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Topics - Griz

Pages: [1] 2 3
1
Bug reports / body and mass
« on: July 27, 2006, 09:01:12 AM »
I don't know if this is a bug or some setting
I don't have set correctly.
my bots always end up having only a tiny mass
and body ...
each time a bot reproduces, the body and mass
are shared, 50% in most cases ...
and neither the parent or offspring ever gains
any mass or body ...
resulting in a population of bots with very small
masses/bodies ... hardly even visible.
at some point they also seem to no longer be
able to feed.
this occurs even with mutations disabled.
what's up with this?
what am I missing?
this happens with any bots I use.
I see I can adjust the nrg/body ratio for veggies ...
but what determines this with the other bots?

2
Bug reports / 2.42.7 bugs/questions
« on: July 03, 2006, 12:15:16 PM »
2.42.7
questions on energy management:

if I set the day/night cycle to 1000
and
Sun comes up if nrg < 1000000
[sun forced down not enabled]
and
start with a total energy or ~ 750000 ...
the sun is indeed 'forced up' until energy rises above 1000000.
then, the 1000 dy/night cycle seems to come into play.
so far, so good.
this is what I would expect.

however ...
if I try the same with
Sun goes down if nrg > 1500000
[Sun forced up not enabled]
I find it cycles 'around' the 1500000 setting ...
in as little as a single cycle ...
up, down, up, down, up, down ....
with the day/night cycle seeming to never
be allowed to come into play.

here's what I expected:
that if I set
Sun goes down if nrg > 1500000
and
Sun comes up if nrg < 1000000
that the energy would stay between those values ...
the sun forced down at 1500000 ...
the day/night cycle working in this area ...
the sun forced to rise if energy  fell below 1000000.
however ...
I again find it cycles 'around' the upper 1500000 setting ...
the sun rising/setting at nearly every cycle.
 
what am I misunderstanding here?

attaching the zipped sim where it does this ...
cycles around that upper setting.
it uses a MultiVeg and some bots
that circle clockwise ...
I can provide those if you need them ...
although I guess you can snag their dna.

3
Off Topic / Math
« on: June 29, 2006, 08:33:10 AM »
came across this on the web:

Math problems?
Then call 0049-0800 sin(lg((10^45*tan(56))/(f(0)'->(45x^3/3x^2*3x^7)))

translation?

4
Bug reports / Bugs in 2.42.4
« on: May 10, 2006, 02:35:48 PM »
DB ver 2.42.4

Run-time error '91'
Object variable or With block variable not set

~~~
no error.sim written so I assume it is commented out in the compiled version.
will recompile from the source and run again.

I did have it set to auto save best robot every 5 min ...
and I see it did two ... the first one 5KB and the 2nd 215KB!!!

I have no idea how to read those .dbo files ...
but looking at the small one with notepad ...
I find data saved for james_4 with two mutations.

looking at the 215KB file in notepad I find data saved for james_4.txt,
with 7 mutations ... 37 times ...
and Alga_Minimalis.txt 4 times.
have attached it zipped to this post ... contains X2.dbo

I ran this sim before without using auto save, playing with age costs and
settings many times and over many cycles without an error so .... ?????

will recompile with the error.sim thing in place and let 'er run with autosave
for the bots again and see if it will repeat.

5
Bug reports / bugs 2.42.1
« on: April 03, 2006, 08:45:56 AM »
hmmmmm ....
can't get 2.42.1  to run.  I get a divide by zero error.
this is using 'new sim' which I guess would load in the default.sim
or the last sim I ran, eh?
even tried deleting/replacing the species ...
using only Alga_Minmalis and Animal_Minimals ...
but still get the error.

will run it thru VB when if get a chance later today/tonight.
attaching the error.sim

wonder if I might need to start with a working default.sim
that has been saved with the new version.
could you upload a simple starting default.sim?

6
Bug reports / 2.41.0 bugs & things
« on: March 28, 2006, 09:51:29 AM »
FYI ...
the compiled version doesn't do an error.sim save.
yes ... I got an error overflow 6 ...
but don't know why.
wouldn't you know ...
haven't been able to get it to repeat since I recompiled
with the save error working!

in Form1 main ...
line 1002 needs to be uncommented before compiling the exe.

on error goto SaveError

I forget this almost every time! :angry:

7
Bug reports / Borg's runtime error
« on: March 04, 2006, 02:03:20 PM »
Borg!
finally got the error 6 after running many trials.
used version 2.37.6 ...
with the error trapping added and recompiled.
it saved an error.sim ...
which I will attach as Borgerror.sim.zip

reloaded into the VB version for debug.

in Public Sub lookoccurr ...
the debug break occurs near the end of the routine in line:

rob(n).mem(825) = rob(n).venom

rob(n).mem(827) = rob(n).poison
End Sub

n=159
rob(n).mem(825) = 32751
rob(n).venom = 32801

I find venom dimensioned in a number of moduals as:
venom As Single
and in other's it is capped at 32000.

so ... what to do?
PY?
Nums?

I put this in just ahead of the line above ...
If rob(n).venom > 32000 Then rob(n).venom = 32000
as a temp workaround.
reloaded the Borkerror.sim ...
no error. [yet] ;)
and it is running again now

stay tuned. ;)

8
DNA - General / Sysvars and DNA info on the Wiki
« on: January 31, 2006, 09:00:33 PM »
Our friend Ollj has been doing a tremendous amount of work on the Wiki.
I've been helping him with some of the grunt work ... doing wiki stuff like redirects ...
but am not up to speed enough on DNA to be of much use in writing spiels for the
operators. I know there are others of you here who are, and you are welcome to
come lend a hand.
Check out http://www.darwinbots.com/WikiManual/index.php?title=Sysvar
For an example of the style Ollj is using for these, click on any of them that
are 'blue' ...  like .up or any of the movement operators for example.
And then feel free to click on any of the operators that are still in 'red' ...
as they are what still need to be edited.
Visit http://www.darwinbots.com/WikiManual/index...tle=Sysvars2.21 as well.

You can talk to him at http://www.darwinbots.com/WikiManual/index...=User_talk:Ollj
to ask where you can be of assistance. He's the guy with the vision here ....
like I said, I just try to help with the gruntwork, diggin' the ditches and
hauling the mortar and bricks.

This will be a pretty slick resource at some point. Hey, it already is.
Too bad no one other than spammers knows it's there. ;)

9
Newbie / FAQ
« on: January 30, 2006, 07:39:21 AM »
started a FAQ page at the wiki a while back.
apparently, no one knows it exists. ;)

seems to me it would be good to have these all archived in one place
so that new people wouldn't have to keep asking the same questions
over and over here on the forum.
this Newbie Subforum sorta does that ...
but I thought it would be good to have it on the wiki as well.
so please check the wiki FAQ and add your questions and answers
there, even if you have asked and been answered here on the forum.
perhaps then newbies will not have to reinvent the wheel each time
they run into a problem.
http://www.darwinbots.com/WikiManual/index.php?title=FAQ

anyone is free to add FAQs there ...
things that keep coming up and would be good for new folks
just coming in to DB.
just type your stuff in there ... don't worry about the formatting ...
I'll edit the page and clean it up IF anyone every contributes.

thanks.

10
Suggestions / FAQ
« on: January 30, 2006, 07:35:47 AM »
started a FAQ page at the wiki a while back.
apparently, no one knows it exists. ;)
seems to me it would be good to have these all archived in one place
so that new people wouldn't have to keep asking the same questions
over and over here on the forum.
and ... it's nearly impossible to determine if one's question has been
asked before here on the forum. the search function sorta works but
it really is difficult to figure out just where and in what thread one might
find the answer one is looking for.
so please check the wiki FAQ and add your questions and answers
there, even if you have asked and been answered here on the forum.
perhaps then newbies will not have to reinvent the wheel each time
they run into a problem.
http://www.darwinbots.com/WikiManual/index.php?title=FAQ

anyone is free to add FAQs there ...
things that keep coming up and would be good for new folks
just coming in to DB.
just type your stuff in there ... don't worry about the formatting ...
I'll edit the page and clean it up IF anyone every contributes.

thanks.

11
Off Topic / ALife Stuff
« on: January 19, 2006, 12:45:06 PM »

12
DNA - General / Bots Tute
« on: December 17, 2005, 01:01:37 PM »
downloaded DarwinBotsV2.3Tutorial ... a word doc ...
from http://utenti.lycos.it/darwinbots/DarwinBo....3_Tutorial.zip
and find it's needs a password to open. ??????????
any clues?

13
Suggestions / Problem of Priority
« on: December 16, 2005, 08:56:57 AM »
could we sorta, kinda work out the stuff that doesn't work first?
like day/night, and the leagues, ensuring all the data/settings are
saved and reloaded properly ... or whatever ...
you know ... get a version that works as advertised before adding
still more new stuff?
just a thought.

14
DNA - General / turning
« on: November 30, 2005, 08:06:19 PM »
just beginning to explore bots now ...
and wanted to start with a fairly simple one that works well
and one that I have used a lot and am familiar with as far as knowing how
it reacts and works in the sims I have set up.

have been using C_Circumgirans a lot with Boris' MultiVeg as it drags it around
when it isn't fixed and stretches it out to make an interesting sim to watch.
the entire field ends up with a counter-clockwise rotation which is quite mesmerizing.
so I thought it would be interesting to have the same bot ...
only have it rotate clockwise instead of CCW ....
and that would be a good way to begin to understand bot motion.

here's the code for C_Circumgirans ... ccw version.

now I have no idea how any of this works ...
it's all brand new to me and even after reading the bot tutorial on the wiki ...
I still have to do some hands-on stuff ... change things and see what happens
before it begins to make any sense to me. ... tweak this or that and 'see' what happens or doesn't happen ... f anything.
so that's what I am doing here.

I played with the first and second genes here ....
altering the 17 and 16 to -17 and -16.
that does seem to give them the CW motion but there must be more to it ...
as they don't seem to detect one another and follow, or detect and shoot.

so what am I missing here?
what else needs to be changed to make it a 'mirror image' of the CCW version?

could someone go thur this bot gene by gene and explain what each is doing and how?
either here or on the wiki?  it's easier to comment on the code there but whatever.
that would be a great help.
thanks



Code: [Select]
' C_Circumgirans
 
cond
  *.eye6
  0
  !=
start
  21
  40
  store
  17            'altered this to -17 for CW revolution
  .aimdx
  store
stop

cond
start
  16             'altered this to -16 for CW rev
  .aimsx
  store
stop

cond
  *.eye8
 -1
  !=
start
 -4        'changing the sign here
  .dn
  store
  4        ' and here only resulted in the bot moving 'backwards'
  .up
  store
stop

cond
  *.aimdx
  0
  >
start
 -1
  .shoot
  store
  6
  .nrg
  store
stop

cond
  *.refsx        'this has to do with relative motion between bots, yes?
  6181
  !%=
  *.nrg
  6181
  >
start
  430             'altered this to -430 but didn't see it changed anything so put it back
  .aimdx
  store
  50
  .repro
  store
  42
  .out1
  store
  37
stop
end

15
Darwinbots Program Source Code / color
« on: November 30, 2005, 01:53:39 PM »
trying to make this a simple, straightforward question ...
and I certainly would appreciate a simple, straighforward answer.

as it stands ...
it appears that the graphs pick up the color they use to plot population, mutations or whatever
based upon the position of the species as selected by the user in the Species window ...
and not from the color that the user chooses for the species.
what I would like to have them do is actually use the user designated color, including the
custom color,  instead of vb color 1-8 or whatever it currently does ....
the old yellow, red, blue, violet, white ... list etc.
I don't see that this would be difficult ...
as a specific color is designated for each species ....
and I don't see why this couldn't be passed directly on to the graphs.

I've spent 2 hours this morning combing thru the code trying to find where this happens but
having no idea what the variable names might be or where these routines live, I have had no luck.
I found the custom color subroutine/form of course ...
but I don't know what routine is calling it up or where it hands this color off to or where
the graphs pick up what color they are using.
I have succeeded in finding the variable individual robot color .... rob(n).color ...
but what I need to find is the original user specified color for the 'species' ...
and a way to have the graphs use that rather than whatever they do.

will someone please tell me where to find the code for the graphs ...
or at least the variable they use so I can do a search.
and also where the user disignatred color is stored when assigning a custom
color to a species in the species selection process?
all I can find is .... .color and rob(n).color ...
but rob(n).color has to pick it up from somewhere at start time ...
that's what I'm looking for.

thank you.

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