Bots and Simulations > Evolution and Internet Sharing Sims

Mutation Sims

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Shen:
Do you mean like, High energy sims tend to produce cannibots, KE sims produce slow bots? Ive found that bots will get rid of *any* artifical restrictions imposed on them except where it genuinly is in their interest. That goes for Conspec genes, speed restrictions and anything else you can think up.

An interesting thing confirming Endys results is using *.numties 0 = to stop bots killing there kids instead of a conspec gene is that bots as we know get rid of conspec genes, but Ive yet to have a bot get rid of *.numties 0 =.

Also try running a sim with a basic bot limited to a velocity of 10 in a normal sim, one of the first things they do is remove that restriction and take over the sim. However if you use KE mode they wont because moving at maxvel all the time = death.

I like the idea of similar bots though. What we really need is a standard evolution settings distributed with DB acompanied by a basic bot. Its very tricky to sort out the correct settings and stuff for your average newbie so if us lot could come up with a 'Standard Evo Sim' and get Nums to put it in the next DB release it would be very newb friendly.

Any ideas for a standard?

Numsgil:
Definately something about size 3.  Too small and nothing interesting happens.  Too big and you'll get slow simulations (I've gotten 5K robots in the latest version on size 4).

Also, you'll probably want corpses enabled.  I've found they slow down both vegs from growing and animals from eating them.  Animal Minimalis takes forever to chomp through a corpse to get back to the main 'meaty' vegs.  And obviously a line of corpses will prevent vegs from growing in that direction.

Shen:
5K bots? wow, Im guessing thats an F1 bot or something designed specifically for those settings. Either that or your settings are unbalanced :P

I was thinking that any bot to be used the the standard settings would be very basic and unable to reach that sort of level. I use very low energy but very large fields but of course any settings depend entirely on what the bot you use in them.

Endy:
I not sure which size is the best. It seems interesting stuff always occurs as long as finding food is hard enough(but not too hard). In this latest sim I'm running the Brownian Motion is at the highest. At first this led to an evolved blob of tied bots using shots to feed. Later, as Canni's evolved, they droped the ties, trying to keep their distance from one another, at the expense of easier feeding.

I've started adding genes for the bots to evolve around. Stuff like repro @ 99% and fire -2 shots for bots past 1000 cycles. This way the first bots [you]have[/you] to die off, until evolution steps in.

Any way if you could post your run-away dna, Shvarz? I tried to make a similar gene, but was having trouble getting it to work right.

Endy B)

shvarz:
It's in bestiary - look for Alga grexa.

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