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Notable Improvement Possibilities

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Numsgil:
My suggestion would be threefold:

1.  Remove any unnecessary files/code bits/widgets.  There's a lot of it from, as was mentioned before, started then abandoned ideas.
2.  You're going to cringe at me saying this, but unit testing would go a long way here.  I have no idea how to set it up for VB, but that was always a lot of the issue: we'd play with code and break things without realizing.
3.  Go through the bug list and try and fix as many as possible.

jknilinux:

--- Quote from: Prsn828 ---Any disagreements should be stated now, so I don't get too much done before you state your worries (Although I will get started right away).
--- End quote ---

Thank you very much prsn828; we greatly appreciate your help with debugging. I don't mean to give you more work than you can manage, as I'm already thrilled that DB2 isn't dead, but here's a suggestion:

Could we make the DBcode self-modifying in real-time? I don't know how hard it would be to implement, but I suspect not too difficult, and I believe it'll add a whole new dimension to evolution simulations. Also, according to wikipedia:


--- Quote from: WIKIPEDIA ---In the early days of computers, self-modifying code was often used in order to reduce the usage of limited memory or improve performance or both.
--- End quote ---

Perhaps, by using self-modifying code, we could make less resource-intensive bots with more advanced behaviors?

Just a thought. Either way, good luck prsn!

Moonfisher:
I definately love the idea of introducing self modifying code... and from what I've seen I don't think there would actualy be any big technical issues with that.
It would definately allow more interesting evolution I think, and it would also make viruses and cameleons more interesting.
I'm not so sure we'll be able to save resources this way, but it would definately make things more interesting. Was looking at core wars (Never realy got into it, my attention span is extremely limited lately), and there you'll usualy want to constantly modify your code in order to survive. That was probably one of the things that got me interested (That and the use of assembler syntax).

Prsn828:
Self modifying code should be easy.

Just for clarity though, is self referring to the bot or to the user?  Either way, it can be done quite easily, in fact, I could trick the program into thinking it is a kind of mutation, even allowing it to be tracked

The first thing I am looking at is the ties; I want to make a global variable to determine how many ties a bot may have, rather than the currently hardcoded 9's and 10's (Yes Numsgil, that is right, you can only have up to 10 ties, although we both thought otherwise before :/ )

One problem though; when I ramped the number to 100 there was a small but noticable decrease in simulation speed.  I don't know what to do about this, so I am going to keep it at 10 but use the global variable I made to do that.

Also, there are broken sysvars that will be fixed by the time I am done, so expect DNA to act more like it should.

I also want to fix point mutations so that numbers are random, not normalized and modular.  It should be easy, but as far as I can see, it isn't for some reason.


EDIT:

I am going to look into fixing vision, since some things seem to be invisible when they shouldn't be.

abyaly:
On the issue of invisibility. I hope you're not going off of the eye diagram that shows up for the selected bot, since that is not accurate.

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