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hi & request
Fae:
I got two variations out of my sim, dubbed Modius II-I and II-II, I started a new no-mutations sim with 5 Animal Minimalis, Ani-Mini Modius, Modius II-I and Modius II-II to compare their fitness
the animal minimalis died out very rapidly, while the original Ani-Mini Modius held on for a few k cycles before dying, II-II seems to be doing better than II-I (which is odd, since II-I was dominating the original evo simulation, even surpassed Ani-Mini Modius in population)
*is pleased ^__^*
*edit*
if yous dont mind, could one of you explain in abit more detail what the different veggy energy types mean? per cycle, kilobody point, quadradic, etc
Shasta:
--- Quote from: Fae ---if yous dont mind, could one of you explain in abit more detail what the different veggy energy types mean? per cycle, kilobody point, quadradic, etc
--- End quote ---
Per Cycle: Gives X amount of energy to each veggy
Per Kilobody point: Gives X energy per 1000 points of body the bot has (2000 body gives 2*X)
Quadratically: If the veggy has 32000 body (Max ammount) it will receive ~60 times the amount a bot at 1000 body would recive
Fae:
--- Quote from: Shasta ---
--- Quote from: Fae ---if yous dont mind, could one of you explain in abit more detail what the different veggy energy types mean? per cycle, kilobody point, quadradic, etc
--- End quote ---
Per Cycle: Gives X amount of energy to each veggy
Per Kilobody point: Gives X energy per 1000 points of body the bot has (2000 body gives 2*X)
Quadratically: If the veggy has 32000 body (Max ammount) it will receive ~60 times the amount a bot at 1000 body would recive
--- End quote ---
kilobody seems to defeat the point if it stacks :S
(from what ive seen, kilobody tend to swell up hugely and never ever die when assaulted by a swarm of small bots)
Numsgil:
Think of it in terms of how the sim is pressuring the veggies to evolve:
per cycle favors lots and lots of small bots. Because if a veggie doesn't reproduce, it gets X nrg, but if it does, its two children get 2X nrg.
per kilobody is agnostic. If a veggie doesn't reproduce, it gets X nrg. If it does, its two children still get just X nrg. This is probably the most realistic model compared to real life, since you can pretend that each body point a veggie has represents leaf surface area or something like that. The bigger the veggie, the more surface area it can use for photosynthesis. So in theory it shouldn't provide any fitness cost/benefit to cancerous veggies vs. big berthas that never reproduce.
quadratically based on body is a little more complicated. Basically it's an arbitrary function which gives extra nrg to bots which are extra big. A veggy with 30x the body of a normal bot will get about 2X the nrg that 30 average sized veggies would get. So there's a fitness cost to reproduce, so in theory it should provide a counterbalancing force against veggies cancerously reproducing. In practice I don't know if it really works like that, but there haven't been many sims run with this option.
It's all a little confusing for a new user, so if you don't take anything else away from this, just remember to set the feeding method to per kilobody by default.
Fae:
oi oi! I have a request! (and no, im still here, still fiddling with darwin)
up till now I have been running evosims, and im quite happy with the results ive been getting. but.
ive gotten a itch to start making my own. and am planning to take my evolved bot and improve it. ive given it blinding poision, waste disposal and a return-fire gene, but my main goal is to make it into a multi bot.
my understanding of the dna is still foggy, so I was wondering if I might put in a request:
I need a (very well documented) gene (or, much more likely; several) that would:
-spawn children to the four directions of the parent (one above, below, behind and infront of. or something to that effect)
-perma-tie a child with a non-flexible tie (hard tie?) to keep them in place
-cause the tie to lengthen as the parents energy increases
the objective is to make a ever-expanding multi-bot
if anyone takes up this challenge, ill be very thankful ^.^
*edit*
on further research ive found the code to stiffen a tie
I need to know what to put into "1 .fixlen store" to make it depend on the parents energy
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