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hi and O_o uff

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shvarz:
No need for a special command - there is already more than one way to [skin a rabbit] kill a bot...

Endy:
Welcome to Darwinbots!

Great ideas.

Darwinbots is in my opinion one of the easier Alife programs to understand and master, so don't get discouraged. Basically users or evolution makes the original bot's dna and then the program runs it. They can hunt either plants, each other, or corpses for energy and body.

There are two types of Simulations that can be run Evolution sims and Combat sims. In straight combat it's a bot versus bot contest in an effort to prove coding superiority, with shots flying and ties firing. In EvoSims the bots adapt to global and local conditions and to each other, with surprising results.

The dna is one of DB's strongest areas, since the program acts as a virtual machine/universe running user or evolved code/dna. Not much more than grade school math is required for programming it. Greater/Less than (>,<); equals/not-equal (=,!=) are all nice and easy to use. The reverse polish(see tutorial/wiki) can be complex since it reverses the normal direction somewhat; but even this helps vastly increase genome complexity without making it impossible to understand with masses of paranthesis.

Foriegn dna detection:
Currently bots can't 100% reliably recognize foriegn gene insertion except in others(possible use for cell death?). Our viruses are more accuratly retro-viruses that splice themselves into the dna and then are extremly hard to remove, strangly just like real retro-viruses(imagine trying to delete a  specific gene without being sure that your own info is correct). (Shvarz: how does the body limit genome growth caused by these? Since we all have these in ourselves, it makes me just a little bit curious)

It might be an idea to make cell death difficult by requiring a two different storage commands. Two values would be required to be stored simultaneously in both locations. Ie:

23 .die store
467 .celldie store

This would still allow it's use as a weapon, under the very restricted condition that an enemy bot is tied to and firing info shots at the opponent. At the same time it would be relativly easy to code for the bot to choose to die upon receiving a specific info-shot from a family member.

Problems with having a skin:

The bots feed by firing shots or ties into the plants/bots. Imagine if you could eat anything through your skin with the same efficency, now ask why you would need a stomach at all?. :D  Possibly with the addition of enzymes in the next version, a specific stomach bot producing highly efficent digestion enzymes, would make sense.(hmm...not a bad idea at all :) )

Welwordion:
I thought about the details a little bit tonight and I think I would try out the following
behaviour.
first life phase: a single cell wanders around as a spore in search of veggies

second life phase: After finding an veggie and tying to it its starts to grow a linked
cell structure (cell try to link as mcuh on their own type)either tyring to surround the veggie or to loose it from its neigbor cells by digesting the surrounding cells.

third life phase: the multicell structure is growing slowly according to its energy
the cells check how much neigbours(ties) it has and gets the same information from its own neigbours if his 4 neigbours has 13-16 ties it can safely assume its an inner cell and will kill itself by giving all energy to one of his neigbour cells.
The  number of ties required for this selfkilling will be reduced if the cell is linked to an algae, such inner spaces will be created for the algae to grow in while the other cells form an outer hull.

fourth life phase: the basic survivial strategy now will be a defensive predator:
Either I am not attacked than I can slowy grow with energy of the algae and produce spores once and then or I am attacked, then I use my strong defensive mechanisms most of my capacity are used for to kill the attacker and feed on him
some excess energy I either use to produce spores or to feed the algae to store my energy in a way that increases my "generator" output.
this way multicells could even slowly monopolize algaes.

defensive mechanism can be: the production of poison, the sending of certain viruses,preemptive leeching or feeding strikes,the production of bomb cells that solve their ties and then use al their remaining energy to kill the enemy,(moving away<--seldomly),extermination of viruses by realizing you are tied to an enemy
and using backup values from your "healthy" neigbours
and probably some more I not yet thought of.

ps:bye the way the new  default setting file does somehow not work for me ^^

PurpleYouko:
Hi Welwordion and welcom e to darwinBots.

You have some great ideas there.
Unfortunately they may not be so easy to program. The complexity of the DNA appears to rise exponentially as we add more cells to an MB.

Good luck trying though.

To get familiar with the language go to the links part of the forum and go to the FTP site at DarwinBots.com. There is at least one tutorial there that I wrote about a year ago. It describes some of the pitfalls of making MBs but doesn't go into too much depth to make it impossible to follow.

Multi-Bots are really the ultimate in DB programming. We are working to get a simpler and more elegent way to implement inter-cell comunication as this is the most difficult aspect to program right now.

shvarz:
Endy: There is no way to limit the growth of genome caused by retroviral insertions. That is why 35-40% of all DNA in human genome is exactly that - pieces of retroviruses that inserted there some time ago.  Vast majority of them are no longer active (have some kind of mutation that inactivated them).  Some people beleive that these had a profound effect on human evolution.  Look up retroelements for more information.

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