Author Topic: Darwinbots 2.47.02  (Read 7897 times)

Offline Botsareus

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Darwinbots 2.47.02
« on: July 06, 2014, 02:38:55 PM »
As always, list of changes:

  • Improved speed in manual sexrepro app.
  • Fixed a bug in restarter app. Leagues should now run on any supported platform.
  • Bug fix in evo handycaps.
  • Increased target dna resize code.
  • Improved overflow prevention code.
  • Added multi test for survival evo instead of 1, forces system to be more selective.
  • Improved both speed and accuracy for sexrepro and genetic distance graphs.
  • Lowered chloroplast rates to what they were before in leagues and added auto set chloroplasts to 16K.
  • Improved survival evo automatic evolution mode.
  • Bug fix in mutation explanations.
  • Bug fix in dna parser.
  • Fixed forking bugs.
  • Implemented ZB evo automatic evolution mode.
  • Bug fix for robots trying to reproduce from a dead robot
  • Removed Timer based checks as it was causing a bug for safemode, safemode is somewhat more accurate now in giving me correct info. Still not 100% but close.
  • Found and fixed a bug in costs div/0 and discovered a new debugging method in the process.
  • The removed timer checks where causing a freeze, had to adjust the code I replaced the timer checks with. Freeze is now at most 2 minutes instead of 30.
  • Repositioned and optimized graphs so they are more user friendly.
  • Moded survival evo mode floor setting to be saner.
  • Add RGB Memory monitor.
  • Fix screen ratio actually fixes to the correct screen ratio.
  • Added PlayerBot mode.

Link to installer: here

Direct link: here

enjoy  8)
« Last Edit: July 06, 2014, 02:43:11 PM by Botsareus »

Offline Panda

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Re: Darwinbots 2.47.02
« Reply #1 on: July 06, 2014, 02:46:39 PM »
Just want to compliment you on how well you're doing with keeping this up to date!

How are the chloroplasts, by the way? I never really got around to using them, in the end. :(

EDIT: any zerobots sims got chloroplasts yet?

Offline Botsareus

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Re: Darwinbots 2.47.02
« Reply #2 on: July 06, 2014, 03:08:45 PM »
Panda, you should total check this little dude out. I instructed the program not to let robots form there own chloroplasts but it still figured out how to get chloroplasts from plants! What is amazing, this is my first automatic zerobot evolution result. Who would of guessed?

Offline Panda

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Re: Darwinbots 2.47.02
« Reply #3 on: July 06, 2014, 03:12:48 PM »
So, there's settings to prevent bots from creating chloroplasts? Interesting. It's interesting that they took chloroplasts anyway.

Offline Botsareus

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Re: Darwinbots 2.47.02
« Reply #4 on: July 06, 2014, 03:45:30 PM »
Yea, had to put that in there as a forced kill. Robots with chloroplasts where evolving waaaay to often. Also, wanted it to be more interesting for the leagues.

Offline Panda

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Re: Darwinbots 2.47.02
« Reply #5 on: July 06, 2014, 04:03:02 PM »
Is that because chloroplasts are too easy as a form of energy?

Offline Botsareus

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Re: Darwinbots 2.47.02
« Reply #6 on: July 06, 2014, 04:39:16 PM »
Essentially yea. Especially for zerobots who mutate quickly. They can lose the ability to shoot or move but still get stable energy from the chloroplasts remaining in there system. Nothing wrong with that though imo.

Offline Panda

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Re: Darwinbots 2.47.02
« Reply #7 on: July 06, 2014, 04:50:17 PM »
I wonder what can be done to punish that. Have you had any ideas for that?

Offline Botsareus

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Re: Darwinbots 2.47.02
« Reply #8 on: July 06, 2014, 07:27:13 PM »
I kinda like it the way it is actually. If you do not want your zerobots gain chloroplasts naturally, disable them. I like the chloroplast mobing also. If a robot is mutating so madly that it needs to mob for chloroplasts then be it.

Offline Panda

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Re: Darwinbots 2.47.02
« Reply #9 on: July 06, 2014, 07:30:10 PM »
Hmmmmmm, maybe, I would have thought it would have worked slightly better if it wasn't so advantageous for them. I'm just wondering whether it is generally giving them too much energy anyway, if this is the case.

Offline Botsareus

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Re: Darwinbots 2.47.02
« Reply #10 on: July 06, 2014, 07:33:58 PM »
Nah, my delta on this is approx 620. As Carlo would have said "forget about it"

Offline Panda

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Re: Darwinbots 2.47.02
« Reply #11 on: July 06, 2014, 07:57:57 PM »
XD Alrighty, then. I have too much IDE going around my head to be thinking about this anyway. :p

Offline Testlund

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Re: Darwinbots 2.47.02
« Reply #12 on: July 08, 2014, 09:38:01 AM »
I instructed the program not to let robots form there own chloroplasts...

I like that, especially if offspring from reproducing alzeimer bots won't start with chloroplasts.

What exactly is "RGB Monitor"? I have it checked but I don't see anything.
The internet is corrupt and controlled by criminally minded people.

Offline Botsareus

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Re: Darwinbots 2.47.02
« Reply #13 on: July 11, 2014, 03:46:13 PM »
Really, it should not let you activated it until you configure it. It was an idea from Phinotpi. Essentially, when you configure it you will see boxes appear around the robots that indicate three of their memory locations in multicolor.

Testlund, did it prompt you for anything when you attempted to activate it?

If it did not it may be a bug. It may also be that you must start a simulation first. Let me know what is going on.
« Last Edit: July 11, 2014, 11:12:51 PM by Panda »

Offline Botsareus

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Re: Darwinbots 2.47.02
« Reply #14 on: July 11, 2014, 04:28:22 PM »
Here is a sample of what RGB monitor is supposed to look like when configured correctly: