Bots and Simulations > Simulation Emporium
Any other Zerobot Sims?
Endy:
Still letting my zerobots do their thing, the problem is they seem to have plateaued in their evolution. They reproduce, they tie, they shoot and they've learned to modify their shootval based on the body of the bot they're tied to. I'd like to move them forward again though.
Injecting DNA from other bots has worked well in the past(tie ability and reproduction) so I'm hoping someone else will post a sim with novel zerobot DNA I can mix with theirs.
ps
It seems like its been forever since I last posted. Finally finished with the Navy, so things were a bit hectic
Numsgil:
Do you have viruses enabled? If not, I would try the predator idea. Throw in a few predators for a few hundred cycles to cull the herd a bit.
Testlund:
I've been trying two times running a new zerobot sim with the latest version, where I've disabled vision, started with 1000 vegs and 1000 bots. Somehow I doubt the touch senses work as good as vision, in that when a bot touches another bot it should be able to do the same thing as if it saw that bot, if the dna has evolved the instructions. So far not a single tie from any bot and very slow reproduction. The bots just sit there doing nothing while the population is slowly declining.
I'm thinking about starting a new sim with the default bots just to compare.
Numsgil:
Vision was really central to the program in its earlier incarnations. Without it, there's no guarantee that the simulation is balanced well enough to sustain life. Still it would be interesting to see if anything develops, so don't let me discourage you
Endy:
I've got viruses enabled, I've just never actually seen them
What settings did you use to get them to develop?
Vision doesn't seem strictly necessary, mine have managed fine with getting info from ties, though it took them forever and a day to develop that much. I had to help them with feeder veggies until they were efficient enough on their own, though.
You can normally get some good starting DNA just by hyper mutating a single zerobot. You just set Point mutations to 1 instead of 5000.
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