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Messages - Ammeh

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16
Toy Planet / Re: Toy Planet: candidate for DB3?
« on: June 29, 2013, 08:52:25 AM »
So I just got my marks back from my degree. I got a first! :D

Anyways, this now means I can release my final year project, so I proudly present: EvoSim  :happy:

17
Darwinbots Program Source Code / Re: Status of IM mode
« on: June 14, 2013, 07:03:32 PM »
Sorry, life has gotten pretty hectic atm. Any spare time I've had has been taken up recovering from exhaustion D:

18
Darwinbots Program Source Code / Re: Status of IM mode
« on: June 05, 2013, 03:01:13 PM »
Oh man, I was hoping you'd handle the DB side of things, I wouldn't touch VB with a barge pole :P

19
Darwinbots Program Source Code / Re: Status of IM mode
« on: June 04, 2013, 08:15:31 PM »
Well, this is what I was talking about with pipes. Pipes are basically sockets (like network connections) between applications running on a machine, and you can send and recieve data through them. I was thinking if DB sent it's stats in JSON format like so:
Code: [Select]
{ "population":"12381412", "cyclespersec":"50"}
down the pipe, then DBIM could just send that straight up to the server, which would process it server side. What this means is that we can make one modification to DB (adding pipe support + json), create a new DBIM and server script and then have all the functionality we currently have with the caveats that:
a) We wouldn't need to update DBIM ever again (unless a bug appeared or another overhaul was needed)
b) Adding new stats to track would be a simple case of adding the stat in DB's JSON sending bit and updating the server script to process the new stat, instead of an update to all three elements (DB, DBIM, server script)

Also, this potentially allows for complete control of the DBIM application from DB's interface if we want to go down that route.

20
Darwinbots Program Source Code / Re: Status of IM mode
« on: June 02, 2013, 11:49:38 AM »
IIRC, the only stats read by DBIM were the population, cycles per second, size and mutation rate, and I'm pretty sure all they did was feed into the IRC bot.

21
Darwinbots Program Source Code / Re: Status of IM mode
« on: June 01, 2013, 07:55:04 PM »
Nah, I'd keep it seperate from the core code, but have DB build a named pipe (https://en.wikipedia.org/wiki/Named_pipe), which DBIM could latch on to. This would basically mean that DB and DBIM would be compatible regardless of updates to DB.

Of course, if we were getting rid of the whole stat thing, then simple file up/download would do. I could probably knock that together in a couple of hours.

22
Darwinbots Program Source Code / Re: Status of IM mode
« on: June 01, 2013, 07:22:20 AM »
So really, we could do with a way of getting DB data without memory hooks. Botsareus?

Named pipes seem like a possible, could make it pretty flexible and just have DB dump json down the pipe, have the DBIM app upload the json data along with bots from files. Script server side processes JSON into DB, handles file allocations etc.

23
Darwinbots Program Source Code / Status of IM mode
« on: May 29, 2013, 04:20:54 PM »
So I had a play with IM mode, and got largely nowhere. It looks like the server side code isn't working (or missing?). I don't particularly want to completely rewrite it, seeing as how Shasta did a pretty nice job of the memory hooks and the whole stat thing was already in place. Repair seems like the best option.

So, what's the deal?

24
Off Topic / Re: Oh hey
« on: May 24, 2013, 05:24:14 PM »
Also:  casual change of handle seeing as how I haven't used "Sammeh" in years

25
Toy Planet / Re: Toy Planet: candidate for DB3?
« on: May 24, 2013, 05:14:13 PM »
Quote
I would like to re-register my interest in helping you develop that BTW.

Sammeh, if you plan to contribute to DB, I think we need a working version of IM. I don't really care if it is p2p or not; I just want this thing to work because it is a really cool feature and my knowledge of the internet is pretty much 'hyper text prepossessing' only. (although, I did write some LAN code a while ago for school.)

I am sure that Numsgil will not mind because then he can stick this kind of code directly into DB3 as long as we code it in VisualStudio2010.

If I can figure out DB2's code (my coding skill has improved over the last 3 years :P ), I could potentially hack the network portion of Toy Planet into it, though I'm not sure. I'll take a look over the weekend, see if I can put something together.

26
Toy Planet / Re: Toy Planet: candidate for DB3?
« on: May 24, 2013, 10:22:50 AM »
That's pretty cool of you, thanks :)

Yeah, after Botsareus posted, I had a dig around in the DB3 source code. I hadn't realised how much of it was already in place. I would like to re-register my interest in helping you develop that BTW.

To be honest, if I were to go down the route of separate project I'd undoubtedly want to steal some ideas from DB. The physics are pretty awful in mine, primarily because my tutor flat out forbade me to implement Newtonian mechanics, and told me to use naive physics instead. It's definitely on the to-do list to rewrite the whole physics/collision detection engine to be more realistic. I was even toying with the idea of making it 3D.

27
Toy Planet / Toy Planet: candidate for DB3?
« on: May 23, 2013, 02:02:05 PM »
For my final year project for university I was given the title "Toy Planet" with the brief that I was to create some sort of a-life simulator. My tutor suggested I just build a straight up genetic algorithm with a population of animals and veg, and measure the tendency for particular schemata (alleles, basically) to evolve.

I thought that idea was boring, so I built a simulator capable of simulating agents with "dna".  The dna was a string of characters of any length which acted on a simple 10-item stack, performing basic conditional jumps (jump if greater than, jump if not zero, short jump etc.), setting a state (veg, eat, mate) and moving up/down/left/right. I allowed the mutation rate of individual agents to be mutated itself, and sought to prove that evolved mutation rate is a function of dna-repair costs and sustained biodiversity. In the paper itself, I actually messed that up, but after I'd submitted it I figured out why, and actually managed to get exactly that result :D

Anyways, in a lot of ways it's similar to Darwinbots, which is why I bring it up. Not only will you guys probably be interested in playing with it, but also I specifically designed it in a modular fashion so that huge changes to the processing of DNA, physics etc would be very easy.

What this means is that there currently exists a framework which can very easily be modified to incorporate the best features of Darwinbots, with much cleaner code, and native cross-platform support (it's in Java). Also, the networking stuff is already set up because the university let me run it on their distributed computing rig :3

I can't release it yet because I have to wait for marking to finish, but there's some info and a live sim that you can view at http://www.ameliapollard.co.uk/EvoSim/.

Any thoughts on this as a potential candidate for DB3?


28
Off Topic / Re: Oh hey
« on: May 23, 2013, 09:38:54 AM »
Well, uni stuff mostly. Just finished it about a week ago :D working in a datacentre, doing software development. It's all good :)

My final year project would probably interest you guys actually, seeing as how it's A-life kinda deal. I can't give out binaries and stuff till I get marks back, but I'll post it when I can.
Btw: There was some talk going on about making a p2p version of IM, think you can handle it?

That could be cool, I'll do a bit of nosing around, see what's up and then let you know :)

29
Off Topic / Oh hey
« on: May 22, 2013, 03:38:16 PM »
So, it's been a while.

Hi  :D

30
Darwinbots Program Source Code / Re: Re-writing DB in JAVA
« on: January 13, 2011, 08:21:33 AM »
Alright cool :) I'll get cracking on learning how to ASP.NET and setting shit up then :)

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