is so complex that if the young has problematic mutations, it'll automatically die because it can't do all the complex processes involved in development. If all a person had to do was say the magic word ".repro" and they'd reproduce, then we'd have tons of mutations and we'd also "evolve" into slugs that can't eat.
Numsgil:
You can turn off the .up, .dn, etc. movement by setting the voluntary movement efficiency in the costs panel to 0. Bots will spend nrg to move, but nothing will happen. Ties, etc. will still cause movement.
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