General > Biology
A new problem for discussion
Botsareus:
I am kinda stuck on this one for now , lets see if any of you can figure it out:
[you]The Nuke Problem[/you]
Robot A evolves into Robot B that nukes the screen , all die.
The solution must include the following things:
Some kind of robot must stay alive.
The solution can not ristrict robots from using a "nuke".
The larger screen size or use of clone separate screen breathing is not an option.
What really happend:
My happy little robots are happy running arround the screen population in the 80s.
Suddenly one robot evolves a "tie to everything possible" command in one step. This robot ties up and kills all robots it sees , ristricting there movment , leaching and even feeding on them if it gets lucky, it is able to repoduce. It is able to repoduce?!- not quite , thats were the trouble starts, If it gets lucky it will reproduce witch includes a) A son escaping its fathers evil ties B) A son forming ties to plants and sutch effectivaly enough to actualy manage to aim its shoot at them (the robot has no control over this, its done more or less at random). Then the parant may also lose its exsisting ties and end up starving himself. So evantualy this killers don't get lucky and they all die off from starvation. Beat that...
P.S.
sry, not offering cash on this one. Although might prove useful in evolving robots from scratch.
Endy:
What about some sort of Animal repop feature? I've been thinking DB could use something like this for awhile. Kind of avoiding the problem rather than solving it, but presumably the bots will evolve some sort of defense mechanism if left to go at it long enough.
On something of an interesting note, this sort of happened with our own ancestors(human and otherwise) they developed a vast improvement; than proceded to kill many of the other life-forms around them. Fortunatly the enviroment was large enough that they couldn't quite get all of them and the others found some way to adapt.
I honestly have stoped running evosims with TF's, since all the bots seem to do is lose the ability.
Numsgil:
The ost obvious solution is that proposed in the Dune series. Scatter botkind into so many different directions that a single bot cannot find all other bots.
You could do this with a larger simulation size, or by increasing friction or using zero momentum.
Botsareus:
--- Quote ---What about some sort of Animal repop feature
--- End quote ---
Well , this is the best one I see too. If it does not evolve and die, go back to the andestor and try again. Although, I posted this to see some other solutions, or maybe a more "natural" virsion of this one or somthing.
Thanks Endy
Num, I spesificialy mensuoned:
--- Quote ---The larger screen size or use of clone separate screen breathing is not an option.
--- End quote ---
Duke serios is nice and all but: You know yourself at higher screen size the arial physics change, so a robot evolving on high screen size might not be good in F1 mode (not that F1 crap again eh?)and wise versa. Thx anyway, btw "I have come to code some ties and stuff"
9/9/05 , 3:04pm
Ulciscor:
--- Quote ---If it does not evolve and die, go back to the andestor and try again.
--- End quote ---
I have been thinking of something like this for a while now. It would be cool to have a window that shows the evolution tree from the original bots. It could even have a 'trackback', to allow you to 'go back in time' and choose a previous 'strain'.
Sorry about the 's. :lol:
Anyway yeah it might help [Bots] if it automatically tracked back to a previous 'strain' and restarted the sim with it.
Sorry if this sounds confusing but I'm quite tired and am probably not making any sense. <_<
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