Darwinbots Forum

Bots and Simulations => DNA - General => Topic started by: Ark on February 10, 2006, 06:37:01 PM

Title: A slimey dilemma
Post by: Ark on February 10, 2006, 06:37:01 PM
Working on making the ultimate multibot, and I'm running into the problem of dealing with viruses.  The simplest way it seems to me is to make a protective layer of slime.  The only problem is that the slime is having the side-effect of stopping my bots from forming themselves into multibots during their reproductive process.  Is there a way to dump my bot's slime all at once?
Title: A slimey dilemma
Post by: Numsgil on February 10, 2006, 09:43:49 PM
I believe you can use negative values in .mkslime to unmake what slime you have.

*.slime -1 mult .mkslime store

should set your slime to 0.
Title: A slimey dilemma
Post by: Endy on February 10, 2006, 10:01:47 PM
About this: in the new version could we have the bots allow ties from a safe source? Something like .lettie could specify a tie number that slime wouldn't block. We could use it with the birth tie removal method also, I've had baby bots that get stuck since they can't tie/untie to/from their parent. Oh yeah, could unmaking a substance yield half the nrg put into it? This way it's not a complete nrg drain for the bots.
Title: A slimey dilemma
Post by: Numsgil on February 10, 2006, 11:11:40 PM
I've thought about something similar too.  I don't know if it's going to make it into the next version though, it depends.  Definately something that should be done though.
Title: A slimey dilemma
Post by: Elite on February 11, 2006, 06:34:52 AM
I was wondering why symbioticus' anti-birth-tie gene was occasionally not working. It was all the slime  :D

BTW Ark

Here's a gene that stops replicating viruses:

Code: [Select]
cond
*.mkvirus 0 !=
start
*.mkvirus .delgene store
stop

But slime is probably way better. Prevention is better than a cure.

Take a look at the newest symbioticus (http://forum.darwinbots.com/index.php?showtopic=1115). Lots of good multibot ideas there.
Or my attempt at a single gene (http://forum.darwinbots.com/index.php?showtopic=1075) that anybody can use to make their bot into a batterybot.
Title: A slimey dilemma
Post by: PurpleYouko on February 11, 2006, 11:40:17 AM
Quote
Oh yeah, could unmaking a substance yield half the nrg put into it? This way it's not a complete nrg drain for the bots.

Right now it costs as much to reduce slime as it does to make it. Do you think it is realistic to actually allow re-absorbtion of slime to be an energy source? I'm not sure about this either way.  :unsure:
Title: A slimey dilemma
Post by: Numsgil on February 11, 2006, 11:53:03 AM
Actually,

From the code:
cost = (.Slime - oldslime) * SlimeCost
If cost < 0 Then cost = 0

So it costs nothing to reabsorb slime.
Title: A slimey dilemma
Post by: Elite on February 11, 2006, 02:08:48 PM
If slime could be converted into nrg it would allow for a bizarre form of share feeding where you steal your opponent's slime

I believe Endy tried to make someting like that with venom
Title: A slimey dilemma
Post by: Endy on February 12, 2006, 02:39:53 AM
That was the other reason I suggested that :D

I don't see why it'd be such a problem, it's not exactly a common "natural" resource anyways. I was hoping we/bots could make use of it for more realistic eco-sims. Different groups would be able to fill different niches, making for a richer enviroment.

One group could thieve venom, for example, while another thieves slime. Since neither is directly competing with the other, the two would be able to co-exist; leading to increased diversity.
Title: A slimey dilemma
Post by: Numsgil on February 12, 2006, 03:09:29 AM
We could introduce it as a stepping stone towards the more natural substance types shvarz and I were talking about.
Title: A slimey dilemma
Post by: Endy on February 12, 2006, 03:50:43 AM
Cool, sounds exactly like what we need. B)

My free internet is closing, gotta go.