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Chloroplasts

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Billy:
Differentiating between what has been veg from the start and what evolved into a veg will just make things complicated. Nothing should be "set as veg." Whether it is veg or not should depend on whether it has chloroplasts or not. Veg should not be treated just like non veg. Perhaps there should also be a "Find Best of This Species" button for situations like yours.

Numsgil:

--- Quote from: Shasta on November 29, 2010, 04:53:00 PM ---
--- 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.

--- End quote ---

I don't think we need a new veg actually...

As I understand it, we still have the "veg feeding method", which defaults to like 20% of energy goes to body (or in the new version, chloroplasts).  That, combined with some way to set the initial 1000 body a bot gets to be the equivalent energy in chloroplasts should be all you need.

Shasta:
Right now the old version, (giving energy w/o chloroplasts) is completely gone.

Numsgil:

--- Quote from: Shasta on November 30, 2010, 11:21:16 PM ---Right now the old version, (giving energy w/o chloroplasts) is completely gone.

--- End quote ---

That's fine, but the new system just mimics the old "feed veg per kilobody point" feeding method, right?

There's another slider below that in the options panel that controls how the veg gets fed.  It's a slider between body and nrg.  So for a purely realistic sim you might put that all the way to nrg, but if you want your old vegs to work you'd put the slider more towards body, so the vegs get fed 80% in nrg and 20% in body, for instance.

Just replace the body with chloroplast and you should have basically the same thing.

Botsareus:

1.) How do I limit the whole simulation not to have infinite energy? I guess "Set dynamic cost with the desired population" will work?


--- Quote ---That, combined with some way to set the initial 1000 body a bot gets to be the equivalent energy in chloroplasts should be all you need. Just replace the body with chloroplast and you should have basically the same thing.
--- End quote ---

2.) We are doing:


--- Quote --- I just mean rig up the options in the options panel to make sense with the new system.  So setting something as a veggie will give it chloroplasts instead of body when the simulation starts, but after that they can build body or chloroplasts as they want.
--- End quote ---

Am I right? If so, problem: if the above is NOT per species then I get my mobile robots behaving just like Alga...

I need the

--- Quote --- put the slider more towards body
--- End quote ---

to be per species...

can we work that in, or am I missing something else here?


--- Quote ---"Find Best of This Species" button
--- End quote ---
I like it. I guess we put a setting in settings for what species to search?
3.) How does a robot know what species it came from instead of searching by robot name?

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