General > Bot Challenges

simulation fish population evolution

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d-EVO:

--- Quote from: peterb ---To keep it simple at first the number of childs shouldnt be depend on fish size.
(so use a counter for example to create 10 ciblings, and try to keep their seize equal)
--- End quote ---

you know you could just start off with more fish and reduce how much energy they have
Im gonna give this a shot. al ready written the boat. half of the fish is done, just figuring out the repro system.

peterb:

--- Quote from: d-EVO ---
--- Quote from: peterb ---To keep it simple at first the number of childs shouldnt be depend on fish size.
(so use a counter for example to create 10 ciblings, and try to keep their seize equal)
--- End quote ---

you know you could just start off with more fish and reduce how much energy they have
Im gonna give this a shot. al ready written the boat. half of the fish is done, just figuring out the repro system.

--- End quote ---


Great, I think it would be handy to have the last out, out8 or so for identification use.
= 0 its a boat
if its below 50 or so its fish
higher then 50 its a shark or other fish eater

If we all do it we can then use eachothers boats fish sharks

So each bot uses a ID and bots would now what they deal with.

jknilinux:
Sorry I misunderstood you.  

Buoyancy might help with killing all the big bots. As far as I know, it makes bot with a bigger body float, right? So, keep the fishermen at the top, and they don't even have to move- the fish will float upwards when they get too big.

Anyway, I see what you're doing now, and it's a neat idea. I don't think you mentioned the no-mutations before, though. If you did, sorry I didn't see it. Pretty cool!

d-EVO:


--- Quote from: peterb ---Great, I think it would be handy to have the last out, out8 or so for identification use.
= 0 its a boat
if its below 50 or so its fish
higher then 50 its a shark or other fish eater

If we all do it we can then use eachothers boats fish sharks

So each bot uses a ID and bots would now what they deal with.
--- End quote ---

I am using in and out 1 for ID
8041 =
BOAT

4157 =
FISH

57486 =
SHARK

my little fishies are swimming like fish !!!
Will be finished soon.
I had to change some things
Like I made it so a male can only repro with a female that is bigger than him so he doesnt rape her to death !!  




--- Quote ---We could make it non-torroidal, set gravity to "huge", set buoyancy up to make all the big bots go to the top, and make the fishermen non-mutating veggies. The regular veggies will keep themselves small, while the fishermen veggies keep themselves huge to stay at the top, turn on gravity, and whenever a fish gets too big, it will float to the top and get killed by the fishermen instantly (because they're huge, they have huge shots). Turn mutations off, make the fish use only sexrepro, and start with a fish population that has high genetic diversity, at least in relation to body size. Sharks aren't necessary, but if you want to include them, do the same to them. Then, if the fishermen kill only big fish, they'll evolve to become small, and vice versa.. It might just work.
--- End quote ---

thought about this but I thought it was better to make it with a view from above.
thought it would be more dinamic .

when I am finished I will try it that way though

peterb:
some comments I had not had time to script yet
bussy work days

* Well I dont think pond mode would be required for this, (boats might also catch only big fish, or small fish its a rule we can set to ships)


* Its true I didnt mention "disable mutations", it was abvious to me.
  I personaly always disable it, altough nice for some true dna evolution acka darwin bots, starting from a zero veg, I dont like its polution.
  If you realy want that then use mrepro it has the same effect.

* its okay it has now been decided what out to use for species ID it think the next
  out1 could be used for for ships lets say anything between 8000 and 9000 can be a ship
  between 8000 and 9000 a ship
  between 4000 and 5000 a fish
  between 5000 and 6000 a shark

  Or simply if the number is higher then just stop bad luck let them eat you (more simple logic the same effect)
  Or if you loose me out of your sight I escaped and I continou   (combine eye5 and in1)
 

* I dont think males should eat females especialy fish (who only should eat veggies), both are required
  dough it does happen in nature like spiders etc, most fish dont do that

* there is allready refage
   But maybe its more handy to create an out2 wich turns on
   1 for to young to repro
   2 for male who is ready for mating     (at the same time we could avoid eating each here)
   3 for female who is ready for mating
   4 to old for repro ? or maybe some other state ? hungry ? (so a friendly species might feed it?) ...
   5 ....
   6 ..
 

I wonder how realistic we could make it
Maybe like salmon or so a species might dye after reproduction ? (keep it locked in place eventualy a shark will find it and eat it)
of example
   7 .. (I'm an algey but not only that I'm a place where fish mate)...  (we might do that later)



* there earlier math I explained (8+2) /2 + (sgn ( 2 - (8+2)/2)) , wasnt good I believe as rate for mating age would never be able to get lower.
   something else is needed, it has to be in the spirit of our fish.. it has a live it grows it reproduces at some age this simulation will gonna decide that age.
   If we can put it insight some smart singel gene or so this desicion process..
   Then that might be handy to also later test fine tuning for other valeus.

* therefore  lets reserve Out3 & out4  & out5 & out6  for any other things we might like to focus on later.
  (for example what would be the best eyes? or whatever...)
 
 




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