Darwinbots Forum

Bots and Simulations => Bot Tavern => Topic started by: -venom- on January 23, 2007, 08:56:53 PM

Title: population control
Post by: -venom- on January 23, 2007, 08:56:53 PM
I am having extreme population control issues with my evo sims they constantly reproduce even with my counter measures

more nrg required to repro = failed

kill bots upon certain age = failed (due to them not dieing just giving off nrg)

and one or two allways gets enof nrg to reproduce like a million times (making a lot of those annoyingly small bots)  

can anyone help me?
Title: population control
Post by: EricL on January 23, 2007, 10:19:30 PM
If you could post a zipped sim, that would help us better understand your particular issues.
Title: population control
Post by: -venom- on January 24, 2007, 08:20:32 PM
I am trying to keep that massive clump of bots in the sim from happening
Title: population control
Post by: EricL on January 24, 2007, 08:40:17 PM
Okay.  Take a look at the attached sim.  I added an age cost and enabled dynamic costs with a target population of 300.  Feel free to muck aroudn and add additional costs.  I think your issue may have been that you had the cost multiplier set to 0 so no matter what costs you chose, they all got zeroed.
Title: population control
Post by: -venom- on January 24, 2007, 08:55:30 PM
Quote from: EricL
Okay.  Take a look at the attached sim.  I added an age cost and enabled dynamic costs with a target population of 300.  Feel free to muck aroudn and add additional costs.  I think your issue may have been that you had the cost multiplier set to 0 so no matter what costs you chose, they all got zeroed.

o ok I see !!!  
Title: population control
Post by: Numsgil on January 24, 2007, 11:00:20 PM
You know, a dialog box with something like a "You're cost multiplier is currently set to 0.  No costs will be exacted on bots." message and a "don't tell me this again" would be nice.  But I'll keep it under my hat for a c# version, since these sorts of things are much easier in C#.