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Messages - googlyeyesultra

Pages: [1] 2 3 ... 8
1
Bot Tavern / Universal Species Recog Gene Protocol (F1 conditions)
« on: February 14, 2008, 06:58:34 PM »
I proposed something like this in my F1 alliance thread. It ultimately died out, but if you can set this up nicely, then let's do it.

Furthermore, Numsigl, cheating is already possible. I can always just use the same freevars as Ymir to fool it's memloc, or create a bot with the same amount of eyes. I haven't seen people do this kind of thing, so I think it's safe that we can assume that they won't. And if they do, it's not hard to just switch our conspecs around.

2
Bugs and fixes / Viral Mutation? RESOLVED 2.43.1d
« on: February 11, 2008, 10:56:05 AM »
No, there's no mrepro in any of the bots. Furthermore, I'm assuming that it isn't the mutation routine kicking in, seeing as how there isn't an extra mutation in the mutation history section, and this always happens in the first bp (always a cond) of the virus.

3
Bugs and fixes / Viral Mutation? RESOLVED 2.43.1d
« on: February 11, 2008, 02:07:12 AM »
I've noticed that on occasion, in a sim with every bot being mutation-disabled, a spreading virus can sometimes mutate, always in my experience being the first bp (which, also, is always a cond, don't know which it is connected to). This is changed to a 0, which makes me believe that the word cond is somehow being corrupted and the interpreted is reading the unknown word as a zero. I am using the latest buddy drop, although I recall this happening in earlier versions. I haven't tested this with the sim-wide mutations disabled. Furthermore, the only mutation registered in the mutations dialogue area is the viral infection itself, so I don't think actually mutation code is being run (and if it was, it wouldn't happen in the same place and way every time.)

Tell me if you need more info.

4
Suggestions / .sexrepro reimplemented in 2.43.1
« on: February 05, 2008, 07:38:35 PM »
Could we just make the negative .sexrepro value make a temporarily DNA-disabled offspring (until it's fertilized)? Seems like simpler system, at least to me. Also, I think .shootval should be implemented for -8 shots. Negative=greater range, positive=greater % chance for your DNA to be used.

5
Suggestions / .sexrepro reimplemented in 2.43.1
« on: February 04, 2008, 04:35:08 PM »
I just find it midly disturbing that I could insert my own DNA by info-shotting sexrepro and then firing a -8 shot.

6
Biology / a reeeeaaaaaaallll virus
« on: February 02, 2008, 12:04:53 AM »
I'm not sure where you got that conclusion, Shasta. It'll delete the first gene if it isn't the first gene, or preferably delete the last gene if it isn't the last gene. *.thisgene *.genes != will not fire if the virus is the last gene (and then it will delete the first gene, unless the virus is the only gene.)

7
Biology / a reeeeaaaaaaallll virus
« on: January 31, 2008, 09:19:07 PM »
I can already simulate massive viral reproduction by having the infected bot reproduce cancerously (thus producing lots of also infected offspring). The only problem is this too causes the sim to blow up with lag.

Here's the viral code, if you're interested:

Code: [Select]
'===========Virus===========
cond
532 *.safety !=
start
1256 rnd .setaim store
*.thisgene .mkvirus store
32000 .vshoot store
50 .repro store
*.maxvel 1 sgn store
*.body 2 < *.nrg 10 > and
.strbody inc
*.thisgene 1 !=
1 .delgene store
*.thisgene *.genes !=
*.genes .delgene store
stop

Quote from: Numsgil
Maybe forum ranks could be determined from spelling and grammar ability instead of number of posts

I love this! Institute the awesomeness immediately!

8
Tips and Tricks / Trajectory prediction and steering control
« on: January 31, 2008, 06:33:08 PM »
I wonder what kind of targeting systems we could write. . .

Obviously, what most bots use now involves simply aiming at the target and firing. Then, there's linear aiming that tries to predict where the target will be when the shot arives assuming a constant speed/direction. Then, there's rotational aiming, which assumes a constant rate of rotation as well (check *.refaim over two cycles). Then, I suppose if we had arrays and trig we could set up pattern matching, which would record a number of previously encountered movement patterns, try to match the target to one of those patterns, and then use the next step in the pattern to decide the shot position.

All conjecture.

9
Tips and Tricks / Trajectory prediction and steering control
« on: January 30, 2008, 10:17:03 PM »
I fiddled around with something like this a while back, and I think Guardian does some of this too. Generally speaking, it only works if you face directly upwards all of the time so that you can just add refvelup times the number of expected cycles to *.refypos, and the same thing with refveldx. That gives you predicted coordinates, and after a few iterations of that, you should have a fairly accurate prediction of where to aim.

10
Tips and Tricks / Trajectory prediction and steering control
« on: January 28, 2008, 07:51:34 PM »
Obviously, the easiest way is to velocity match 'em.

Something like *.refveldx *.veldx sub .dx store tends to alleviate basic aiming problems, but it also prevents you from doing spiffy movement patterns.

11
RANT / Sick of people posting only on Thursdays
« on: January 24, 2008, 07:13:55 PM »
Hi. I think it would be mildly ironic if I posted now. . .
So. . .

12
Newbie / Newb question about mutation
« on: January 19, 2008, 11:54:51 AM »
If you don't care about certain things for certain bots, you can disable them in the new sim menu (say, for instance, disable vision for your vegetables.) That tends to speed things up a bit. You can also just lower the amount of energy going into the sim so that there will be less bots, but that tends to degrade evolution a bit.

13
Newbie / Newb question about mutation
« on: January 19, 2008, 01:09:56 AM »
A point mutation will generally change a number to another number, change a sysvar (or, in essence, command (which is the same as a number, sort of)), or change the type of thing (say, a number to a *number or a number to a store or inc). All mutations produce syntatically valid DNA, but there's no assurance that said DNA will do anything useful.

Generally speaking, you'll see numbers and words changed around, some gene structure changes, etc. Genes shouldn't be rearranged without viral propagation or somesuch.

14
Evolution and Internet Sharing Sims / Battle of viruses
« on: January 17, 2008, 05:36:38 PM »
Quote from: EricL
Note that the .delgene dec means it lives for 32000 cycles then deletes the entire genome.

Isn't .delgene reset  every cycle? I actually just intended that as a defense against someone trying to delgene the virus (it would then delgene whatever gene was behind it instead).

15
DNA - General / Question on viruses
« on: January 17, 2008, 05:28:37 PM »
I think the number of cycles required to make a virus is equal to the number of BP (base pairs, or DNA instructions) times two.

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