Bots and Simulations > Evolution and Internet Sharing Sims
Canni sim
Numsgil:
The make the parent look the other way gene got a minor changing during mutation.
Here's what I mean:
*.aim -770 628 add 1256 mod .shootval store
mod .shootval store
originally it was *.aim 628 add 1256 mod .shootval store
now it's, in effect, doing *.aim .setaim store to the other robot. THat's even better! The parent is turned entirely the other direction. (Well, sorta better. Since the bots turn randomly until they find something, any direction is equally unlikely to see it).
The plants evolution of 14 5 rnd store (or 14 .aimdx rnd store rather) was quite ingenious and absolutely screwed the cannibots. It's a simple mutation. All it did was insert a rnd. The effects, though, just about kill off the cannibots.
Here's a save of right after the new plants appear. All that seems to happen is the cannis slowly die off. The new plants have gone from being easy prey to being about 8 times harder to catch than each other.
Shen:
Your mutant vegs is another example of the greatness of cannis heh. The veggies moved the goalposts on evolution.
For example my pred/prey cycle is fairly well tweaked. My bots have only basic navigation genes they cant accurately move at high speeds, especially in KE mode. This means that slower bots have the advantage during Veggie Highs as they can catch, eat and reproduce more. However once the cycle turns down there are several hundred bots and only a few dozen veggies a faster bot has the advantage.
After 10million cycles they have reached an equalibrium with their enviroment. Successful bots can reproduce quickly on veg highs and survive the cannibalism after the food has run out.
I might try mutant veggies now, Im using a modified Alga_Ansty which should do something cool. :D
Numsgil:
Glad to hear my veggies are useful.
An interesting note: Alga Antsy will first evolve to be cancerous, then, the second gene will change. One time it changed so that it reproduced at low energies, and ran in a straight line at high energy. Sometimes it just breaks all together if the bots pick them off too fast for them to get that much energy.
How did you modify it?
I had to change the veggy pop limit to 300 in the sim I gave everyone. That still only barely makes the bots more successful. It'll be interesting to see if the bots can compensate later down the road.
If they can, then that'd be pretty cool. A clear example of escalation, ie: biological game theory.
Shen:
Its pretty heavily modified really, I just took the idea of spreading the veggies out and ran with it. I merged the two genes. I also added an element of randomness to the repro nrg to stop the spikes you get when veggies repop.
cond
*.nrg 6000 >
start
25 50 rnd add .repro store
500 rnd .aimdx store
30 .up store
stop
Im trying to think of a way to stop them turning cancerous though as it would screw up the population cycles with veggies always being at max, or maybe I need to tweak the max
Endy:
I've seen the same thing with tons of veggies. Seems like it's a general species convergent evolution based on the sim settings. My guess is that the veggies are behaving like prey animals and so do better when they can escape being eaten. I think the repop might be helping them out also since the last survivor(s?) "should" become the next parent species(imagine having some 10 children at once :) ).
Not absolutly sure how repop works when there are different veggie bots, some help from the programers here would be useful. I was thinking the code selects for nrg or last living bot.
On this note could we get some sort of animal repop setting? I think this would help out alot in keeping population size up and not having the mass extinction events we get on ocasion.
Endy B)
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