General > Bot Challenges

Evolved Neural Network

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Moonfisher:
Well they all create 23 poison if they have over 100 nrg from what I can see... but with ploc set to 0 the poison doesn't actualy do anything.
But it also doesn't matter because the mutated bots have around 500 shell, so the poison never gets triggered unless someone gets through the shell first. So it only spends a very litle amount of energy on the poison once, then probably never replenishes it, so even if the poison did do something it wouldn't matter, and because the cost is so small it's probably irelevant to natural selection. I just though it was funny that it started to create poison again after .ploc had been broken, since it no longer has any use, but even if ploc wasn't broken the poison probably wouldn't get triggered anyway.

jknilinux:
Also I'm not sure if this is a bug or not, but I unchecked "disable mutations" for alga silo and it's not showing up in the mutations graph...

Moonfisher:
One reason for this could be that you can't change mutation settings for a bot during a sim (Wich is too bad, since this would make ti a lot easier for me to try out different mutation settings without having to extract bots and restart the sim).

Another reason could be that mots mutations are cause by reproduction, and the veggy cap is lower than the repop cap, so no veggies ever get to reproduce. (Also I don't think alga silo had a repro gene).

BTW, I'm actualy starting to look at positbilities for creating a MOD that would change all mutation types to create NN structures instead... got plenty of dieas for how it should work, but never realy worked with VB before so I need a compiler and get aquainted with the syntax and all... but mostly gotta figure out how to build buddy drops and all that.
Either way if I get anywhere with it I'll upload the drop here. The idea is to "accelerate" evolution a litle... my theory is that encouragin more usefull mutations is only a way of accelerating evolution. More random mutations could give the same results, it would just take longer. And since I don't ahve milions of years to run my sim I want to speed up evolution a litle.

jknilinux:

--- Quote from: Moonfisher ---One reason for this could be that you can't change mutation settings for a bot during a sim (Wich is too bad, since this would make ti a lot easier for me to try out different mutation settings without having to extract bots and restart the sim).

Another reason could be that mots mutations are cause by reproduction, and the veggy cap is lower than the repop cap, so no veggies ever get to reproduce. (Also I don't think alga silo had a repro gene).

BTW, I'm actualy starting to look at positbilities for creating a MOD that would change all mutation types to create NN structures instead... got plenty of dieas for how it should work, but never realy worked with VB before so I need a compiler and get aquainted with the syntax and all... but mostly gotta figure out how to build buddy drops and all that.
Either way if I get anywhere with it I'll upload the drop here. The idea is to "accelerate" evolution a litle... my theory is that encouragin more usefull mutations is only a way of accelerating evolution. More random mutations could give the same results, it would just take longer. And since I don't ahve milions of years to run my sim I want to speed up evolution a litle.
--- End quote ---

It's gotta be the first one... I enabled day/night cycles to keep the veg population in check, removed the pop cap, and their population did climb to 26...

And that idea sounds great! Especially since ericl is no longer with us, and the only other developer is working on DB3. It'll be nice for DB2 to still be improving while he's gone...

Moonfisher:
EricL is gone ?? I thought he was just on vacation or something, didn't realize...

Anyway I'm not connected to the repository, I just downloaded the source for DB 2.43.1h... I'll have to check what bug reports it had... think I remember there where some problems with poison and venom ad such, not sure if it got fixed for version h...

Anyway, 2.44 has some serious issues I don't want to mess with... was hoping to maily just mess with the mutation types, make a small hack to exchange the current mutation types with my own coustom ones, so I won't need to mess with GUI or anything... and maybe fix any serious issues from version h that I can't live with...
If I figure out how to make a buddy drop then I'll try to adjust the GUI to atleast give a hint as to what the mutation does, before uploading it... if I ever get that far.

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