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Messages - ashton1993

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1
Announcements / Re: Darwinbots 2.45.02 Released
« on: August 30, 2012, 09:31:13 PM »
As testlund just has I too would like to thank you for the update, I was working on a fungi robot earlier this week but dropped it halfway through out of boredom, might take another shot at it. :)

2
DNA - General / Re: Global Variables?
« on: April 16, 2012, 05:15:10 PM »
Ya that makes sense. It also would take a powerful cpu! :O
I've not been on DarwinBots for a few months now but if I remember correctly your limited by 32,000 commands per bot which might be another limiting factor

3
Off Topic / Pixels! official website launched
« on: December 04, 2011, 11:39:19 AM »
Okies, so I know my visits here are sporadic and only once every few months but I just started a new website you guys might want to check out, it's a forum roleplaying thing but yeah, just trying to build up an initial userbase, officially launched it about 20 minutes ago you see, still a bit bare though

http://www.pixelsgame.org

4
Newbie / Re: Hi, new to Darwinbots
« on: October 20, 2011, 06:01:10 PM »
Yar, as the others have said you don't need any programming knowledge for the bots, I never think of them as running of code but running of simple maths equations... which I manage to needlessly complicate, but shucks.

5
Bot Challenges / Re: Hard bot
« on: May 15, 2011, 02:46:34 PM »
Quote
One inc and one dec?
Yes

Quote
EDIT: And does it have to reproduce?
No

Quote
EDIT: 2000 cycles a bit too little, don't you think... the max vel of a bot is very low with only up.
Good point, I'm changing it too 50,000

6
Bot Challenges / Hard bot
« on: May 15, 2011, 01:44:11 PM »
Taking up the recent trend created by PhiNotPi I decided to create my own challenge, can you create a bot which uses only a single inc and a single dec? Whilst still remaining as efficient as possible? The shortest bot that can meet the criteria below wins  :D
  • Increase total energy of species over a time-frame of 50,000 cycles.

7
Bot Challenges / Re: Blind bot
« on: May 15, 2011, 01:37:08 PM »
 anyway made it a bit more orderly and efficient =D
Code: [Select]
start
*.maxvel 2 div *.vel sub - .up *.vel *.maxvel 3 div sub sgn 1 sub abs mult *.robage 10 sub sgn - ++ sgn mult store 'travel at constant velocity
.tie *.hitup -- abs mult *.numties -- sgn - ++ sgn mult inc 'if hit by something in front of you tie to it
.hitup *.hitup mult dec 'reset value of hitup
50 .sharenrg *.multi mult *.timer 2 mod -- abs sgn -- abs mult store 'share energy with everything it's tied too - including veggies which will give it energy every

10 cycles
50 .repro *.nrg 2000 sub sgn ++ sgn mult store 'when bot has 2000 energy reproduce
stop



8
Bot Challenges / Re: Shortest Fully Functional Bot
« on: May 15, 2011, 01:14:57 PM »
well the reproduction gene uses almost HALF the dna... maybe there's a way to shorten that part or may haps duplicate another value and plug it in?

9
Bot Challenges / Re: Blind bot
« on: May 15, 2011, 01:13:18 PM »
ah shucks it works anyway XD

10
Bot Challenges / Re: Blind bot
« on: May 15, 2011, 01:00:40 PM »
Well that's easy as done

Code: [Select]
start
*.maxvel 20 div *.vel sub - .up *.vel *.maxvel 22 div sub sgn 1 sub abs mult store 'travel at constant velocity
.tie *.hitup -- abs mult inc 'if hit by something in front of you tie to it
.hitup *.hitup mult dec 'reset value of hitup
50 .sharenrg *.multi mult *.timer 10 mod -- abs sgn -- abs mult store 'share energy with everything it's tied too - including veggies which will give it energy every 10 cycles
50 .repro *.nrg 2000 sub sgn ++ sgn mult store 'when bot has 2000 energy reproduce
stop

Just going to test it now

EDIT -> made a mistake in the reproduction part though I've now fixed it and the bot is doing well for itself

11
Bot Challenges / Re: Shortest Fully Functional Bot
« on: May 15, 2011, 09:51:25 AM »
start
*.refvelup ++ .up store
*.refeye dec
*.nrg 5000 >
.repro inc

Okies, I used Panda's revision with PhiNotPi's adjustments, changed 1 add to ++ and also removed the line *.refveldx .dx store because veggie's won't be moving too from side to side much I don't think - 12bp now  :blink:

12
The Gene depository / Re: Oculus III
« on: May 15, 2011, 01:42:39 AM »
Quote
I may actually try this now?
Yup

Quote
How quickly does it change between the focus eye?
One cycle after an entity comes into view

13
The Gene depository / Oculus III
« on: May 14, 2011, 11:57:13 AM »
-4 *.eye1 *.eye9 sub sgn 0 floor mult *.eye1 *.eye8 sub sgn 0 floor mult *.eye1 *.eye7 sub sgn 0 floor mult *.eye1 *.eye6 sub sgn 0 floor mult *.eye1 *.eye5 sub sgn 0 floor mult *.eye1 *.eye4 sub sgn 0 floor mult *.eye1 *.eye3 sub sgn 0 floor mult *.eye1 *.eye2 sub sgn 0 floor mult 4 *.eye9 *.eye8 sub sgn 0 floor mult *.eye9 *.eye7 sub sgn 0 floor mult *.eye9 *.eye6 sub sgn 0 floor mult *.eye9 *.eye5 sub sgn 0 floor mult *.eye9 *.eye4 sub sgn 0 floor mult *.eye9 *.eye3 sub sgn 0 floor mult *.eye9 *.eye2 sub sgn 0 floor mult *.eye9 *.eye1 sub sgn ++ sgn mult add -3 *.eye2 *.eye9 sub sgn ++ sgn mult *.eye2 *.eye8 sub sgn 0 floor mult *.eye2 *.eye7 sub sgn 0 floor mult *.eye2 *.eye6 sub sgn 0 floor mult *.eye2 *.eye5 sub sgn 0 floor mult *.eye2 *.eye4 sub sgn 0 floor mult *.eye2 *.eye3 sub sgn 0 floor mult *.eye2 *.eye1 sub sgn ++ sgn mult add 3 *.eye8 *.eye9 sub sgn ++ sgn mult *.eye8 *.eye7 sub sgn 0 floor mult *.eye8 *.eye6 sub sgn 0 floor mult *.eye8 *.eye5 sub sgn 0 floor mult *.eye8 *.eye4 sub sgn 0 floor mult *.eye8 *.eye3 sub sgn 0 floor mult *.eye8 *.eye2 sub sgn ++ sgn mult *.eye8 *.eye1 sub sgn ++ sgn mult add -2 *.eye3 *.eye9 sub sgn ++ sgn mult *.eye3 *.eye8 sub sgn ++ sgn mult *.eye3 *.eye7 sub sgn 0 floor mult *.eye3 *.eye6 sub sgn 0 floor mult *.eye3 *.eye5 sub sgn 0 floor mult *.eye3 *.eye4 sub sgn 0 floor mult *.eye3 *.eye2 sub sgn ++ sgn mult *.eye3 *.eye1 sub sgn ++ sgn mult add 2 *.eye7 *.eye9 sub sgn ++ sgn mult *.eye7 *.eye8 sub sgn ++ sgn mult *.eye7 *.eye7 sub sgn 0 floor mult *.eye7 *.eye6 sub sgn 0 floor mult *.eye7 *.eye5 sub sgn 0 floor mult *.eye7 *.eye4 sub sgn ++ sgn mult *.eye7 *.eye2 sub sgn ++ sgn mult *.eye7 *.eye1 sub sgn ++ sgn mult add -1 *.eye4 *.eye9 sub sgn ++ sgn mult *.eye4 *.eye8 sub sgn ++ sgn mult *.eye4 *.eye7 sub sgn ++ sgn mult *.eye4 *.eye6 sub sgn 0 floor mult *.eye4 *.eye5 sub sgn 0 floor mult *.eye4 *.eye3 sub sgn ++ sgn mult *.eye4 *.eye2 sub sgn ++ sgn mult *.eye4 *.eye1 sub sgn ++ sgn mult add 1 *.eye6 *.eye9 sub sgn ++ sgn mult *.eye6 *.eye8 sub sgn ++ sgn mult *.eye6 *.eye7 sub sgn ++ sgn mult *.eye6 *.eye6 sub sgn ++ sgn mult *.eye6 *.eye5 sub sgn 0 floor mult *.eye6 *.eye3 sub sgn ++ sgn mult *.eye6 *.eye2 sub sgn ++ sgn mult *.eye6 *.eye1 sub sgn ++ sgn mult add 4 add *.focuseye 4 add sub dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- 9 add - dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec --

Well here we go, dependent on the environment this Ocular is 3 too 500 times as efficient as Oculus II with almost the exact same functionality:
  • This eye uses 634 bp as compared too 523 bp in the original so a slight increase in bulk size.
  • Occulus II has a rather large flaw in that .eye4 is accounted for twice and .eye6 not at all, assuming this was a programming error I fixed the issue
  • .eye5 does not need any accounting for because it's .focuseye value is 0 so this excess DNA was removed
  • Occulus II uses a store every single cycle even if the value of .focuseye does not change thus wasting energy, by comparison Oculus III only Stores when the value of .focuseye changes by storing into memory location 0 when no change in .focuseye is needed which costs 0 energy
  • Inc and Dec use 10 times as less energy as Store and the most .eyefocus needs to change by in a single cycle is 9 though mostly it only needs changing by 1 whilst tracking an enity, through using Inc and Dec energy is saved

When run in simulations where I had 0 costs other than store's which required 10 energy, 3000 starting energy for all and veggie's storing 30 into .up every cycle Oculus II would always die out at 300 cycles however the last Oculus III survived often until 8,000 - 14,000 cycles - quite a good increase in effciency I think, hope you like it  :)

Oh and I forgot to say I've just returned to darwinbots after almost a years exile - this is my 1st project since and I'm hoping for more to come from me and everyone else as I attempt to relearn the DNA of darwinbots  :D

14
It's tricky to keep out griefers who might pollute the sim with hand coded bots.  Once the ubersim is contaminated it's actually pretty hard to completely exterminate unwanted bots.

How about an extra few memory slots which can only be changed in the console by certain people, like you and sammeh, this could then identify the robot as a multibot zerobot f3 bot or whatever and people would only accept bots into there sim which they wanted

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