Darwinbots Forum

Bots and Simulations => Bot Tavern => Topic started by: bacillus on January 03, 2010, 08:09:17 PM

Title: Plausible tactic?
Post by: bacillus on January 03, 2010, 08:09:17 PM
I was just wondering if you could construct a 'crab-bot' that rotates everything 90 degrees, so it walks, sees, and shoots to one side. The reason for doing so would be to allow reproduction to occur at right angles to everything else, and won't disrupt normal behaviour. Is this an efficient strategy, and has this been done before?
Title: Plausible tactic?
Post by: Numsgil on January 03, 2010, 08:26:50 PM
Yeah, I think you could try that.  Don't think it's been done before.
Title: Plausible tactic?
Post by: Panda on January 04, 2010, 11:47:59 AM
I have never seen that done before, what would happen if it got attacked from behind though? Would it run? Or would it turn 180 degrees?
Title: Plausible tactic?
Post by: bacillus on January 04, 2010, 07:21:46 PM
Pretty much everything remains the same, except that birth occurs to the side. Feel free to steal this tactic  
Title: Plausible tactic?
Post by: Moonfisher on January 09, 2010, 09:53:36 AM
The wikibot actualy ended up having its eyes turn around and navigate backwards. This way offspring come out at the rear, avoiding all sorts of issues. The wikibot can't survive unless you turn on mutations, but I definately noticed how reproduction went a lot more smooth when the offspring doesn't come out in your line of shots. (You can even send off small offspring as decoys if you're being hunted by a strong oponent, and stuff like that.)
Title: Plausible tactic?
Post by: ashton15 on March 13, 2010, 06:30:27 PM
Once when i was mucking arround with a simple tiebot in a sim which had no costs and changed

Code: [Select]
cond
start
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
.up inc
stop

to

[div class=\'codetop\']CODE[div class=\'codemain\' style=\'height:200px;white-space:pre;overflow:auto\']cond
start
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
.dx inc
stop

and it worked really well, in the end though I never implemented it because I went for a spinning approach instead.
Title: Plausible tactic?
Post by: Houshalter on March 13, 2010, 08:15:34 PM
one store is equal to ten inc/decs so be carefull you only use them when the number you want to store is less than 10.
Title: Re: Plausible tactic?
Post by: PhiNotPi on November 10, 2010, 08:16:42 PM
I made a crab-like-bot at one point in time.  It was animal minimalis edited so that instead of spinning while looking for food, it moved sideways.  It wasn't a complete crab, because it still moved foward when it found food.  I would think that moving sideways towards food would be difficult because, while sideways, you would not be able to keep an eye on the food.
Title: Re: Plausible tactic?
Post by: bacillus on November 11, 2010, 11:08:18 PM
That shouldn't be an issue...you can redefine the width and orientation of the eyes using .eyeXwidth and .eyeXdir .
Title: Re: Plausible tactic?
Post by: PhiNotPi on May 04, 2011, 08:40:59 PM
Here is A_Minimalis modified to become a crab.
Code: [Select]
'Animal_Minimalis
'By: Nums
'Modified By: PhiNotPi
'Good for mutation sims and for
'newbies to see how a basic bot works.
'Contains everything necessary for it
'to survive and reproduce.
'Also good to demonstrate a crab-bot.

' Gene 0 Crab Form
cond
*.robage 0 =
start
314 .aimshoot store
314 .eye5dir store
314 .eye1dir store
314 .eye2dir store
314 .eye3dir store
314 .eye4dir store
314 .eye6dir store
314 .eye7dir store
314 .eye8dir store
314 .eye9dir store
stop

' Gene 1 Food Finder
cond
 *.eye5 0 >
 *.refeye *.myeye !=
start
 *.refveldx .up store
 *.refvelup 30 add .sx store
stop

' Gene 2 Eat Food
cond
 *.eye5 50 >
 *.refeye *.myeye !=
start
-1 .shoot store
 *.refvelup .sx store
stop

' Gene 3 Avoiding Family
cond
 *.eye5 0 =
 *.refeye *.myeye = or
start
 314 rnd .aimdx store
stop

' Gene 4 Reproduce
cond
 *.nrg 20000 >
start
 10 .repro store
stop

end