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Chloroplasts
Numsgil:
That's pretty much what it is right now anyway. I'm mostly saying we should do it like this to provide a bridge transparently for legacy veggies while still allowing new robots that are more sophisticated. There are other ways to provide that sort of bridge, but this is probably the least invasive.
The slider is set at a simulation level right now. So for evo sims you might start the sim with the slider set relatively high, and then slowly wean your evolving bots down to a purely nrg based diet. That would work similarly with chloroplasts.
Panda:
Are you finished making your changes? I couldn't tell if you were.
EDIT:
Are there any other changes that you wish me to make?
At any point, if I see places where the code can be made more efficient(like removing duplicate if statements between methods), should I?]
Oh and permanent waste is given to children. Won't that eventually build up?
Wouldn't it have been easier to update all of the bots memory counts separately to everything else. They all seem to be updated much more than once all the way through it.
Numsgil:
--- Quote from: Panda on August 15, 2013, 06:25:29 AM ---Oh and permanent waste is given to children. Won't that eventually build up?
--- End quote ---
It gets split between mother/daughter, yeah. But it gets diluted every time a bot splits, since both halves get only half the amount. The idea is that a reproductive strain has to reproduce often enough to keep its values at a manageable level.
Panda:
--- Quote from: Numsgil on August 15, 2013, 06:09:14 PM ---
--- Quote from: Panda on August 15, 2013, 06:25:29 AM ---Oh and permanent waste is given to children. Won't that eventually build up?
--- End quote ---
It gets split between mother/daughter, yeah. But it gets diluted every time a bot splits, since both halves get only half the amount. The idea is that a reproductive strain has to reproduce often enough to keep its values at a manageable level.
--- End quote ---
But the speed at which they have to reproduce would have to continue to increase, wouldn't it?
EDIT: I guess a lot of the issues of inefficient code are going to be faced in DB3? It is a large task to change anything in DB2 because of the number of different areas you have to change, with the same code, just to change one little bit of the code.
Numsgil:
--- Quote ---But the speed at which they have to reproduce would have to continue to increase, wouldn't it?
--- End quote ---
Assuming it builds up at a constant rate, they can also reproduce at a constant rate and reach a long term steady state level. Like if it takes 10K cycles to go from 100 to 200 waste, and then it reproduces 50/50, it has another 10K cycles before it has to reproduce again. And on like that.
--- Quote from: Panda on August 15, 2013, 06:11:55 PM ---EDIT: I guess a lot of the issues of inefficient code are going to be faced in DB3? It is a large task to change anything in DB2 because of the number of different areas you have to change, with the same code, just to change one little bit of the code.
--- End quote ---
To a certain extent. But it's also going to be a lot more code. I think I already have approximately as much code as DB2, and I don't have any of the UI or gameplay code really going yet. But it's more strictly architected and tested, which should mean you can change one system without even knowing how the others work.
My experiences in the code base so far have been positive, at least.
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