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Non-Determinstic Bot DNA flow

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Numsgil:
I've always felt kind of weird, cause the ALife people accuse me of not making it ALife enough, and the combat sim people accuse me of not making it combat-sim-y enough...

I think the program has a good balance, but then again, I programmed it didn't I.

Griz:
imo ...
they are separate ideas ...
the combat bots more an AI, top down, be in control of everything ...
and the ALife a bottom up, provide the space/environment  ... let it evolve idea.
don't think they mix well.

shvarz:
I think so far the balance was pretty good.  Slightly skewed to combat, but still giving enough to evo people.

PurpleYouko:
Au contrare mon ami.

I think the two approaches can be mixed perfectly. IMO, most A-Life sims fail because the actual DNA of the bots is way too simple. More complexity gives better realism.

If what you want is for new exciting behaviours to develop quickly then you need simple rules (unlike DB). Then again if that is what you want then realism is not for you anyway.

DB is quite possibly the most complex A-Life sim out there now and it is getting more and more complex all the time.

The ideal is a highly complex system where almost anything is possible. Programming the bots should be simple for easy behaviour but very difficult for extremely complex behaviour. We also need different niches which can be colonized and this is where DB isn't so good yet. (then again nor are the others). I think we will get there eventually though.

Griz:

--- Quote ---Au contrare mon ami.

I think the two approaches can be mixed perfectly. IMO, most A-Life sims fail because the actual DNA of the bots is way too simple. More complexity gives better realism.

If what you want is for new exciting behaviours to develop quickly then you need simple rules (unlike DB). Then again if that is what you want then realism is not for you anyway.

DB is quite possibly the most complex A-Life sim out there now and it is getting more and more complex all the time.

The ideal is a highly complex system where almost anything is possible. Programming the bots should be simple for easy behaviour but very difficult for extremely complex behaviour. We also need different niches which can be colonized and this is where DB isn't so good yet. (then again nor are the others). I think we will get there eventually though.
--- End quote ---
I couldn't disagree more.
starting from complex is about controlling ...
a top down notion ...
more the 'intellegent design' approach. ;)
evolution is about keeping it simple ...
and 'allowing' complexity to evolve.
very different ideas ...
and easy to see which way DB is going.
THIS is the reason ALife sims fail, btw ...
from folks trying to make them AI things ...
and 'control' the outcomes.
same thing humans try to do to nature ...
but guess what?
ma nature bats last ...
and never strikes out. ;)

but hey ...
it's your program ...
and obviously you guys are going to do what
you want to realize your own vision.

I'm sure it will become a nice physics/bot combat sim ...
but you aren't going to evolve anything.

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