Author Topic: 2.45  (Read 8952 times)

Offline PurpleYouko

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« Reply #15 on: October 24, 2005, 02:00:40 PM »
Num. Let him upload it to the ftp site
There are 10 kinds of people in the world
Those who understand binary.
and those who don't

:D PY :D

Offline Testlund

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« Reply #16 on: October 24, 2005, 02:19:20 PM »
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and you lot should be more gratefull to Num, if it wasn't for him there wouldn't be anywhere near the kind of progress that has been made. He's only 1 man doing this in his spare time and I for one are very gratefull to him for iit.
I am respectful and I appreciate the work, but I'm starting to get impatient. If you could just squish those damn bugs we're reporting about you whould get a program that is far superior from the rest out there! It's so frustrating that I can't even run a simulation through the night. I really want to see my bots evolve!  :burnup:
The internet is corrupt and controlled by criminally minded people.

Offline Numsgil

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« Reply #17 on: October 24, 2005, 02:21:24 PM »
99% of bugs are gone.  That you are still having problems frustrates me to no end.

I'll PM the FTP details to you Light...

Offline PurpleYouko

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« Reply #18 on: October 24, 2005, 02:24:57 PM »
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It's so frustrating that I can't even run a simulation through the night.
I bet it isn't as frustrating as trying to find those darn bugs and squish them.
There are 10 kinds of people in the world
Those who understand binary.
and those who don't

:D PY :D

Offline Numsgil

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« Reply #19 on: October 24, 2005, 02:35:20 PM »
I jsut checked back on my simulation, and it produced an error.sim file.

So I loaded it into VB, and it ran as smooth as silk.

Confused, I loaded the error.sim into the compiled version, and it ran just fine!

Motto: if it crashes, try loading the error.sim and see if it fixes it.

Offline shvarz

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« Reply #20 on: October 24, 2005, 02:53:10 PM »
Once again, I think all versions higher than 2.37 should be removed from FTP and Nums valuable time should not be wasted on fixing bugs in a version that is not going anywhere.  

Nums, port it to C+, add whatever major features you want to have in there (metabolism, env grid, even if they are as buggy as hell) and then release a version.

2.37 should be the last version of DB II.  All versions we have above that are breaking all current bots/sims/setting files and should be called DB 3-somthing to make sure these two beasts don't cross-bread and don't create any ugly offsprings.
« Last Edit: October 24, 2005, 02:53:46 PM by shvarz »
"Never underestimate the power of stupid things in big numbers" - Serious Sam

Offline PurpleYouko

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« Reply #21 on: October 24, 2005, 02:55:38 PM »
I'll second that Shvarz. Let's treat the new stuff that Num is doing as a seperate entity for the time being.
There are 10 kinds of people in the world
Those who understand binary.
and those who don't

:D PY :D

Offline Numsgil

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« Reply #22 on: October 24, 2005, 03:21:45 PM »
Aright, I'll create a seperate directory on the FTP later tonight when I get a chance, and load all the 2.4 stuff in there.

Offline shvarz

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« Reply #23 on: October 24, 2005, 04:57:22 PM »
Just ocurred to me:  if we call the new version 3.0, then we can drop the whole "backward-compatible" stuff.  The older bots don't work too well in the 2.4 anyway, so why torture them - leave them in 2.37 and make some new ones for 3.0.

This way we'll have much more freedom in designing metabolism, which we always tried to keep backwards-compatible.  Same goes for new DNA structure (whatever it ends up to be).
"Never underestimate the power of stupid things in big numbers" - Serious Sam

Offline Numsgil

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« Reply #24 on: October 24, 2005, 05:00:17 PM »
That's true...

I've been thinking about older bots...  I think I can get them to run right without modifying them and not modifying the physics engine.

Basically I'd just set up the voluntary motions (.up, .dn, etc.) to be scaled by mass.  You could turn this off with a preprocessor type declaration, like:

Code: [Select]
def NewMove
Same thing with turning, if I ever implement that.

Offline Numsgil

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« Reply #25 on: October 24, 2005, 08:18:51 PM »
I've implemented the NewMove thing.
Code: [Select]
use NewMove
instructs the simulation to not multiply all robot .up, .dn, etc. by mass, allowing for greater control.

Works very well, all my old bots once more work as well as they ever did before.

I view it as sort of cheating, so newer evo bots, etc. should probably include use NewMove at the top of their code.

I'll release the version later tomorrow, I still have to add Bots' code and figure out why the bots like to float up and over the top of the sim.
« Last Edit: October 24, 2005, 08:19:35 PM by Numsgil »

Offline Numsgil

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« Reply #26 on: October 24, 2005, 09:55:13 PM »
I've found a fixed a major bug with the stack.

It wasn't clearing!  Every bot iniherited the stack left behind by its predecessor in the array.

This also was causing the "Bots float up and hit a ceiling" problem.

Endy mentioned the stack acting funny, I should have remembered to check it.

I just need to debug Light's installation and add Bots' bot placement code and I think I'll have a rather useful version ready ;)

Offline Numsgil

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« Reply #27 on: October 24, 2005, 10:38:11 PM »
Light, I found the problem with your version.

A sort-of error message was popping up when you started the program.  Unfortunately, it was popped under that initial splash scrren.

I've fixed this in my source code.  In the mean time, just hit enter when you start the sim and it'll all work.

Offline Numsgil

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« Reply #28 on: October 24, 2005, 10:45:18 PM »
Hopefully fewer and fewer bugs each version.  That's the goal anyway.

Offline Endy

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« Reply #29 on: October 25, 2005, 03:58:06 AM »
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This also was causing the "Bots float up and hit a ceiling" problem.

Alright I just want to know how? I was puzzeling over this for awhile, it seemed like there would be spots like an invisible gas vent that allowed the bots to float up.
(kind of cool actually if only they were even vaguely stable ecosys)
It seemed to be fixed for awhile then it's suddenly back. :wacko:

Quote
a few steps back, a few forward ...
as long as you end up with more forward than back ... progress.
as submariners say ...
as long as you surface as many times as you dive ... no problem.

Eventually we'll make progress it just will take awhile. B)  This is one of the most radical (weird using this to describe Alife program :) ) changes made so far. I think every time the physics engine is moded is when bugs rear up the worst.