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coexistence
hdggDalton:
i started a new simulation yesterday to test out if shapes could increase diversity, i left drifting shapes on but at the slowest setting because i like things to be more dynamic, but all the shapes just seem to get stuck outside of the map? anyways it seems to work well enough though i haven't seen any dramatic differences, probably need to make the map bigger
--- Code: ---Female DNA len 61 and male DNA len 61 had offspring DNA len 61 during cycle 520005
--- End code ---
:o what is this? it showed up once in the mutation details, but hasn't showed up again ever since. did the bots have an extraordinary accident that allowed them to sexually reproduce, but just that once? because right now no one is sexually reproducing
oh man they figured out how to make chloroplasts... dont worry though i think i figured out how to keep them under control, raise the cost of chloroplasts from 0.2 to 0.5 though now they're almost extinct XD
ok so i have 1 picture of the whole simulation, 2 pictures of some bots tying though they always seem to die, one of them is just tying to every passing bot it can and the other seems to be stuck spinning with another one, and the last picture is an almost cancer bot that has really low energy need for reproduction (1500) feeding and encircling some plants... unfortunately they all died as soon as the food ran out. in the general population, some of them are moving in a corkscrew like pattern, while most are thrashing about randomly
hdggDalton:
oh my god... the sim got overrun by bots evolving into plants, despite the increased chloroplast cost
i think i'll just rewind from a previous save
hdggDalton:
i got some interesting news, the sim is now doing well, they're really good at hunting even small moving corpses. i think it's a side effect of the very high chloroplast cost, which means a lot of plants die trying to achieve 32000 chloroplasts, leaving a ton of corpses behind, and i suspect corpses are a big food source for them, which is why they became better at eating them. oh yeah also the waste threshold is really low, it's at 1000 so no fat bois who can't reproduce keep getting fatter and fatter, but also means when one plant dies it's likely the waste will spread to other plants, making them die, and then the waste keeps spreading to other plants as well, killing a lot of plants and leaving them as corpses. the bots seem to be very distrustful and try to stay away from each other. i'm not sure why this happened, maybe the bots figured that if it saw a fellow bot, there's no food there, so they go the other way and spread out more. maybe it's a reaction to cannibalism, like there was this one bot that seemed to have its attractions reversed - generally the bots are attracted to food (plants) and corpses and repelled by other bots, but this bot was attracted to other bots and repelled by plants and corpses, so it acted a bit like a predator! i gave it a bunch of energy so it could reproduce but it instantly ate its child. even though the bot managed to chase down most of the bots it came across and eat them, the energy balance of this bot still trended down because of its ridiculous refusal to eat plants and corpses. but suddenly i realized this bot could be useful for prodding the other bots to develop cool defense mechanisms through natural selection, without the possibility of it taking over (because it can't eat plants and corpses, and really likes eating its own children) so i saved it and named it cannibot! and now i can pop down a whole army of terminators to terrorize the bots whenever i want XD
hdggDalton:
what the hell no way the bots are ganging up on my terminator cannibots, like if i put one down next to a bunch of bots, they won't run away to get picked off one by one, they'll freaking gangbang the cannibot to death, but it's so weird because they seem to be able to tell who's native to the simulation, they don't attack fellow native bots but rather do the thing where they try to stay away from each other, but the moment i put down a cannibot everyone tries to kill it. have the bots become too smart??? the context of the picture is, i put a cannibot down inside a triangle of 3 bots, it went after the smallest bot which was quickly killed, but then these 2 remaining completely unrelated bots (well they probably have a common ancestor but their colors were pretty different) gang up on the cannibot and kill it, and then they go their separate ways!
anyways here is the code of the current best bot, i caught him feasting on some plants and popping out some babies, so i already know he won't be a horribly mutated mess, and at one point he had 50 descendants out of a population of 200, making up an amazing 1/4 of the entire population!!! so i know it's gonna be good
--- Code: ---*.eye5 .out10 store
negstore
.out7 store
pow 13475 2 xor
*-610
start
25696 5 .up store
*.tielen1 *.refage swapbool
13771 * stop
'''''''''''''''''''''''' Gene: 1 Ends at position 22 '''''''''''''''''''''''
~=
*.tiepres
'''''''''''''''''''''''' Gene: 2 Begins at position 25 '''''''''''''''''''''''
cond
*.eye5 *.tiepres >
*.refeye *.myeye !=
start
-6 .shoot store
sin ceilstore
20551 *.refveldx .dx store
!=
.out7 store
pow *.readtie floor ceil !%=
stop
'''''''''''''''''''''''' Gene: 2 Ends at position 50 '''''''''''''''''''''''
573 dist multstore
'''''''''''''''''''''''' Gene: 3 Begins at position 54 '''''''''''''''''''''''
start
.eye9dir store
475 sgn *.availability *.dnalen *.refdx substore
314 rnd *.thisgene 205 .tielen3 store
sub .aimright store
102 sin
'''''''''''''''''''''''' Gene: 3 Ends at position 73 '''''''''''''''''''''''
'''''''''''''''''''''''' Gene: 4 Begins at position 74 '''''''''''''''''''''''
else
sqr
'''''''''''''''''''''''' Gene: 4 Ends at position 75 '''''''''''''''''''''''
'''''''''''''''''''''''' Gene: 5 Begins at position 76 '''''''''''''''''''''''
start
div *.refvelup !%=
swapbool
*274 21 *.nrg 23486 >
*.tieang *.vel .repro store
'''''''''''''''''''''''' Gene: 5 Ends at position 89 '''''''''''''''''''''''
--- End code ---
on closer inspection i was really surprised that it kept this line: "*.refeye *.myeye !=" which is the line that i think stops them from devolving into endless cannibalism. but how does it tell apart native bots, some of which have deviated really far by the way, from the cannibot? another point of interest is that it uses its velocity to determine how big of a baby it should make? very interesting method of variance given the range is 0-60 (max velocity is 60)
Numsgil:
yeah those are some interesting mutations. Keep at it, see if you can get it to do more interesting things.
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