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Darwinbots 3 Progress
Prsn828:
I don't quite get what you mean with the whole Mod:ing of base-pairs thing.
Right now, a point mutation call involves specifying the probability of each type of base-pair being the result. For instance, one might choose that for a particular species, a point-mutation returns 25% numbers, 50% operators, 10% commands, and 15% (insert the other thing I can't remember here).
In this way, you could specify a larger % of numbers to be returned, and you would increase the proportion of numbers in the mutation results.
As far as shapes and stuff goes, don't expect to see chunks appearing anytime soon, but reforming will definitely be a factor when we get there.
Arzgarb:
--- Quote from: Prsn828 ---I don't quite get what you mean with the whole Mod:ing of base-pairs thing.
Right now, a point mutation call involves specifying the probability of each type of base-pair being the result. For instance, one might choose that for a particular species, a point-mutation returns 25% numbers, 50% operators, 10% commands, and 15% (insert the other thing I can't remember here).
In this way, you could specify a larger % of numbers to be returned, and you would increase the proportion of numbers in the mutation results.
--- End quote ---
Well, that's not what I meant
Another example: I created a tester bot whose DNA was a single pb, the number "345". I then set point mutation frequency to 1 and type-value slider to "100% type", put one bot to the simulation and watched. The "345" mutated to "~", then to "cond", then to "~" again. But when it got back to a number, it changed to 1. No value mutations occurred at any point.
What I think happened was that the bp was first of type "number" and value "345". When it mutated to "~", it was changed to type "bit command" and value "345 % X", where X is the amount of different bitwise commands in the program, because there is no bitwise command linked with the value 345. I can't read VB, so I have no idea how all this is actually implemented, but it seems to work this way.
Conclusion: numbers greater than about 50 are quite rare to occur in evolved DNA, because type changes will likely reduce them again.
Numsgil:
The DNA's underlying framework has changed. In DB2, each element was a pair of numbers representing the type and the value. Which lead to small numbers like you pointed out. In DB3, the representation is fundamentally different. A store command is just a store command. There's no underlying numerical representation. Which is actually a good thing, because it means when changing a store to a number, we just choose a random number. Big numbers are as likely as small numbers.
Also, I do plan on trying to figure out how to have broken shape pieces glue back together. Probably on contact. So that shapes tend to be large instead of numerous and small.
Botsareus:
btw: How do you update the "https://svn2.hosted-projects.com/Numsgil/Darwinbots3/" Because I see no Tags or Branches, do you commit all the changes directly to the trunk?
Numsgil:
We update directly to Trunk atm, but there's a Branches and Tags folder. I played with branching a few weeks ago to get the hang of it actually.
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