Bots and Simulations > Tips and Tricks
Do you know what is venom?
PurpleYouko:
OK those are fair points but they do serve to highlight ways in which the code is deficient for real evolution.
There just isn't any way that a robot could evolve the ability to harmlessly absorb poison or venom since the program doesn't include that ability. If it did then all combat bots would use it as a matter of course and then venom and poison would be useless as weapons.
Remember that we have almost equal numbers of combat programmers and bot evolvers. While the long term aim of the program is to satisfy both camps equally, it is still a difficult process to acheive.
I am beginning to think that many parts of DB could be due for a complete overhaul to try and make evolution a lot more open ended. This needs some serious thought.
Old Henk:
How about Venom/poison "Frequenties", similar to the way ties are different by the number stored in .tie?
Subsequently, shell and slime can be given frequenties, so that bots that know the frequenty are immune (unless they evolve into a new species of course)
PurpleYouko:
Go Henk!! B) :clap:
That is a really cool idea and it would be quite easy to implement.
It solves the issues for both camps. Combat bots can stay immune by having the frequency coded into their DNA while evolution will be able to evolve such an ability (eventually)
I like it.
Anonomous Guest Person:
Rather then having frequenties, you could allow a way to counter venom/poison by finding what it affects, and setting a memory location to that. I.e. if the venom sets .tieval to 1000, then you'd have to store .tieval (not *.tieval) into, say... .delvenom.
This could allow for some pretty advanced immune systems, I guess.
Of course, then you might have to make the original features of venom/poison work when .vloc/.ploc is -1, rather then 0.
(Or have .delvenom be reset to -1 every cycle.)
PurpleYouko:
The trouble with this idea is that venom and poison are specifically designed to overpower internal commands from DNA. just as direct memory shots do.
If venom/poison were unable to do this then it would really be a complete waste of time.
A common poison uses a .ploc location of .shoot. This disables the victim from shooting as long as it is poisoned.
In your scenario the victim would be able to ignore the poison completely simply by saving values of -1 into .shoot. The poison would be utterly useless in stopping the attack.
I much prefere the idea of having a frequency/phase/chemical signature that disables the poison/venom shot by matching the frequency/phase/chemical signature of the poison/venom shot and thereby enabling absorbtion of the shot rather than succumbing to its effect
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