Code center > Darwinbots Program Source Code
2.4 sooo close
Numsgil:
Its way more basic than labels. Basically mutations view the DNA as a long series with absolutely no correllation between elements. Although this isn't true, it makes the mutations more realistic, and with what I've laerned playing around with them, more useful.
PurpleYouko:
You mean it won't add blocks of numbers in pre-formed condition or command groups. (like "*.nrg 6000 >" or "56 .aimsx store")
That is soooo gonna piss of Bots :laugh:
Numsgil:
Sure won't. In fact, if it adds a long string of commands in, it'll be more likely to be something like:
*885 start or >
He he. Most mutations should be kept low in their effect, so you only distrupt things 1 bp at a time. That's my theory anyway.
PurpleYouko:
I agree with you. There should be no rhyme nor reason to mutations so long as the DB Operating system can handle them and not crash because of a missing "start" or something.
Looks like your changes are making it much more robust all the time so it should be great.
Numsgil:
The few simulations I've run over night are encouraging. Veggies are definately evolving -1 shots from time to time, because they keep finding ways to crash the program with them.
The best thing is the point mutations that can mutate a bot during any cycle. If you set it impossibly high, it's a great way to check out possible crashes in the DNA robustness.
DNA, btw, can handle anything now. You simply can't create a file of anything that, assuming it's read into the program successfully (that is, there's no file buffer overloads or something like that) would crash it.
In fact, I bet you could load in some science article you've been writing, or some .gif file, and the program wouldn't crash. Not that the bot would be doing anything but 0 0 0 0 0 0 0 0 0... of course.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version