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Topics - Welwordion

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16
Suggestions / sysvariables to execute thinks for "every" idea
« on: December 04, 2007, 01:51:14 PM »
It would be nice that if I wanted to do the same thing for all 9 eyes if I could write that in one gene instead of nine.  So a gene that executes itself 9 times and changes the numbers in  eyevariables  etc s by inc mod 9 1 add accordingly:

.eye1---> .eye2 .... .eye9---> .eye1  ;    61 store --> 62 store....  69 store --> 61 store

17
Evolution and Internet Sharing Sims / Idea: Evolving puppeteer genes
« on: December 03, 2007, 11:08:34 AM »
Ok by realising in my "niemand"(genetic template bot) project that virus based modularity currently works just to slow, I came up with a different  project idea, how about  storing each gene in a different bot and then letting them work collectively and modular?
My first thought was letting them form a big multibot, but the problems involved with that are just to large son instead I came up with a different method, do not let the genebots operate themself, no create an empty, dnaless puppet and let the genebots only operate this  puppet by information shoots.

What do you think of the idea? Whats the best way to bind the success of the genebots to their puppets?
How do I ensure energy share among all bots with the minimum amount of extra Dna and only 4 ties from the puppet?
Particulary the genebots have to be as minimalistic as possible to not be able to evolve and succeed without their puppets.

18
Suggestions / A limit for heterotroph bots, and normal veggie repro
« on: November 27, 2007, 03:15:09 PM »
For  Evo sim I like to run bots as veggies so I can limit thier number, however I read somehwere there is a certain fail chance for veggie reproduction and indeed there are some bots who do not reproduce correctly when turned into a veg, so give me  a limit option for normal bots plz and an option to remove this fail chance.

19
Bot Tavern / Incomplete constructed Mb individuals?
« on: November 23, 2007, 09:50:47 PM »
After trying to programm a certain growth routine I asked myself how come a certain percentage grows like intended while others fail their growth routine, I mean if you deactivate brownian motion and every bot has the same starting conditions how come that not all either do it right or all fail but rather a percentage fails and a percentage succeeds?
Any thought on that?

20
Bug reports / Simple repro or robage faulty? 2.43s RESOLVED (NO REPRO)
« on: November 23, 2007, 07:41:36 PM »
cond
*.robage 200 =
start
20 .repro store
stop

end

tested it in 2.43s did not work tested it in in 2.43 did work (and now I will stop test developing my bots in 2.43s ^^)

21
DNA - General / gene '8 activates yet tienum stays 0
« on: November 22, 2007, 02:28:27 PM »
In order to test  how safe it is to rebuild a bots Dna using Viruses I wrote this testbot, however
gene 8 does activate but the tienum value stays 0
'1
cond
*.tmemval 0 =
*.genes 8 <
*.robage 110 >
start
.mkvirus .tieloc store
*.genes 1 add .tieval store
stop

'2
cond
*.tmemval 1 =
*971 1 =
start
.vshoot .tieloc store
10 .tieval store
stop

'3
cond
*.robage 100 >
*.robage 110 <
*971 1 =
start
4 .delgene store
95 .sharenrg store
stop

'4
cond
*.body 100 >
*971 2 =
start
*.body 100 .fdbody store
stop

'5
cond
*.robage 0 =
start
971 inc
stop

'6
cond
*.robage 0 >
*.nrg 10000 >
*.numties 0 =
start
10 .repro store
stop

'7
cond
*.robage 1 =
start
1 .tie store
stop

'8
cond
*.numties 0 >
*.tienum 0 =
start
1 .readtie store
1 .tienum store
.vtimer .tmemloc store
stop


end

22
DNA - General / A code formulation that does not work???
« on: November 21, 2007, 03:44:14 PM »
50 *.nrg 10000 sub sgn 1 abs sgn add sgn .repro mult store
end

The above genome why does it not work?(reproduce)

23
Evolution and Internet Sharing Sims / Evolving niemand?
« on: November 21, 2007, 06:29:42 AM »
Hi I have a template bot I try to evolve called niemand, all the values are currently 0 and as I did not want to
effect the inherent structure  of the template I put the pointmutations  bar to max value mutations and I put in an insanely large number of point mutations yet.

Well see for yourself below the what.bot and that with atleast 2000 mutations, the numbers did not change enough and I suddenly have lots of commands in it, I even tried to lower other mutations rates.
So any idea how I can evolve my template structure and why it did end up like that?

edit: I accidently forgot to put a start command in the front of the template  so if you downloaded it to use it correct that  I put the correct version up now

24
Bug reports / cost mutiplier reset to zero in 2.43s RESOLVED 2.43u
« on: November 20, 2007, 12:05:07 PM »
Well the title already says the cost multiplier automatically gets set to zero in 2.43s.

25
Bugs and fixes / My sims are broken OPEN
« on: November 19, 2007, 09:43:52 AM »
Well I can not run a stable  evosim my darwinbot just crashes or if I try to load a saved sim there is a high chnace it will not work, this has always been the case(in every version I played) although it did not disturb me when I only testrunned preprogrammed bots but with evosims it annoying.

26
Suggestions / ^^ still waiting for a better "force" system
« on: June 23, 2006, 10:42:00 AM »
I love the planet eater option, but I hate it when I can not create other forces not even something quadratical to radius although that would be easy to calculate.
I mean an repulsive force that grows with distance would for example be intzeresting to make stable alga colonies. So plz give me atleast amultiplicator for the radius (if this multiplicator is smaller than 1 the force will grow)

27
DNA - General / A problem with storing position as vector.
« on: May 17, 2006, 02:50:04 AM »
Ok as one of my projects involves the transformation of position into an vector so the information can be transferred vias tie, I wrote this little test genome.

Code: [Select]
cond
*.eye5 0 >
start
'the difference between positions of me and target
*.refxpos *.xpos sub
'I calculate if I have to divide trough 100 or 10 to scale it down to 3 digits or smaller and to be smaller than '320
*.refxpos *.xpos sub abs dup *.refypos *.ypos sub abs sub abs add *.refypos *.ypos sub abs add 2 div 100 div 31 sub sgn 1 add sgn 9 mult 1 add 10 mult div
'the first 3 digits are used
1000 mult
'the difference between positions of me and target
*.refypos *.ypos sub
'I calculate if I have to divide trough 100 or 10 to scale it down to 3 digits or smaller and to be smaller than '320
*.refxpos *.xpos sub abs dup *.refypos *.ypos sub abs sub abs add *.refypos *.ypos sub abs add 2 div 100 div 31 sub sgn 1 add sgn 9 mult 1 add 10 mult div
'store it in out1
add *.out1 store
'get the oinformation back from out1 and aim
*.out1 *.out1 1000 mod sub 1000 div *.xpos add *.out1 1000 mod *.ypos add
angle .setaim store
stop
end

28
DNA - General / Are .in1, .in2 ... set to 0 when *.eye5 0 =?
« on: May 12, 2006, 12:22:04 PM »
I just wanted to know if the .in variables are reset to zero once a  bot sees no other bot in his .eye5?

29
Evolution and Internet Sharing Sims / lovely virus sims
« on: May 11, 2006, 01:54:49 PM »
ok I thought, try out a virus sim for a minimal genome evolution an started with this:


Code: [Select]
cond
start
*.robage *.dnalen mod .mkvirus *.vtimer sgn 1 sub abs mult store
*.vtimer 1 sub sgn abs 1 sub abs .vshoot mult *.eye5 40 sub sgn 1 add sgn mult inc
12 30 *.thisgene add store
12 29 *.thisgene add * store
26 .delgene store
stop

end
And woah shortly after I got a really cool behaviour, the bots move and stop for a short time when spoting something.
[]= deciding mutation
Code: [Select]
cond
 start
 *.robage *.dnalen mod 335 *.vtimer * 1 sub abs mult store
 *.vtimer 1 sub sgn abs 1 sub abs 338 mult *.eye5 40 sub sgn 1 add sgn mult inc
 12 30 *.thisgene add store
 12 29 *.thisgene mod * store
 26 .delgene dec
 stop

''''''''''''''''''''''''Gene  1: Last 'stop' at position  47''''''''''''''''''''''',

 start
 *.robage *.dnalen mod 335 *.vtimer sgn 1 [sgn] abs mult store
 *.vtimer 1 sub sgn abs 1 sub abs 338 mult *.eye5 40 sub sgn 1 add sgn mult inc
 12 30 *.thisgene add store
 12 29 *.thisgene add * store
 26 .delgene store
 stop

''''''''''''''''''''''''Gene  1: Last 'stop' at position  93''''''''''''''''''''''',
end

Ok after this and an unsuccesful sim I started a new sim with the above bots, until finally something that reproduced evolved. This was also quite interesting as he reproduced turned moved a while and then reproduced and turned again.
[]= deciding mutation
Code: [Select]
start
 *.robage *.dnalen mod 335 *.vtimer [6] 1 sub abs mult store
 *.vtimer 1 sub sgn abs 1 sub >=
 338 mult *.eye5 40 sub sgn 1 add sgn mult inc
 12 30 *.thisgene add store
 12 29 *.thisgene mod * store
 26 stop
I hope I can make them evolve even further.

30
RANT / please shot me ^^
« on: May 10, 2006, 12:43:19 PM »
I worked 2 days on this bot damn and it still does not even behave the slightest like I wanted to (ok a little).
Well the main point is it does not move even the slightest bit forward and I have no idea why.
That always happens when itry to take some effort in the end it does not work and I feel like a goddamn looser [you]WAAAAAARRRRRRGGGGGHHHHHHH[/you]

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