Code center > Suggestions

Tides, as an addition to the weather aspect.

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Botsareus:
some what off topic:

Technically you can already make sentient beings with my system, just need to tweak the restart component to run as a continues simulation (should be easy enough to do, although untested), simplify/modify bot interactions to make them behave more like neurons and add sensor stream from an external environment while penalizing the brain for lack of resources.

For more information read: "It's a jungle in there" by David. A. Rosenbaum

What I am actively working on is sending my research to proper Uniys for evaluation and integration.

Botsareus:

--- Quote ---So far the conditions have seemed to change what form the bots take for me. A well known example being when there is light, bots will tend to evolve chloroplasts and sit, so you turn it off to try and force other strategies to form.
--- End quote ---

I generally will just turn chloroplasts off.

I am walking a fine line between keeping league and evolution settings interchangeable and making other strategy evolve rather then just chloroplasts. edit: The results of my latest zerobot experiment should be very interesting.

As before I require exact settings from you as a system to evolve chloroplasts and other strategy together, you can probably hook it up to ecosystem survival evolution mode if you like. I still think a sin wave is the best option except for brownien motion that should be a saw wave pulse.

Botsareus:
Ok, maybe keep it as Sin curves (Drastic changes = bad, trust me) but make the timing adjustable, that is "how much cycles until 2pi"?

Once again, this will not be a way to evolve robots for leagues, just a new mode.

And, sorry, I have a tendency to not organize all my thoughts into a single post.

Botsareus:
Unfortunately, that video did not tell me anything new. I am playing with the values my self right now.

Botsareus:
One problem I am experiencing, do you want pond mode? If so, what to do with robots using buoyancy?


--- Quote ---I wanted an increase in light as the water gets lower, but thinking about it that should be also put on a toggle. Maybe one that varies intensity of light to simulate varying depths of water?
--- End quote ---

edit: In pondmode, you already have more 'actual light' on top and progressively less at the bottom btw.

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