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Non-Determinstic Bot DNA flow
Ulciscor:
I totally agree. I was just interpreting what Griz though (or what I think he thought :huh: )
Noone expects rules to emerge from complete nothingness (generally) as you need some basic rules for more complex ones to grow from. I think I agree slightly that the rules imposed in the darwinbots universe are too artificial and not general enough.
Numsgil:
Complex systems have a single rule that is universal to all of them.
They are non-linear. That is, the change in one element has a disproportionate effect in another.
Anyway, that's my aside
For the metabolism, here's what I'm thinking right this moment:
We descend into the madness of metabolic pathways gradualyl, in baby stpes.
Setp 1: Seperate Body into muscle (that makes shots stronger, bots able to move with less effort, etc.), fat/sugar (nrg storage), and maybe cellulose, maybe not, I'm not 100% sure yet.
Step 2: Implement Mitochondria/Chloroplasts. Eukaryotic cells actually handle very little of their own metabolism. Most of the grunt work is handed off to the mitochondria and chloroplasts.
So in DB, chloroplasts would convert light energy and surface area into nrg.
Mitochondria would convert basic substances to/from each other. The details of how the mitochondria do what they do are entirely hidden from the bots.
This isn't all that incredibly different from the current system. Our bots strbody, fdbody, mkpoison, etc. Mitochondria would work in much the same way (I'm expanding the concept of all organelles that construct/destruct materials into the term "mitochondria", even though that's not actually 100% accurate. But I think doesn't lose any generality in persuing this path.)
Step 3: Instead of having mitochondria magically turn nrg into muslce, or whatever, we assign enzymes and such that handle all this, and allow these enzymes to mutate and hopefully evolve.
Note that step 3 is entirely hidden from the view of the bot, since the metabolism is all encapsulated (a programming term) in the mitochondria.
I'm open to criticism, of course, this is hardly set in stone. The idea is that at each step we can try it out and see what happens. Baby steps.
PurpleYouko:
Yeah a few are a little on the artificial side. Can't deny that
Poison, Venom, Shell, Slime, Ties, Shots (come to that) are all kind of artificial.
Poison and venom are I think eventually destined to be scrapped in favor of a more complex and flavorfull bunch of chemical interactions. Possibly all shots can be replaced with a kind of fired enzyme from within the loosely planned enzyme metabolism system.
Ties? Donno about them. We have to alow some form of MB interaction so perhaps this is just one of the physical laws of DarwinBot world.
It's very tricky trying to get the balance right without artificially changing behaviours. That is the one thing we need to avoid at all costs, direct behavioural modification from the program. Selection has to be down to survival.
I still think the main problem with the whole of DB is that the entire DB universe is a barren desert, completely devoid of niches or any reason to specialize. Wherever they go, they are always in the same environment.
Numsgil:
Ties I'm thinking are a special hollow tube mesh constructed from nrg arranged in a crystaline matrix.
This mesh can be stretchy (like a spring), sturdy (like a pice of metal), stretchy to a point (like two bots connected by a peice of string), etc.
This mesh, however, can only be bent in one direction (the axis of the vector between the two bots).
That is:
if ____________ is a tie:
____ is valid
--- Code: ---__
\___ is not
--- End code ---
However, we just have to say that bots can build this magic meshy substance. Trying to build a ruleset that allows such a mesh to form naturally is beyond the scope of Darwinbots.
There are physical limitations to what can be modelled. At some level, you have to create abstractions.
Ulciscor:
--- Quote ---At some level, you have to create abstractions.
--- End quote ---
For sure. But the more general you go the better, yes?
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