Code center > Suggestions
Chloroplasts
Botsareus:
If you don't want find best to include autotrophs, just check to see if the bot has a chloroplast. It's not perfect, but it is close enough barring some kind of photoheterotroph.
Not good enough.
Ok planB then
I'll add "find best do not search robots if there name begins with "alga*" as one of my "optional" changes...
I spent a good 20 minutes on this thing, sucks to be me...
BTW , whats the deal with respawning, and who is going to post the reprogrammed Alga_Minimalis??? I need my alga...(not literally I am not a cow)
Shasta:
--- Quote from: Botsareus on November 29, 2010, 04:43:35 PM ---Not good enough.
--- End quote ---
Why is this method not good enough? It will work for the vast majority of cases, and for when its not, throw in a check box to include bots with chloroplasts. Scanning based the robot name is very unreliable.
--- Quote ---whats the deal with respawning
--- End quote ---
There is now a box on the speices tab that is the repopulation threshold. If that species gets below the number, more are spawned. (So 0 will disable it)
--- Quote ---who is going to post the reprogrammed Alga_Minimalis?
--- End quote ---
I can post an example in a couple of hours, I have to run to class.
Botsareus:
--- Quote ---throw in a check box to include bots with chloroplasts.
--- End quote ---
ok nice, but lets say the robots happen to mutate and use chloroplasts so when I "find best" the general population uses them, then what? Chances are only outcasts will not use a generally excepted mutation, outcasts are not good representation of the best robot. I know, I have been running this thing close to a year now , I might even add I am as good at shvartz at this now. btw where is shvartz, have not seen him in a while. Anyway,
--- Quote ---Scanning based the robot name is very unreliable.
--- End quote ---
Well as long as no one adds weird named robots to my sim or renames them it should work splendid. Btw I just realized I will need to scan based on robot name anyway for one of my special optional changes, so now I really want to know why it is unreliable. :huh:
Example as part of Public Sub UpdateBots() (I'll clean it up and make it as optional as possible):
'Need to do this first as NetForces can update bots later in the loop
For t = 1 To MaxRobs
If rob(t).exist Then
If rob(t).FName = "bfb.txt" Then bfbcount = bfbcount + 1 'botschange countA
If rob(t).FName = "mfb.txt" Then mfbcount = mfbcount + 1 'botschange countB
If (rob(t).DisableDNA = False) Then EraseSenses t
If numTeleporters > 0 Then CheckTeleporters t
End If
Next t
'botschange unstable environment
Dim unste As Double
If bfbcount <= 4 Then
unste = 0
ElseIf mfbcount <= 4 Then
unste = 1
Else
unste = (bfbcount - 3) / (mfbcount - 3)
End If
If unste > 1 Then unste = 1
SimOpts.PhysBrown = unste * 50
'botschange killfat safetyflux antyflux
For t = 1 To MaxRobs
If rob(t).exist Then
If rob(t).FName = "mfb.txt" Then
If rob(t).body > 2500 Then KillRobot t
If (mfbcount - bfbcount) > 0 Then rob(t).nrg = rob(t).nrg - AntiHandycap / (50 ^ 3 / (mfbcount - bfbcount) ^ 3) 'antyflux
End If
If rob(t).FName = "bfb.txt" Then 'saftyflux is here
If (bfbcount - mfbcount) > 0 Then rob(t).nrg = rob(t).nrg - Handycap / (50 ^ 3 / (bfbcount - mfbcount) ^ 3)
End If
End If
Next t
If bfbcount = 0 And Not bfbT Then
bfbT = True
MsgBox "WON"
DisplayActivations = False
Form1.Active = False
Form1.SecTimer.Enabled = False
End If
If mfbcount = 0 And Not mfbT Then
mfbT = True
MsgBox "LOST"
End If
'botschange killfat end
--- Quote ---If that species gets below the number, more are spawned
--- End quote ---
But what about all the funky settings like repopulation cool down period, or vegs per repopulation event? I need them all work the same they do in say 2.44.1 when you setup F1 mode ...
Here is one: Max vegs. How do I limit the maximum number of vegs now?
P.S.
I know you guys are really not that evil, but please do not change the source code specifically to make my changes impossible to implement. :P
Thats how I fell right now :blink:
Billy:
How about this?
Instead of having a "Find Best" button, you could have a "Find Best Bot" button and a "Find Best Veg" button. That way, if a bot evolves to make chloroplasts, it becomes a veg, and everything which applies to another veg will also apply to it. You can use the "Find Best Veg" button to find your evolved plants. This isn't necessarily a bad thing. I think one of the most interesting things about adding chloroplasts would be the possible evolution from animal to plant. There could be a checkbox called "Disable chloroplast production" alongside "Make immune to viruses," "Disable voluntary movement", etc. for if you think it is a bad thing.
Botsareus:
Chances are it is always going to be '"Find Best Veg". It is not a qustion of filtering out a veg. or not a veg.
Details:
I am actually running three species right now.
Alga set to veg that does not mutate.
"bfb" not set to veg that does not mutate.
"mfb" not set to veg that mutates-crazy.
When all of "bfb" is dead I use findbest to find the best "mfb", but if vegs are treated just like non-vegs chances are the unmutated alga will be selected as "best."
I am beginning to worm up to the idea that my mfbs will end up using some Chloroplasts...
So, I think my approach is fine...
1.) The new issue here is the respawning:
I need to know how to limit the max number of vegs.
Found something:
1) Set dynamic cost with the desired population
2) reduce the numbers of prey
:tantrum: Never mind, this will not work either because dynamic cost is not set per species.
Any ideas?
1.)b.) how to tell the program how much vegs to repopulate with? Or better qustion: How will this be set?
I was not a big fan of "cooldown period" so no need to worry about that one.
2.) moo! alga please moo! :D
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