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Messages - Welwordion

Pages: [1] 2 3 ... 22
1
Off Topic / Re: Good alternatives to darwinbots
« on: January 02, 2019, 02:04:44 AM »
There is still not much other good stuff out there, one reason I am still occasionally  checking for darwinbots3 ;P.  Sometimes I get some idea to make  my own game but then hit some snatch in the abstract mechanics or simple my programming skills.

offtopic: I recently considered that instant digestion time might be one of the reason Evo simulations are so instable in DB. I mean nature has so much organic material lying around and it often takes very long to recycle it, some thinks even have to decay first before beeing consumable. I think this stabilizes the food provision and slows life down enough to become isolated and such diverse.

2
Darwinbots3 / Re: Win Xp compatible?
« on: November 24, 2014, 10:22:34 AM »
yes beside laziness, and a kind of hoarding attitude that has accumulated a lot of stuff on my pc, the cost was definitely a factor I waited with a new operating system.
I think I will try to get it a christmas present from someone XD.

3
Darwinbots3 / Re: Win Xp compatible?
« on: November 22, 2014, 12:26:31 AM »
Thx peter guess I will have to continue to prepare a multiboot system,because  with all the data and software I collected its a pain in the ass to move everything or to find where the hell I got the software from etc. so no way I am going to try to transfer everything to another windows ^^

4
Darwinbots3 / Re: Win Xp compatible?
« on: November 21, 2014, 02:35:14 PM »
Dude I know its not supported anymore, you think I am stupid?
I just had not really any problems beside 1 game yet with windows xp and that game strangely run on an even older pc with windows xp.
Fact is work on darwinbots 3 started before xp support was canceled before 2013 and most likely before NET 4.5.

So I am thankful for the reply but if you can not clearly answer the question and do not have anything sensible to say maybe less words are better.

5
Darwinbots3 / Win Xp compatible?
« on: November 21, 2014, 02:23:11 AM »
Heh , like often when I retry darwinbots 2 I got annoyed at certain limitations , conceptual problems, so I thought: lets see I am  just a hobby programmer but maybe I find something I can help with to speed darwinbots 3 development up.
So after I finally figured out how to download a subversion file(shamefully years after I encountered the first svn directory in the internet)
I first tried to open it on visual c# studio express 2010 but, when that was incompatible I tried to install 2013 unfortunately I have been to lazy and stingy to replace my windows xp so not possible.
Then it hit me does darwinbots 3 use NET 4.5? will it be even compatible with windows xp?

6
F3 bots / (F3)Beholder ver.1b(miniscule changes)11-12-2014
« on: November 10, 2014, 01:13:15 AM »
when I saw that my Beholder was still around even though I never optimised him I wanted to atleast post a slightly cleaned up version with higher shooting range( tried to do a little velocity correction in aiming first but could not figure out if I used the rotation matrix correctly on *.refveldx and *refvelup http://en.wikipedia.org/wiki/Rotation_matrix  so gave that up for now)

Code: [Select]
cond
*.robage 0 =
start
105 .eye1width store
105 .eye2width store
105 .eye3width store
105 .eye4width store
105 .eye5width store
105 .eye6width store
105 .eye7width store
105 .eye8width store
105 .eye9width store
stop

cond
start
 420 *.aim sub 1256 mod .eye1dir store
 315 *.aim sub 1256 mod .eye2dir store
 210 *.aim sub 1256 mod .eye3dir store
 105 *.aim sub 1256 mod .eye4dir store
   0 *.aim sub 1256 mod .eye5dir store
-105 *.aim sub 1256 mod .eye6dir store
-210 *.aim sub 1256 mod .eye7dir store
-315 *.aim sub 1256 mod .eye8dir store
-420 *.aim sub 1256 mod .eye9dir store
stop


'setting friend "1" or foe "0" status


cond
*.refeye *.myeye =
start
1 *.focuseye 4 add 9 mod 61 add store
stop

'eye1 specific

cond
*.eye1 *51 10 !~=
*.eye1 *52 10 ~=
*62 1 = and
*.eye1 *59 10 ~=
*69 1 = and or
start
1 61 store
stop

cond
*.eye1 *51 10 !~=
*.eye1 *52 10 !~=
*.eye1 *59 10 !~=
start
0 61 store
stop

cond
*.eye1 0 =
start
0 61 store
stop

'eye2 specific

cond
*.eye2 *52 10 !~=
*.eye2 *53 10 ~=
*63 1 = and
*.eye2 *51 10 ~=
*61 1 = and or
start
1 62 store
stop

cond
*.eye2 *52 10 !~=
*.eye2 *53 10 !~=
*.eye2 *51 10 !~=
start
0 62 store
stop

cond
*.eye2 0 =
start
0 62 store
stop


'eye3 specific

cond
*.eye3 *53 10 !~=
*.eye3 *54 10 ~=
*64 1 = and
*.eye3 *52 10 ~=
*62 1 = and or
start
1 63 store
stop

cond
*.eye3 *53 10 !~=
*.eye3 *54 10 !~=
*.eye3 *52 10 !~=
start
0 63 store
stop

cond
*.eye3 0 =
start
0 63 store
stop

'eye4 specific

cond
*.eye4 *54 10 !~=
*.eye4 *55 10 ~=
*65 1 = and
*.eye4 *53 10 ~=
*63 1 = and or
start
1 64 store
stop

cond
*.eye4 *54 10 !~=
*.eye4 *55 10 !~=
*.eye4 *53 10 !~=
start
0 64 store
stop

cond
*.eye4 0 =
start
0 64 store
stop



'eye5 specific

cond
*.eye5 *55 10 !~=
*.eye5 *56 10 ~=
*66 1 = and
*.eye5 *54 10 ~=
*64 1 = and or
start
1 65 store
stop

cond
*.eye5 *55 10 !~=
*.eye5 *56 10 !~=
*.eye5 *54 10 !~=
start
0 65 store
stop

cond
*.eye5 0 =
start
0 65 store
stop

'eye6 specific

cond
*.eye6 *56 10 !~=
*.eye6 *57 10 ~=
*67 1 = and
*.eye6 *55 10 ~=
*65 1 = and or
start
1 66 store
stop

cond
*.eye6 *56 10 !~=
*.eye6 *57 10 !~=
*.eye6 *55 10 !~=
start
0 66 store
stop

cond
*.eye6 0 =
start
0 66 store
stop

'eye7 specific

cond
*.eye7 *57 10 !~=
*.eye7 *58 10 ~=
*68 1 = and
*.eye7 *56 10 ~=
*66 1 = and or
start
1 67 store
stop

cond
*.eye7 *57 10 !~=
*.eye7 *58 10 !~=
*.eye7 *56 10 !~=
start
0 67 store
stop

cond
*.eye7 0 =
start
0 67 store
stop

'eye8 specific

cond
*.eye8 *58 10 !~=
*.eye8 *59 10 ~=
*69 1 = and
*.eye8 *57 10 ~=
*67 1 = and or
start
1 68 store
stop

cond
*.eye8 *58 10 !~=
*.eye8 *59 10 !~=
*.eye8 *57 10 !~=
start
0 68 store
stop

cond
*.eye8 0 =
start
0 68 store
stop

'eye9 specific

cond
*.eye9 *59 10 !~=
*.eye9 *51 10 ~=
*61 1 = and
*.eye9 *58 10 ~=
*68 1 = and or
start
1 69 store
stop

cond
*.eye9 *59 10 !~=
*.eye9 *51 10 !~=
*.eye9 *58 10 !~=
start
0 69 store
stop

cond
*.eye9 0 =
start
0 69 store
stop

'the focuseye is set

cond
start
*.eye1 *61 1 sub abs mult dup
*.eye2 *62 1 sub abs mult sub abs
*.eye2 *62 1 sub abs mult add add 2 div dup
*.eye3 *63 1 sub abs mult sub abs
*.eye3 *63 1 sub abs mult add add 2 div dup
*.eye4 *64 1 sub abs mult sub abs
*.eye4 *64 1 sub abs mult add add 2 div dup
*.eye5 *65 1 sub abs mult sub abs
*.eye5 *65 1 sub abs mult add add 2 div dup
*.eye6 *66 1 sub abs mult sub abs
*.eye6 *66 1 sub abs mult add add 2 div dup
*.eye7 *67 1 sub abs mult sub abs
*.eye7 *67 1 sub abs mult add add 2 div dup
*.eye8 *68 1 sub abs mult sub abs
*.eye8 *68 1 sub abs mult add add 2 div dup
*.eye9 *69 1 sub abs mult sub abs
*.eye9 *69 1 sub abs mult add add 2 div
70 store


5 .focuseye *70 *.eye1 sub sgn abs 1 sub abs mult *61 1 sub abs mult store
6 .focuseye *70 *.eye2 sub sgn abs 1 sub abs mult *62 1 sub abs mult store
7 .focuseye *70 *.eye3 sub sgn abs 1 sub abs mult *63 1 sub abs mult store
8 .focuseye *70 *.eye4 sub sgn abs 1 sub abs mult *64 1 sub abs mult store
9 .focuseye *70 *.eye5 sub sgn abs 1 sub abs mult *65 1 sub abs mult store
1 .focuseye *70 *.eye6 sub sgn abs 1 sub abs mult *66 1 sub abs mult store
2 .focuseye *70 *.eye7 sub sgn abs 1 sub abs mult *67 1 sub abs mult store
3 .focuseye *70 *.eye8 sub sgn abs 1 sub abs mult *68 1 sub abs mult store
4 .focuseye *70 *.eye9 sub sgn abs 1 sub abs mult *69 1 sub abs mult store
stop


'the visual memory is stored

cond
start
*.eye1 51 store
*.eye2 52 store
*.eye3 53 store
*.eye4 54 store
*.eye5 55 store
*.eye6 56 store
*.eye7 57 store
*.eye8 58 store
*.eye9 59 store
stop

'set and fire

cond
*.refeye *.myeye !=
start
*.refxpos *.refypos angle -1 mult *.aim add
.aimshoot store
stop



'movement

cond
*.eyef 70 <
*.refeye *.myeye !=
start
*.refxpos *.refypos angle -1 mult *.aim add
stop



cond
*.eyef 70 <
*.refeye *.myeye !=
start
1256 add 1256 mod

dup sin
2 div *.veldx sub .dx store

cos
2 div *.velup sub .up store

stop

'swarm behavior

cond
start
5 *.eye1 25 sub sgn 1 sub 2 div abs mult *51 mult
6 *.eye2 25 sub sgn 1 sub 2 div abs mult *52 mult
7 *.eye3 25 sub sgn 1 sub 2 div abs mult *53 mult
8 *.eye4 25 sub sgn 1 sub 2 div abs mult *54 mult
9 *.eye5 25 sub sgn 1 sub 2 div abs mult *55 mult
1 *.eye6 25 sub sgn 1 sub 2 div abs mult *56 mult
2 *.eye7 25 sub sgn 1 sub 2 div abs mult *57 mult
3 *.eye8 25 sub sgn 1 sub 2 div abs mult *58 mult
4 *.eye9 25 sub sgn 1 sub 2 div abs mult *59 mult
*51 *52 add *53 add *54 add *55 add *56 add *57 add
*58 add *59 add div
9 mod 140 mult

1256 add 1256 mod

dup sin
5 div *.dx add .dx store


cos
5 div *.up add .up store

stop



'From multiply
'______________________


cond
*.shflav 0 !=
*.refpoison *.refshell <
start
*.shang .aimshoot store
32 .shootval store
-1 .shoot store
0 .shflav store
stop


cond
*.shflav 0 !=
*.refpoison *.refshell >
start
*.shang .aimshoot store
32 .shootval store
-6 .shoot store
0 .shflav store
stop


cond
*.eyef 5 >
*.refeye *.myeye !=
*.refpoison *.refshell =>
and
and
and
start
16 .shootval store
-6 .shoot store
stop

cond
*.eyef 5 >
*.refeye *.myeye !=
*.refpoison *.refshell <
start
16 .shootval store
-1 .shoot store
stop

cond
*.waste 100 >
start
*.waste .shootval store
-4 .shoot store
stop

cond
*.nrg 5000 >
start
50 .repro store
100 .strbody store
stop

cond
*.nrg 4000 >
*.body 500 <
start
100 .strbody store
stop

cond
*.nrg 100 <
start
100 .fdbody store
stop


end

7
DNA - General / Re: sin and cos approximation
« on: January 25, 2012, 05:28:23 PM »
yep made some  tricky moves as I had explained back in this post,

http://forum.darwinbots.com/index.php/topic,3001.msg1378841.html

actually I think its the last version I posted in the following  post back in 2007

http://forum.darwinbots.com/index.php/topic,2408.msg1374432.html

but when I saw the post listed below, which also tackle the sin, cos problem

http://forum.darwinbots.com/index.php/topic,3078.msg1379970.html

http://forum.darwinbots.com/index.php/topic,3367.msg1382216.html


I thought either my solution was forgotten or people did not like it for some reason
so I thought might be helpful to bring it back to memory for those that face the same problem
or give people the chance to tell me of a more elegant way.

8
Darwinbots3 / Re: alive ?
« on: January 25, 2012, 05:03:39 PM »
Heh just wanted to ask whats the current status is, even though I sometimes check the board I not really got in the mood to read up on all the details.(And I still suck to much to get much out of trying to read sourcecode).

9
DNA - General / Re: sin and cos approximation
« on: January 25, 2012, 06:03:07 AM »
Code: [Select]
*.refxpos *.refypos angle -1 mult *.aim add

'make sure the angle is within the right range

1256 add 1256 mod

'forgot which one was sin and which cos, the ceil and floor are used for the purpose of improving precision, as its easier to do values in a certain area
' and since sin and cos is a symetric function we used this to our advantage   I also used only sine and just changed the input value by 314  '90 degree

dup dup dup dup dup 314 ceil swapint
314 floor 942 ceil 314 sub sub swapint
942 floor 942 sub add 2 div
dup  0 swapint 3 pow 600 div 100 div sub add

2 div *.veldx sub .dx store

628 ceil -1 mult 314 add swapint
628 floor 628 sub add 2 div
dup 0 swapint 3 pow 600 div 100 div sub add

2 div *.velup sub .up store

Know its an really old post of mine but I realized I never put the newest version of the code here.

10
DNA - General / Re: How can I get this to work?
« on: January 25, 2012, 04:18:56 AM »
hmm first *.tienum < 3 --> *.tienum  3 <
Second Maybe i just overlooked it, but I have not seen anywhere where you specify the tailbot to match the heads speed.
*.tin2 .aimright store <-- direction but not speed, also aimright means turning acertain amount right based on the direction your bots currently facing its not independent of robot orientation like aim. (so bad if your tail looks elsewhere)
*.tin1 .eye5 store <-- maybe I am wrong but I think the refreshing of sensory variables is done pretty early in the turn and as this store command is almost at the end of the code is the changed eyevalue even read by something?

modified:
I think once the tie is hardened the angle might not only be fixed for the head but also the tail(again not 100% sure)
if thats so any attempt to turn would result in the tie working like a lever.

11
Off Topic / Re: Starcraft 2
« on: August 23, 2010, 01:49:13 PM »
Well I have starcraft2 but like panda said I somewhat suck against other people, so I do not play rts competive.
Besides its just to hectical all those battles that take place in the space of seconds and you have to micromamage them somehow.
I also never figured out how to manage my resources, building and scout effectively at the same time.

12
Newbie / Eyes
« on: November 08, 2008, 06:21:47 AM »
I have something that might help, I tried to complete it to a full one store gene but for some unknown reasons its always gets messed up

Code: [Select]
*.eye1 *.eye2 add 2 div dup *.eye2 sub abs add
*.eye3 add 2 div dup *.eye2 sub abs add
*.eye4 add 2 div dup *.eye4 sub abs add
*.eye5 add 2 div dup *.eye5 sub abs add
*.eye6 add 2 div dup *.eye6 sub abs add
*.eye7 add 2 div dup *.eye7 sub abs add
*.eye8 add 2 div dup *.eye8 sub abs add
*.eye9 add 2 div dup *.eye9 sub abs add

It calculates the highest eyevalue its alittle math trick
I tried to complete it with

Code: [Select]
dup *.eye9 sub sgn abs swapint
dup *.eye8 sub sgn abs swapint
dup *.eye7 sub sgn abs swapint
dup *.eye6 sub sgn abs swapint
dup *.eye5 sub sgn abs swapint
dup *.eye4 sub sgn abs swapint
dup *.eye3 sub sgn abs swapint
dup *.eye2 sub sgn abs swapint
*.eye1 sub sgn abs

1 add
mult 1 add mult 1 add mult 1 add mult 1 add
mult 1 add mult 1 add mult 1 add mult 1 add
5 sub - .focuseye store

or

[div class=\'codetop\']CODE[div class=\'codemain\' style=\'height:200px;white-space:pre;overflow:auto\']dup
*.eye1 =
-4 swapint
dropbool

dup
*.eye2 =
-3 swapint
dropbool

dup
*.eye3 =
-2 swapint
dropbool

dup
*.eye4 =
-1 swapint
dropbool

dup
*.eye5 =
0 swapint
dropbool

dup
*.eye6 =
1 swapint
dropbool

dup
*.eye7 =
2 swapint
dropbool

dup
*.eye8 =
3 swapint
dropbool


dup
*.eye9 =
4 swapint
dropbool

swapint

.focuseye store

and some stuff more and like I said the code always seemed to be bugged in a way

13
DNA - General / darwinbots evolution
« on: November 07, 2008, 04:18:06 AM »
You are right that Darwinbots although named otherwise is not really great on the aspect of evolution.
That has several reasons:

I think the basic thought was to create selection pressure mainly trough competition with other bots, but this means that bots mainly evolve to defend and attack better and more efficiently or to stop fighting there is not much outside of that to enforce selection pressure if you do not choose really special environmentally conditions.

Although over time option after option was added, this only increases the size of the solutionspace making it harder for evolution to work as the bots have to find predefined syntaxes, prethought solutions and thats pretty hard , as was said darwinbots Dna is nolt reall designed for easy evolution.
But more so, when a clever designer can come up with the possibilities that can be used, although he might have problems implementing them(having mostly the same problems as bots with finding the exact syntax, correct solutions) how do we expect a bot to surprise us in finding something new?

Complex behavior is difficult and well complex, that makes its hard to develop, to maintain and optimize in most cass it just to costly in terms of efficiency and performance to have a chance to compete.

The current mutation structure is just dumb, I mean sometimes you need to have almost the exact gene for all 9 eyes and so you write 9 genes or line of code then you need 9 mutations to do that.(If you had some dna command  that started a loop that repeats 9 times  changing a certain dna cxommand with 0 add, 1 add 2 add etc this could be done in a way one mutation would be enough), sometimes mutation would need to mainly mutate numbers or leave certain parts of the code rather unharmed while mutating others more but currently mutation works totally random.

14
Bot Tavern / MB architecture: How do we get amoeba/fungus moving?
« on: November 06, 2008, 07:09:37 PM »
Well it certainly seems to work better when I use tienum instead of readtie  the deltie part worked a little bit too good soIi had to deactiate it)

15
DNA - General / The mystery: Or making me desmotivated
« on: November 06, 2008, 06:33:51 AM »
Well for the mass technique
http://www.darwinbots.com/Forum/index.php?...ic=2998&hl=

and for previous experiments(which did not yet react in any way to the outer world)
http://www.darwinbots.com/Forum/index.php?...ost&id=1051
http://www.darwinbots.com/Forum/index.php?...ost&id=1052

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