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Chloroplasts
Peter:
Basically the more bots, the less light. Few bots mean more light.
In the graph you can read 'empty space'* for light.
The numbers in on the left is the amount of chloroplasts and they correspondent with the lines. For 32000 chloroplast you see that you take in loads of nrg when the sim is empty and it costs nrg when the sim is full.
The chloroplast numbers are for a individual bot, the nrg giving doesn't take into account chloroplasts in other bots.
*empty space = space not occupied by bots
shvarz:
--- Quote ---light = 32000 - (Ls * 32000)
--- End quote ---
You lost me here. Where does 32000 come from? Is this the "total amount of light that an empty sim would get"? Is that adjusted for sim size at all?
Botsareus:
Robot DNA only understands values between 0 and (+-)32000. It is 32000 when it is the total amount of light an empty simulation will get, correct. It is adjusted proportional to simulation size. At larger simulation sizes it can take quite a while for this value to get lower, I recommend adding some overlapping shapes to speed things up.
shvarz:
OK
And what do you mean by
--- Quote ---Finally we compute a more workable value for light. Just becomes easier to integrate.
L = (1 - Ls) ^ 2 * 4
--- End quote ---
What is "light"? Is it the light = 32000 - (Ls * 32000) or is light calculated by this formula? Or did you mean that 32000 - (Ls * 32000) is what robots see, but that value does not actually figure into further calculations?
And what do you mean by "more workable"? Workable for what? Why do you need to do these operations?
And to progress right to the next issue: If you don't have any funky things like pond mode or wheather, what's going to be the value of the tocken in the most boring of sims?
Botsareus:
32K - (Ls * 32K) is only what the robot sees.
It is more workable to make smooth transitions for the robots. It was a painful trial and error process. Did you see the other graph I linked at 15:24:47?
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