Code center > Suggestions
Robot repopulation in the chloroplast version
Botsareus:
An idea from Peter:
--- Quote ---if they have a big influence on the photosyntheses light distribution, non-alges can spread and take out the alges simply by multiplying.
--- End quote ---
That can indeed happen. Here is the scenario:
Robots evolve there own chloroplasts.
Other robots eat the robots that evolved there own chloroplasts.
Other robots are all over the place (tons of robots) causing chloroplast robots to die.
There is no food source so within minutes other robots die as well.
I have to run this by Shvarz, brb.
Botsareus:
Shvarz:
--- Quote ---This problem has been around for ages in DBs and it's actually a problem that happens in real-world as well. So, view it as a feature, not as a bug. Creating a sim that does not have re-population as a constant source of energy is fairly difficult in the current version of DBs, but I've been able to do it on multiple occasions. The tricks are:
1. Use a fairly large field in the sim to increase the chances that "food" survives somewhere during "hunter" expansion (or introduce barriers so that your field is divided into multiple sub-fields connected to each other).
2. Limit in-flow of energy through "food" so that their population does not explode when the number of hunters is low.
3. Severely tax the energy that hunters obtain from "food". They should be hunting almost constantly to survive, when "food" population around them drops below a certain level, "hunters" should die pretty quickly. "Hunters" should have enough energy to reproduce only when "food" is exceptionally abundant.
These tricks should not be hard-coded into the program, they just should be achievable with available settings.
--- End quote ---
I can see the pro and con of all systems talked about here. I am going to keep my original idea, but I am going to agree with Numsgil and Peter that adding the cutoff is overkill.
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