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Messages - Welwordion

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31
F3 bots / Beholder(F3) (Welwordion) 28-10-08
« on: October 28, 2008, 12:52:18 PM »
Well this is Beholder with some fixes and changed to F3 (mention that just in case I posted a previous version somewhere in the Bestiary)
I hope its not bad that I took some shooting waste and reproduction genes from multiply to complete my moving, eye and targeting systems.

[div class=\'codetop\']CODE[div class=\'codemain\' style=\'height:200px;white-space:pre;overflow:auto\']
Code: [Select]
'initializing eye configuration

cond
*.robage 0 =
start
 420 .eye1dir store
 315 .eye2dir store
 210 .eye3dir store
 105 .eye4dir store
-105 .eye6dir store
-210 .eye7dir store
-315 .eye8dir store
-420 .eye9dir store

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



'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
5 .focuseye *.eye1 sgn abs mult *61 1 sub abs mult store
6 .focuseye *.eye2 sgn abs mult *62 1 sub abs mult store
7 .focuseye *.eye3 sgn abs mult *63 1 sub abs mult store
8 .focuseye *.eye4 sgn abs mult *64 1 sub abs mult store
9 .focuseye *.eye5 sgn abs mult *65 1 sub abs mult store
1 .focuseye *.eye6 sgn abs mult *66 1 sub abs mult store
2 .focuseye *.eye7 sgn abs mult *67 1 sub abs mult store
3 .focuseye *.eye8 sgn abs mult *68 1 sub abs mult store
4 .focuseye *.eye9 sgn 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
'*.focuseye 9 mod 140 mult
'70 500 *.focuseye 4 add 9 mod add * *.eyef sub abs sgn 1 sub abs mult 'sub
'70 500 *.focuseye 6 add 9 mod add * *.eyef sub abs sgn 1 sub abs mult 'add
'1256 add 1256 mod
*.refxpos *.refypos angle -1 mult *.aim add
.aimshoot store
stop

cond
500 *.focuseye 4 add 9 mod add * *.eyef =
500 *.focuseye 6 add 9 mod add * *.eyef = and not
*.eyef 0 = or
start
1 .aimdx store
stop

cond
500 *.focuseye 4 add 9 mod add * *.eyef =
500 *.focuseye 6 add 9 mod add * *.eyef = or
*.refeye *.myeye !=
start
7 .aimsx store
stop


'movement

cond
*.eyef 70 <
*.refeye *.myeye !=
start
'*.focuseye 9 mod 140 mult
'70 500 *.focuseye 4 add 9 mod add * *.eyef sub abs sgn 1 sub abs mult 'add
'70 500 *.focuseye 6 add 9 mod add * *.eyef sub abs sgn 1 sub abs mult 'sub
*.refxpos *.refypos angle -1 mult *.aim add
stop


'Flee from attack(multiply gene)

'25
cond
*.nrg 250 <
*.pain 50 > and
start
250 add
stop


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

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

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 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
5 div *.dx add .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
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 25 >
*.refeye *.myeye !=
*.refshoot *.myshoot !=
*.refpoison *.refshell =>
and
and
and
start
16 .shootval store
-6 .shoot store
stop

cond
*.eyef 25 >
*.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

32
Bot Tavern / The amazing Antbot
« on: October 28, 2008, 01:48:22 AM »
XD ups vocabulary mistake and quite a funny one as you pointed out hehehe  
(Now I try to imagine what a paradox bot could ? Negating the existence of the enemy by involving it in a paradox? Existing while beeing dead at the same time? Going in two direction at the same time?  although the last two rather soind like a quantum bot)

33
Bot Tavern / The amazing Antbot
« on: October 27, 2008, 01:25:42 PM »
Well yes multibots are extremely difficult and I can not even make normal bots efficient enough to compete with the other bots, just have no talent for that and there were quite some failed MB projects from me however I must say that the bot I have attached before was not intented to have a defined shape thats what beeing an amoebais about however I can show you atleast one  specific defined MB shape I made , actually my test bot was supposed to be a study of a possible movement systems of this form.

Well and regarding the focuseye story, its what my beholder system builds on, 360 degree vision that remembers  and ignores friendly  targets under the condition they do not move to fast, well atleast its supposed to but like I said in  http://www.darwinbots.com/Forum/index.php?showtopic=2981 for some reason eye9 disbehaves in this regard and this system is really important for my current bot designs   (swarming behavior and MB can profit from ignoring friends or knowing where are friends if you need to look for information from them)

34
The Gene depository / my little insert
« on: October 27, 2008, 11:52:41 AM »
Well currently this gene will change a info shot manipulating up into a waste shoot once the enemy has shell, if you would put a - before the 1 it would be an energy steal shoot transformed into an body steal shoot once the enemy has shell ^^.

Oh I looked it up you designed it the wrong way body shoots are stopped by shell energy shots not if you can believe the wiki.
http://www.darwinbots.com/WikiManual/index..._Tutorial#Shell

36
Simulation Emporium / Co-Evolution
« on: October 26, 2008, 07:07:14 PM »
As soon as chlorophyll(green) bacteria or bacteria eating bacteria take the advantage there would have been evolutionary pressure on the retinal(purple)
What I read out of the article  you linked to is that chlorophyll is either more energy efficient or or the retinal did have more colloteral damage involved in its energy extraction process, nothing of stoping evolution.
Of course in multicellular organism gene migration etc is far more difficult those things rather work in single cellular organims and as we can see not all single cell organsims use photosynthesis, cause not everywhere is light to be of worth for that, but multicellular organsims can either make use of plant chlorphyll or becone symbiotic with bacteria able to do photosysnthesis
and like I said the fact that we have not more species doing it is a sign its inefficient without the cost of some design alterations.
Also do not forget that only outer, surface cells are limited to do photosynthesis which reduces the energy gain per organsim quite a lot. Also do not underestimate  how much energy moving consumes.

37
Bot Tavern / Why is my .eye9 behaving different?
« on: October 26, 2008, 06:37:52 PM »
Ok do not know if any of you remember my Beholder eye system , when I recycled it for some new bot I was making I came upon an irregularity, you see this eyesytem stores 1 in 61-69 for
eye1 - eye9  if the eye belonging to the number has a friend in there, however if the bot is only in eye9 for some reason he does not do that(although he sees something trough that eye (cause I let them store previous eyevalues in 51-59 I know that). So whats up with that? I already looked into several places in the code and can not find any mistake.

Below the code

Code: [Select]
cond
*.robage 9 <
start
105 .eye1width *.robage 9 mod add store
stop

cond
true
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 5 add 9 mod 60 add store
stop

'eye1 specific

cond
*.eye1 *51 5 !~=
*.eye1 *52 5 ~=
*62 1 = and
*.eye1 *59 5 ~=
*69 1 = and or
start
1 61 store
stop

cond
*.eye1 *51 5 !~=
*.eye1 *52 5 !~=
*.eye1 *59 5 !~=
start
0 61 store
stop

cond
*.eye1 0 =
start
0 61 store
stop

'eye2 specific

cond
*.eye2 *52 5 !~=
*.eye2 *53 5 ~=
*63 1 = and
*.eye2 *51 5 ~=
*61 1 = and or
start
1 62 store
stop

cond
*.eye2 *52 5 !~=
*.eye2 *53 5 !~=
*.eye2 *51 5 !~=
start
0 62 store
stop

cond
*.eye2 0 =
start
0 62 store
stop


'eye3 specific

cond
*.eye3 *53 5 !~=
*.eye3 *54 5 ~=
*64 1 = and
*.eye3 *52 5 ~=
*62 1 = and or
start
1 63 store
stop

cond
*.eye3 *53 5 !~=
*.eye3 *54 5 !~=
*.eye3 *52 5 !~=
start
0 63 store
stop

cond
*.eye3 0 =
start
0 63 store
stop

'eye4 specific

cond
*.eye4 *54 5 !~=
*.eye4 *55 5 ~=
*65 1 = and
*.eye4 *53 5 ~=
*63 1 = and or
start
1 64 store
stop

cond
*.eye4 *54 5 !~=
*.eye4 *55 5 !~=
*.eye4 *53 5 !~=
start
0 64 store
stop

cond
*.eye4 0 =
start
0 64 store
stop



'eye5 specific

cond
*.eye5 *55 5 !~=
*.eye5 *56 5 ~=
*66 1 = and
*.eye5 *54 5 ~=
*64 1 = and or
start
1 65 store
stop

cond
*.eye5 *55 5 !~=
*.eye5 *56 5 !~=
*.eye5 *54 5 !~=
start
0 65 store
stop

cond
*.eye5 0 =
start
0 65 store
stop

'eye6 specific

cond
*.eye6 *56 5 !~=
*.eye6 *57 5 ~=
*67 1 = and
*.eye6 *55 5 ~=
*65 1 = and or
start
1 66 store
stop

cond
*.eye6 *56 5 !~=
*.eye6 *57 5 !~=
*.eye6 *55 5 !~=
start
0 66 store
stop

cond
*.eye6 0 =
start
0 66 store
stop

'eye7 specific

cond
*.eye7 *57 5 !~=
*.eye7 *58 5 ~=
*68 1 = and
*.eye7 *56 5 ~=
*66 1 = and or
start
1 67 store
stop

cond
*.eye7 *57 5 !~=
*.eye7 *58 5 !~=
*.eye7 *56 5 !~=
start
0 67 store
stop

cond
*.eye7 0 =
start
0 67 store
stop

'eye8 specific

cond
*.eye8 *58 5 !~=
*.eye8 *59 5 ~=
*69 1 = and
*.eye8 *57 5 ~=
*67 1 = and or
start
1 68 store
stop

cond
*.eye8 *58 5 !~=
*.eye8 *59 5 !~=
*.eye8 *57 5 !~=
start
0 68 store
stop

cond
*.eye8 0 =
start
0 68 store
stop

'eye9 specific

cond
*.eye9 *59 5 !~=
*.eye9 *51 5 ~=
*61 1 = and
*.eye9 *58 5 ~=
*68 1 = and or
start
1 69 store
stop

cond
*.eye9 *59 5 !~=
*.eye9 *51 5 !~=
*.eye9 *58 5 !~=
start
0 69 store
stop

cond
*.eye9 0 =
start
0 69 store
stop

'the focuseye is set

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

cond
*.drafted 7 =
*.robage 40 mod 39 = or
start
5 .focuseye *.eye1 sgn abs mult *61 mult store
6 .focuseye *.eye2 sgn abs mult *62 mult store
7 .focuseye *.eye3 sgn abs mult *63 mult store
8 .focuseye *.eye4 sgn abs mult *64 mult store
9 .focuseye *.eye5 sgn abs mult *65 mult store
1 .focuseye *.eye6 sgn abs mult *66 mult store
2 .focuseye *.eye7 sgn abs mult *67 mult store
3 .focuseye *.eye8 sgn abs mult *68 mult store
4 .focuseye *.eye9 sgn abs mult *69 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

end

Found the solution myself: 1 *.focuseye 5 add 9 mod 60 add store   has to be 1 *.focuseye 4 add 9 mod 61 add store

38
Simulation Emporium / Co-Evolution
« on: October 26, 2008, 07:00:41 AM »
Even if we did not evolve from cells having cloroplasts, its not unusual for genes etc to migrate and their are even species that consume alga in order to use the chloroplasts for energy production, the reason this is not common is like in most cases its a cost usefulness problem.
Producing chlorophyll is not without cost also you need magnesium for it , which means you need enough light  to make the effort worthwhile.
For one cellular organisms this is simple a comparision of whats more energy efficient to do photosynthesis, using other chemical energy sources or stealing energy.
For multicellular organisms its a question of design, if you are moving you consume more energy than you can produce so you need feeding mechanism with or without photosynthesis, you rely on the surplus if a much larger biomass than you(if the sun intensity would be larger on our planet maybe it would be different) However in order to make photosynthesis profitable for you you need exposed surface that stays in the sun and you need to repair the extra sun damage caused to those surfaces.
In other words you either need bare skin not scales etc or hair like ice bears etc have that channels the light inside the hair and you need to stay most of the time outside in the light.
The fact that ice bears do not do photosysnthesis is probably due to the fact that gene immigration etc is much harder to do for multicellular sexual reproducing organisms.

39
Bot Tavern / The amazing Antbot
« on: October 24, 2008, 01:53:57 PM »
Regarding the amoeba: Some tie experiments that work with  a cyclus of contradiction and extension where as the start(generation 1) fixes when contradicting and the end(generation x) fixes when extending.
http://www.darwinbots.com/Forum/index.php?...ost&id=1051
http://www.darwinbots.com/Forum/index.php?...ost&id=1052

Oh and although it did not work out I will attach my try on building the amoeba, my thought was that an bot spotting food would send an impulse outward, the  strength(number) of the impulse would be increased with each "ring" around the starter bot these rings would then substitue for the generations used in the above bots.

40
Evolution and Internet Sharing Sims / Different means of reproduction
« on: October 23, 2008, 11:37:33 AM »
Well I think the greatest problem lies in the conditional part, if a bot really evolves a store only to 300 most of the times their will be no condition to limit this the bots gets cancerous and kills himself that way or altleast freezes the sim with his numbers.
A random value is advantegeous as he limits the frequency of reproduction trough means of probability.

41
Newbie / sexrepro code
« on: October 23, 2008, 11:06:10 AM »
Regarding multibots that move I do not know about complete bots, but I worked on some genes enabling crawling with ties I will attach the specific bots.
Also was the crossover code not fucked up? I tried an simple organism with sexrepro a while ago and the bug reportabout sims crashing when I did run it is still open.

Edit: Beware there is a spot where I wrote *.readtie writpos store but is supposed to be *.readtie .writpos store the .  is lacking .

42
Bug reports / Darwinbots crashing with certain bot OPEN
« on: October 02, 2008, 08:26:35 AM »
Ok I made a new bot to evolve, nothing complicated I tried to run him and after some time always a crash occurs I will attach the bot and the sim I run.

43
Bugs and fixes / 2.43u delgene defect? RESOLVED 2.43w
« on: December 22, 2007, 08:09:32 AM »
I would say make it like this:
Cond = this will be added to the next gene that occurs
Start=  if (lock == 0) Gene begins set lock = 1 else ignore
Stop = end gene set lock = 0
that means :

cond
start
start
stop

is one gene and

start
start
stop

is also one gene

44
Simulation Emporium / Spider bot
« on: December 19, 2007, 08:16:42 AM »
Quote from: fulizer
its amazing.
I can't do anything like that.
eyen my evosims dont work they have no motivation to evolve.
there is no predetor.
they sit there.
if they dont move they dont lose energy.
if they dont move they dont make waste.
they have no reason to move anyway

Well you could either evolve them as veggies in a gravity sim moving toward light, or the method I started to use:
 Place bots that only have  shooting and aiming genes(use inefficient genes), do not mutate and are limited in number(due to totalbots conditioned repro or making them veggies etc)  on the field, turn either brownian motion sufficiently high or turn planet eater on (beware of black holes you have to turn maximum velocity and collision elasticity to sufficient values).
If you do this they will learn to flee  from shooting.( alternatively use a bot shooting a killervirus)
The other way would be start your evolving bots with a shooting gene so the have a reason to approach other bots( reduce shoot costs to zero or negative at the beginning, so its not removed by evolution)

Also as first step you always need a replicator and if you start with a zerobot  this will take a long time and needs higher mutation rates then later evolution(if you want to do it in a sufficient small time)  so turn down your mutation rates after replication occured.(atleast point mutation)

45
Newbie / Hey / Noob-ish question
« on: December 18, 2007, 12:14:41 PM »
Hmm for the shooting there you could use a tiesnapping gene, basically set the tielength to an insanely large value and the two bots involved shot in opposte directions, that is if there was not any change to the tie phsyics like I know them.(remember there once was a gene for this in the gene depository, do not know if its still there )

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