Author Topic: my tryouts. Help plz  (Read 30569 times)

Offline PurpleYouko

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my tryouts. Help plz
« Reply #45 on: September 26, 2005, 09:19:01 AM »
Quote
Quote
This tie angles are confusing.
My thoughts exactly.  I'll probably go through some day and "simplify" them.   :devil:
I kind of like them the way they are.

And as bots said. simplify without losing functionality.

I was also wondering if the tie angle system still works with the new stuff that I added a few versions back.

tieang1, tiang2, tielen1, tielen2 etc.

Remember?

The ones that directly refer to the bots internal tie array. Highly useful for fine structure control.

Just remember that tie angle start at zero (straight ahead) and increase in radians (with a multiple) to make 628 (straight behind) and 1256 (almost a full circle straight ahead again). You can also use negatives. It is pretty easy when you get the hang of it.
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Offline Numsgil

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« Reply #46 on: September 26, 2005, 01:54:30 PM »
To be honest, at the moment most of the older tie controls are, well, not controlling in 2.4.  I need to go back through sometime and get them working (and probably get the functions readable).

Offline PurpleYouko

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« Reply #47 on: September 26, 2005, 04:47:13 PM »
And you want to get this thing released by the first?

Good luck with that.
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Offline Numsgil

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« Reply #48 on: September 26, 2005, 05:26:00 PM »
No, I was going to release a version that didn't have good tie controls for the 1st, then reconfigure tie controls at some point and release the reconfigured stuff.

To be honest, alot of the tie physics involve some tough stuff, and it may end up being a project in and of itself.

Offline Welwordion

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« Reply #49 on: October 07, 2005, 10:58:32 AM »
jeez my I will get an extreme headache

cond
*100 0 =
*.nrg 5000 >
start
*66 .aimsx store
*66 50 add 66 store
stop

'gen6
cond
*.eye9 30 >
*.eye8 20 <
start
100 inc
stop

Sometimes 100 gets incresed, sometimes not, I really do not understand it
you also can use eye 7 instead of 8 but its still confusing
note originally the full condition includes *.eye5 10 <

it function is to rotate till it finds a space adjacent to an veggie but still free.
« Last Edit: October 07, 2005, 11:17:27 AM by Welwordion »

Offline PurpleYouko

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« Reply #50 on: October 07, 2005, 11:12:26 AM »
One problem I see with a gene like

Code: [Select]
'gen6
cond
*.eye9 30 >
*.eye8 20 <
start
100 inc
stop

is that you have two eyes that are right next to each other in the eyes array and they are both looking for opposite inequalities.

The actual view seen by the robot is spread across several eyes so when eye9 reports a value greater than 30, it is almost inevitable that eye 8 sees something too. The hances are that it will be greater than 20 in most cases so your gene will not activate.

Substituting eye7 for eye8 increases the inter-eye distance so it is much more likely to work.
There are 10 kinds of people in the world
Those who understand binary.
and those who don't

:D PY :D

Offline Welwordion

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« Reply #51 on: October 07, 2005, 11:38:50 AM »
Well, thats also what I thought, however in some cases really strange things happen.
Oh you have any idea why
*66 .fixang store
does not work if I include it in gene 6?

Offline Numsgil

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« Reply #52 on: October 07, 2005, 01:04:23 PM »
Because God hates you.

 :rolleyes:  :lol:

Offline PurpleYouko

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« Reply #53 on: October 07, 2005, 01:34:29 PM »
Quote
Because God hates you.

Nums makes a good point here. it is more than possible that your chosen Diety(s) have a major issue with you right now.
However I think it is more likely that your DNA code is screwed up without the need to invoke divine intervention.

Point 1.
.fixang only works AFTER ties have hardened in a Multi-Bot. I don't know whether your bot is forming a true MB or not. If not then this won't work.

Point 2.
Anything in gene 6 requires eye9 to be greater than 30 while eye8 is less than 20. This is an unlikely scenario as outlined in my previous mesage.
An increment of 50 to your angle may be enough that it catches the value in both eyes simultaineously. This is especially true if your bot is very close to the veggies.

Try stepping through the sim cycle by cylce and look at what the eyes see as it moves. That is the way I solve this kind of stuff.
There are 10 kinds of people in the world
Those who understand binary.
and those who don't

:D PY :D

Offline Welwordion

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« Reply #54 on: October 08, 2005, 05:20:10 AM »
Hmm when a conncetion between a bot and a veggie is no true multibot that would explain my problems with tie angles  ^^.

Bye the way I already changed eye 8 ,to eye 7 before you told me I am only
complaining that the success rate for right behaviour still is only seems circa 70%
Well somehow I will have to make him reproduce before turning back if I can not use fixang.

Offline Welwordion

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« Reply #55 on: October 10, 2005, 09:08:14 AM »
I tried to count generations bye using the racial memory but it somehow not works

cond
start
885 inc
stop

cond
*.nrg 1000 >
*53 0 =
*973 4 <
*.numties 2 <
start
70 .repro store
973 inc
53 inc
stop

cond
*885 15 =
*53 0 >
start
53 dec
stop

cond
*885 10 >
*885 15 <
*.refeye *.myeye =
start
10 .tie store
10 .tienum store
54 inc
stop
« Last Edit: October 10, 2005, 09:08:43 AM by Welwordion »

Offline Numsgil

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« Reply #56 on: October 10, 2005, 09:28:07 AM »
I never was able to get racial memory to work, to be honest.

Offline PurpleYouko

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« Reply #57 on: October 10, 2005, 09:37:00 AM »
Quote
Bye the way I already changed eye 8 ,to eye 7 before you told me I am only
complaining that the success rate for right behaviour still is only seems circa 70%
It all depends on how close you are.
If you are reading eye values greater than abou 70 then the target bot is most likely in more than 3 eyes simultaneously. A slight rotation could activate eyes 9,8,7 and 6 at the same time.

have you stepped it through from the data panel and looked at the eye readings?
There are 10 kinds of people in the world
Those who understand binary.
and those who don't

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Offline PurpleYouko

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« Reply #58 on: October 10, 2005, 09:39:09 AM »
Quote
I never was able to get racial memory to work, to be honest.
It worked fine in some test bots when I initially added it.

I never really found a real use for it though. :(
There are 10 kinds of people in the world
Those who understand binary.
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Offline Welwordion

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« Reply #59 on: October 10, 2005, 11:46:13 AM »
I bystepped  the problem with a gene that after 4 full rotations reproduces as soon
a certain minimum angle is surpassed.(the rotation stops as soon as the bot reproduced)

Well racial memory would be quite useful for multibots and I need it for my tentacle
concept and my fishernet bot, cause trough a generation counter I could control the reproduction behavior.
« Last Edit: October 10, 2005, 11:46:57 AM by Welwordion »