Code center > Darwinbots3

Very simple sound idea

<< < (2/4) > >>

Testlund:
This would be the most realistic:


--- Quote ---detecting disturbances is all that's required, and that information is well carried by the changes in fluid, which is a natural consequence of a simulated fluid system.
--- End quote ---

A bot could give away a certain vibration depending on how it moves. If it spins in intervals it could be detected as a rhythm for species recognition etc.

Botsareus:
Good writeup Numsgil, you hit both main points:


--- Quote ---    Locating prey
    Calling for mates, giving warning calls, etc.
--- End quote ---

That clear advantage of sound imo over other informational methods is that sound travels trough 'stuff' and ends up on the other side. Usually with delay.

vrukt:
Also I want to add that sound as detection would basically be useless unless you also had varied visability on bots.

If a bot can camouflage itself visually, detecting it with sound would be useful, or if night turned off visual detection and left only sound detection.

Are you hoping to work this into a larger cooperation system? To be able to use sounds as group signals?


What I'm thinking is before you get fancy with the sound system you can think of what you want it to do instead, and treat it like shots (in DB2) that stop as they hit the sides, but branch out in a radial circle.

So

Noise 1 = mating call = detectable T/F
Noise 2 = cooperation call to same species = detectable T/F
Noise 3 = food found = detectable T/F
Noise 4 = bot locating ping = detectable T/F
Noise 5 = warning call = detectable T/F
etc.

Couple that with a passive listening mode that makes the bot go in the direction of detectable sounds. Which might bring up a problem, not sure if you play any submarine warfare games, but when an enemy sub pings you, you can only detect direction, not distance, until you have multiple location points. So that'd be something to consider in your sound simulation, do you want distance locating capabilities? Or only direction from detection? (one trick when pinged in a sub game is to just fire a torpedo straight down a ping, which is why I think bots could do the same)

It would need a form of species identification in it though. So X would have to know sounds came from X and not from Y, if you wanted them to cooperate, or not chase down the wrong species mating call.

If you treat sound like an expanding circle that ignore other bots and stop at the edges, you should be able to avoid having to come up with sound reflection, cancellation, just all the complexities that come in with sound/sound in water, and still have a functional "sound" simulation layer.

Though, I would love to see a http://en.wikipedia.org/wiki/SOFAR_channel ;)

spork22:
Why not instead of shots, use something that works like the eye system?

vrukt:

--- Quote from: spork22 on September 06, 2014, 05:00:52 PM ---Why not instead of shots, use something that works like the eye system?

--- End quote ---

The eye system would be a good example. I just used shots as an example because shots already have types. So this would be like sound types.


--- Code: ----1 shots are for hunting.
-2 shots, Energy for feeding.
-3 shots, Venom (Robot is immune to Venom from his own species).
-4 shots, Waste.
-5 shots, Poison in response to an incoming "-1 .shot". (Robot is immune to poison from his own species).
-6 shots, Body.
-7 shots, You cannot shoot viruses, but the .shflav of a virus is -7
-8 shots, Sperm

--- End code ---

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version