Code center > Suggestions
Robot repopulation in the chloroplast version
Botsareus:
Robots repopulation will no longer be at a fixed range. Since robots are always loaded in with a considerable amount of body and energy points, this will make sense as there will be less free energy on lower amount of available light. This is following the logic Shvarz has suggested of the way chloroplasts should work.
However, if at any time non-repopulating robots have more chloroplasts then these proposed limits, the program will not kill any of them and keep the new limit.
Below is the picy used with the poll.
edit: The graphs in the picy are now labeled correctly, sorry for the confusion.
edit: picy dropped because everyone hates this design, look for new picy in a later post
Botsareus:
More information:
Shvarz wanted me to limit how much energy the robots get from chloroplasts by limiting this energy by 'amount of available light'
According to Shvarz 'Amount of available light' means: (Total simulation area - total robot area) /Total simulation area
This means that if the amount of available light is at or near zero, then robots are actually losing energy by sustaining chloroplasts.
What I want to do is limit repopulation for these as well. Otherwise, If amount of available light is at or near zero, the repopulated robots will be keep repopulating and dieing because they are consistently losing energy. But, there will be a few cycles during which the robots hunting the repopulating robots will have some free energy before the repopulating robots die.
My solution is to limit repopulation by the amount of available light as well. The picture attached to the post shows ways this can be done. X-axis are the amount available light with maximum on the left. Y-axis are how much robots to repopulate.
Peter:
I'm not understanding this. :(
I assume with the change you can still set bots as veggies(as in free energie) , is that right?
I don't get why a set repopulation isn't good with chloroplasts.
Botsareus:
Numsgil:
--- Quote ---You might be over thinking it a bit. It's okay if repopulated veggies can't make an nrg profit, they're mostly meant as a backup food source anyway for the real bots.
The repop cooldown, etc. settings are doing more or less what I think you want to do right now.
--- End quote ---
But here is the problem:
Even if they are meant as a backup, what prevents the robots from abusing them when the simulation is at capacity? I don't think repop cooldown will help much in this case. And I believe the user should never adjust simulation settings mid-run.
The main problem I am having is with a setting called: "Repopulation threshold average vegs" a.k.a. "Repopulation Threshold"
I just want robots to start evolving there own chloroplasts instead of being dependent on these loopholes.
--- Quote ---I assume with the change you can still set bots as veggies(as in free energie) , is that right?
--- End quote ---
Yea, you will be able to set some robots to repopulate. But the amount will be based on the amount of chloroplasts on screen and how much chloroplasts these robots have when loaded. It gets more complex (above) when the simulation is at capacity a.k.a. amount of available light is zero or close to zero.
note: If robots evolve there own chloroplasts, I am cool with that. Then they can have unlimited chloroplasts. That is the idea anyway.
Peter:
I think I'm with Numsgil. :P
You can make arguments about why it's better then the current option. But you can't be sure you didn't overlook something. And possibly some think the older option was better anyway.
Personally I think changing the repop threshold is a big change and I rather have an option to select a non default repop. In a later version decide on a new defult repop. Maybe nice to have an advanced option where you can input a formula yourself.
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