Bots and Simulations > Simulation Emporium
Firecracker behavior
Numsgil:
If you switch to nrg per kilobody, this nasty little problem goes away entirely.
Of course, the veggies don't really evolve in such an environment because they just get eaten. Thems the breaks I guess ;)
PurpleYouko:
--- Quote ---ah! scripts.
how? and what scripts can be used to do what?
some examples?
--- End quote ---
At the moment scripts are designed to work solely at the reproduction stage and only on the young bot.
The kind of thing you can do is to set it up such that if a bot evolves a certain DNA command (or loses one) then that bot can be punished (by immediate death) or highlighted or paused or even have a snapshot taken.
It is still a bit limited in scope but will be expanded on at some point to include population controls, age limits, kill counts and many others
Numsgil:
And may not work properly in 2.4, I keep forgetting to check and see.
Griz:
--- Quote ---Basically the vegs are restricted by veggie population size and total veggie nrg.
--- End quote ---
I would agree ... however ...
max veggie number doesn't work in the new versions. ;)
so once again ...
the existing bugs should be fixed BEFORE introducing more flash stuff
and the resulting bugs/problems that come with them.
the priority should be to make a version that WORKS as advertised!
that should be the primary focus ...
fix what you got ...
and then ...
move on to introduce 'improvements' ...
as they then may actually turn out to be ... improvements.
take a look at real life ... (anyone remember that) ;)
what works continues ...
and what doesn't ends.
what does survive is retained ...
offspring versions are tweaked slightly and added
to the pool ... to the population and then tested.
key words ... added & tested.
the new does not displace what has worked before until/unless
they prove to actually be competent to do so ...
as tested by the environment ... by life.
and the process of evolution continues.
I suggest we might consider following the same formula ...
when it comes to program development.
PurpleYouko:
--- Quote ---I suggest we might consider following the same formula ...
when it comes to program development.
--- End quote ---
I have always tried to follow that formula. The problem is that adding one seamingly simple little thing tends to end up screwing up something else in an utterly unrelated area of the code.
Here is an example that happened a while back.
I decided to add corpes. Seemed like a real cool idea at the time. Should be easy and all that.
I added them and it was easy. Tested them to death (excuse the pun) using Hunter 2.3 (about the most advanced shot bot of that era). All worked great. Couldn't make it fail no matter what I did.
I released the version and all hell broke loose. It seems that a whole bunch of more primitive bots kept exploding after giving birth and MBs all over the place started dying when they shared energy.
The problem?
In order to make a bot become a corse while it still has some meat on it, it was necessary to introduce a couple of new rules regarding what actually kills a bot. It turned out that when a gave lost more than half its total energy in one go, it just up and died. Unfortunately this happens all the time during reproduction and energy sharing.
I had to go back and patch the software with escape clauses to get away from the instant death scenario.
Changing stuff in a program this complex is a nightmare.
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