Bots and Simulations > Evolution and Internet Sharing Sims

Shvartz, can you help me out?

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Endy:

--- Quote ---cond  *.nrg  20000  > start  50  300 stop
cond start  store stop
cond  *.shareshell  *180  !%= start  1168 -1  .shoot  store  10  .up  store  10  .up  store stop
cond start -1  7 stop
cond start -1  7 stop
cond start  store  10  dec  1  sub stop
end
--- End quote ---

The -1 7(second to last set?) is probably interacting with the 1 sub and the store at the top to make a -1 6 store, allowing the bots to turn(there's probably more to this, but I'll admit the rest hurts my head).  :wacko:

Whenever you decode what is happening you have to take the stack into account. Imagine a sort of circular dna structure with several DNA's after each other, then add the effects of conditions and non-activating genes in there(don't ask me how much your brain will hurt after you manage it). :blink:

Nice job Shavarz. :)

Shen:
I ran FirstBot last night for a laugh. Field size 4, veg repop 175, veg starting nrg 5000, mutation rate 1000. I have about 5 different varients running around each with a dozen or so bots per species.

Im suprised I havnt got any gene splits or duplicates at all. I did get an increase in nrg required for reproduction via *.nrg 20000 > being duplicated and the > changing to a !%=, effectively increasing the nrg needed to 22000.

Also 10 .up store changed to 10 rnd .up store, presumably reducing the nrg required to accelerate when tied to babies/bumping veg. Maybe once its built up some junk and a few surplus store commands it will start to do interesting stuff.

shvarz:
For all you brainiacs out there, here is a version from around 1.8 million cycles.  Try to figure out what it does while I am away (going camping):


--- Quote ---cond  *.nrg  20536  >  *.nrg  20536  !%= start  inc  sub  rnd  inc  sub  rnd  50  300  50  300 stop
cond  store  store  inc  store stop
cond  *.shareshell  *180  !%= start  1168  store  mult  1168  store  sub  *735  *.genes  dec  *778  *.setaim  *768  dec  *.setaim  *768  rnd -1  div -1294  *491  460  store  218  inc -1202  10  1  rnd  div  10  .up  store  10  441  mult  1342 stop
cond start -1161 -1  7 stop
cond start -1  7 stop
cond start  store  10  dec  1  inc  sub stop
end
--- End quote ---

Sprotiel:
Hey! There's no start in the second gene!

Botsareus:
Well , It lost the ability to turn.  And that Junk dna seems to be building up for some reason , hmmmm... Hehehe....

Anyone who can tell me why there is so mutch junk dna gets a cookie. (free energy?)
OR
Anyone that can prove all of this is not junk dna also gets a cookie.

The Problem is in my mutation sims it never stoped building up junk, and it never really did anything too special.

What I find good is that when I ran mutation sims It also had the rnd placed after the 20 to get the 20 rnd .up . Its a really common mutation.

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