Code center > Bugs and fixes

Is this a bug?

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PurpleYouko:
Which exact version are you using?
I recently fixed a problem with acceleration and friction but I don't remember if it made it into the "official" version on the DarwinBots.com server.
I definitely uploaded it to the old FTP site. If you are not running that version then I suggest you change over to it. Might fix your problem and if it doesn't then at least we have identified an area to look at.

shvarz:
OK, that fixed the problem! I don't see the slow buggers anymore!

One suggestion though is to change the version number even if you fixed something small.  First, that let's everyone know that this is a new version with another bug fixed.  Second, if you fixed something and broke something at the same time, then we can easily roll back to previous, more stable, version.  You and Nums being the only two programmers - any version that comes out can be called "official" :)

Here is another mistery for you:  Take those settings and the Alga grexa that are attached to my first post in this thread and remove all the hunters (just add alga minimalis as a hunter).  Now you can just look at what happens with veggies.  Start the sim and this is what you should see: The first generation of Alga grexa are actually spending more energy then they are getting, so they die within 100 cycles or so.  The program reseeds and they die again.  But after a couple of reseeds there appears an Alga that actually spends less than it gets and that one flourishes and starts dividing and such.  So what's the deal with that?  Mutations are disabled, so it's not a mutant.  

My guess is that it has something to do with how much bots are charged for movement.  First bots are running very fast and are charged a lot.  Then through some chance there appears a bot that accumulated enough body to slow it down.  Since it is slowed down by body, it will be charged less - therefore, it will survive.  All it's children will get a portion of its body, so they are also not running as fast.

If this is true, then I think that costs of movement should be adjusted.

Numsgil:
I couldbe wrong, but I think movement cost is equal to:

actual movement * mass

so I don't think that's the problem.

shvarz:
Yes, but if the "actual movement" is a function of mass, then that may lead to the weirdness I described.

Example.  Two bots, one is light and the other is heavy:
mass1=1,000
mass2=5,000
.up=10
cost1 (in whatever units)=1,000x10=10,000
cost2= 5,000x10=50,000

Your adjusted case:
mass1=1,000
mass2=5,000
.up=10
Adjusted .up1=10
Adjusted .up2=2
cost1=1,000x10=10,000
cost2=5,000x2=10,000

shvarz:
I think we should consider .up to be the force applied by the bot and charge based on that force alone.

Consider this scenario:  you have 1000-pound rock and two people try to move it in turn.  First one pushes it very slightly, the second one makes an honest effort.  Neither of them moves the rock, yet the energy they spend is very different.  Same with bots, we should not charge by end result, we should charge by the effort.  

If I remember correctly, the KE mode was very-very harsh before you changed it to "charge for effect".  I was glad at first, but now I think it is a bad idea.  So, maybe we should go back to "charge for effort".  To make it less harsh, maybe we can charge less for that effort than before.

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