Code center > Specialization, Metabolism, Digestions and Env Grid

Photosynthesis

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Numsgil:
Will I do?  :rolleyes:

There will be O2 and CO2 in the env grid, but their existence has no bearing on photosynthesis's existance in the simulation.  Vegs already get energy from the system.  That's a simple model of photosynthesis.  Because we don't chose to model something doesn't mean it doesn't exist in the simulation, it just means its taken for granted.

The water cycle, for instance, is taken for granted.  Doesn't mean water doesn't exist in the simulation.

PY's system would make you more efficient as you invested more points in a particular area.

Check out the idea Anon Guest Person and I hammered out.

It's a bit of a read, I admit, but I think it incorporates PY's idea, Anon's idea, and my idea into a single system.  Though instead of 5 points to invest you get 20 or 35 or whatever.  Basically same idea.

PurpleYouko:

--- Quote ---Perhaps you could add another section to the bot's DNA file, which gives it it's physical form.
--- End quote ---


That is pretty much what I am talking about.
The robots would have a definition section in the DNA, a bit like custom variable names now. It is contained in the DNA text file but is not directly accessed by the DNA during activations in the robot's lifetime.
(incidentally we need to be able to read this stuff from the robot console)

When writing a robot DNA file, it will be possible to define it fully but only evolution (mutations) will allow it to change through successive generations.

To keep things backward compatible, all robots without this extra bit of text in their DNA file will be treated as specialized carnivores and the "autotroph" button in the control panel will switch them to specialized veggies (metabolize waste nutrients like NO3 and sunlight)

All sims will have day-mode activated so that sunlight is present. Top down sims (regular mode) will have equal sunlight across the whole field while pondmode sims (side view) will use the sunlight gradient method.

Are we all getting on the same page yet? I think we may be zeroing in on a plan.

 :D  PY  :D

Numsgil:

--- Quote ---The robots would have a definition section in the DNA, a bit like custom variable names now. It is contained in the DNA text file but is not directly accessed by the DNA during activations in the robot's lifetime.
(incidentally we need to be able to read this stuff from the robot console)
--- End quote ---

We all have different ways of doing it, but it looks like we all agree on this point especially.


--- Quote ---When writing a robot DNA file, it will be possible to define it fully but only evolution (mutations) will allow it to change through successive generations.
--- End quote ---

This is where the debate comes in.  I think I have a solution, using a technique I outlined in another post (which incidentally needs a reply  :rolleyes: ).

We have an array of bit strings (ie: numbers, probably longs) that represent the attributes of the different enzymes/mechanics that the cell has.  We seed a very good randomizer with these values. (something with a very large period).

The number that the randomizer returns is then fed into a function that determines what that enzyme/mechanic does, and how well it does it.

Now, the fun part comes in as these bit patterns are allowed to mutate.  We can have things like bit change, bit shift (frame shift in DNA), etc.

This way, we can still turn on/off mechanics for a bonus, but we can also mutate new mechanics or new enzymes.

I think that mirrors the actual system so well.  I should get some accolades!   :ph43r:

PurpleYouko:
The mechanics stuff is pretty complex.
I hope we aren't going too far with this. My proposal was a lot simpler.

The setup section of the DNA looks very similar to what I was thinking about so I guess we are all more or less agreed on that part of it.

I still have a big problem with robots changing their feeding specializations during a single lifetime though. I just don't see this happening.
You may be able to get better at something that you can already do by practicing (muscles get bigger with use etc. but I don't care how many pieces of nylon you try to eat, you just ain't gonna metabolize it. The mechanism just isn't there to start with and mutation is the only way it ever will be.
If you are proposing that robots mutate during their own lifetime then that is a different issue entirely and has nothing to do with specialization.

I still maintain that a creature is born with all the specializations it is ever going to get. It may not use them all but they are there and do not change during its lifetime. Getting stronger with practice or by actively discarding certain functions to direct more energy at the ones you want are not specialization in the form that I am talking about. I am refering to the genetic blueprint which sets the initial possibilities to specialize.

A creature born to metabolize cellulose is never going to learn to metabolize sulphides and vice versa, in one generation.

 :D  PY  :D

Numsgil:
I think the problem is we are talking about different sides of the same coin. I'm trying to allow multibots' parts to specialize (cellular specialization) and you are working on how a species specializes over time.

Both need to be present in the end system.  Turning off mechanics to improve efficiency allows multibots' cells to specialize, but doesn't really make sense in a single bot.  But we shouldn't artificially impose limitations on singlebots.

I'm hoping the majority of the complexity is behind the scenes.  The bit system I outlined above would allow the kind of frame shift that allowed bacteria to begin digesting nylon.

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