Poll

Should Robot's eye strength be linked to pond mode and night time?

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Author Topic: Poll: Robot's eye strength linked to pond mode and night time  (Read 10364 times)

Offline Botsareus

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Poll: Robot's eye strength linked to pond mode and night time
« on: January 13, 2013, 12:10:31 PM »
The next release DB2.45.03Beta will focus on making a sexually reproducing Eco-system in Pond Mode.
There was an idea to add shadows to Pond Mode. I kinda liked that idea and am planning to implement something similar.
My idea is to have eye strength diminish the deeper in the pond a robot is based on light intensity at that level.
Following the same thought I have decided to reduce vision by, say 20%, for robots during night time (day and night cycles) quote:
"i don't think that any animals can fully see in the dark but some have improved night vision like cats"

If you have specific comments please post 'em.
Thank you for your participation in advance.

Offline Botsareus

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Re: Poll: Robot's eye strength linked to pond mode and night time
« Reply #1 on: January 22, 2013, 01:35:06 PM »
[Bump]

Working on a buoyancy fix now. Buoyancy will cost energy. If all conditions for buoyancy are met the formula is:

Code: [Select]
Robot's distance from top (calculated from it's setboy level) / Top down distance * the energy loss to fight gravity with voluntary moment ( Y-gravity calculated in ) at a given mass ( chloroplast effect on mass not factored in)
« Last Edit: January 22, 2013, 01:36:57 PM by Botsareus »

Offline Tilthanseco

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Re: Poll: Robot's eye strength linked to pond mode and night time
« Reply #2 on: January 23, 2013, 12:06:47 AM »
Is the amount set in buoyancy(.setboy) correspond to a level the bot floats at, or does it offset the mass of the it.
Should nrg be charged constantly or just when bots change their buoyancy. I think the latter.
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Offline Botsareus

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Re: Poll: Robot's eye strength linked to pond mode and night time
« Reply #3 on: January 24, 2013, 12:31:22 PM »
No, .setboy only sets the level at witch the robot floats at. It has nothing to do with the mass since mass effects only to z-axis gravity (not y-axis gravity) but I still want mass to be calculated into the formula.

Quote
Should nrg be charged constantly or just when bots change their buoyancy. I think the latter.

Think of a hot air balloon, you constantly have to keep the air worm or the balloon will sink.

The thing is I don't want buoyancy to end up working just like a '90degree .setaim and N .up' commands , but I do want to charge it with voluntary movement costs.

Robots will start at zero (button of screen), a max value of absolute 2000 means float to the top of the screen.



Hmm, I am still considering it though. Can you give me a formula you had in mind? I'll think of something myself.

I am thinking we will take voluntary movement cost, multiply that by mass, multiply that by Y-gravity, multiply that by a value. But what should the value be if a robot can remain buoyant indefensibly?

I don't want robots to slowly lose buoyancy because this yet again makes it look like the  '90degree .setaim and N .up' commands.



I am going to use Y gravity itself to float the robot, I have not tested this yet but the idea is:

Let's say the robot is set to half way up the screen.

If the robot is above that point the Y gravity is down.
If the robot is below that point the Y gravity is up. (reversed)

The idea is, the robot should start bouncing at half way up the screen, and if there is enough friction (this one will be fun to test) the robot should stabilize at half way up the screen.
« Last Edit: January 24, 2013, 12:50:02 PM by Botsareus »

Offline Tilthanseco

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Re: Poll: Robot's eye strength linked to pond mode and night time
« Reply #4 on: January 24, 2013, 02:30:11 PM »
Ok, since buoyancy auto-magically keeps them at a certain level, then it should be charged constantly.

("or does it offset the mass of the it," I meant weight, like a balloon like you present; although, if in a liquid it would be just air and not leak that much.
 Then the bot would spend nrg keeping itself at the desired level with condition statements, extra dna, and the cost of adding buoyancy)
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Offline Botsareus

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Re: Poll: Robot's eye strength linked to pond mode and night time
« Reply #5 on: February 01, 2013, 09:58:57 AM »
[Bump]

Just added the new 'debugint' advanced command to make the DNA (including boyancy and tie ang tie len 1 ... 5 ) easier to debug. The new system will be accessible trough the console window, see picky. Don't worry, the mutator will be blocked from evolving new 'debugint' commands.

Offline Botsareus

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Re: Poll: Robot's eye strength linked to pond mode and night time
« Reply #6 on: February 06, 2013, 04:52:26 PM »
[Bump]

Few, fully implemented buoyancy

check out this little crazy formula:

.nrg = .nrg - (SimOpts.Ygravity / (SimOpts.PhysMoving) * ((.body / 1000) + (.shell / 200)) * SimOpts.Costs(MOVECOST) * SimOpts.Costs(COSTMULTIPLIER)) * rob(n).Bouyancy

working on tielen tieang 1...4 fix next, this will be the only 10 commands that differentiate between input and output, should make cool MBs easy to develop
« Last Edit: March 22, 2013, 01:06:38 PM by Botsareus »

Offline Botsareus

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Re: Poll: Robot's eye strength linked to pond mode and night time
« Reply #7 on: February 14, 2013, 10:23:28 AM »
[Bump]

Had a bad few weeks, resuming work soon.

Offline Botsareus

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Re: Poll: Robot's eye strength linked to pond mode and night time
« Reply #8 on: February 23, 2013, 12:17:38 PM »
[Bump]

There was a bug where a multibot loaded back into a simulation breaks up. -fixed

Offline Botsareus

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Re: Poll: Robot's eye strength linked to pond mode and night time
« Reply #9 on: March 03, 2013, 11:18:06 AM »
[Bump]

Right now I am working on a problem where the caterpillar MB does not save or load correctly. I may need some help on this later because there is a good chance I will not be able to figure this one out.

This is a very old bug , I tested all the way back to version 2.44

This bug is very easy to replicate:

Load a single caterpillar with no other robots into a simulation. Exit DB, Run DB and select "continue simulation" The caterpillar either breaks itself apart or stops moving.

You can also duplicate the same bug by saving and loading a .dbo file.

Offline Botsareus

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Re: Poll: Robot's eye strength linked to pond mode and night time
« Reply #10 on: March 06, 2013, 12:21:31 PM »
[BUMP]

Fixed, it turns out the ties where being created 2 cycles after the multi-bots where loaded. This creates errors in tin tout commands which caused the problem.

Offline Botsareus

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Re: Poll: Robot's eye strength linked to pond mode and night time
« Reply #11 on: March 15, 2013, 01:10:49 PM »
[Bump]

Just submitted a bunch of fixes and improvements, including fixes for slime and venom.

Offline SlyStalker

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Re: Poll: Robot's eye strength linked to pond mode and night time
« Reply #12 on: March 16, 2013, 01:00:02 AM »
i think that modifying eye strength based on light levels is a good idea because then there can be nocturnal bots and stuff
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Offline Botsareus

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Re: Poll: Robot's eye strength linked to pond mode and night time
« Reply #13 on: March 17, 2013, 12:28:04 PM »
[BUMP] check this little robot out, I created this MB to check my tie code:

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Re: Poll: Robot's eye strength linked to pond mode and night time
« Reply #14 on: March 22, 2013, 12:53:00 PM »
[Bump]

Just submitted a fix for tielen...tieang 1...4, all sysvars and commands should work now, except for -8 shots, that's what I am fixing next. I will also fix genetic distance graphs in the process.