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Topics - Prsn828

Pages: [1]
1
Suggestions / Bot Code Analysis Tool
« on: June 23, 2010, 07:33:47 AM »
First version:
http://www.mediafire.com/?i3pshzg3os73luk

This one isn't so much a suggestion as it is me stating what I'm going to try to do.
I figured this would be a good place to get commentary on the idea.

Here's what I have in mind:

Some sort of (probably java based) text editor that can take a gene and use an algorithm to parse bot code into infix notation using parenthesese.  I'd want to put other things in too, but for starters I think that alone would be helpful.

The other thought I had was to allow it to provide toggling between integers and their associated sysvars, so we could try to decipher evolved bots' codes more easily.

I haven't worked on any coding of bots recently, but I'm very confident I can get this working (and it'd help me to write some bots too).

I'm also thinking I might be able to have it work the other way, being able to take infix and translate it into postfix (while also preserving the infix version, or parsing it back for later editing).

Does this sound like something that would be helpful, or am I being overly ambitious here?

2
Bugs and fixes / 2.44.1a Release!
« on: May 26, 2009, 10:21:13 AM »
Here it is.

Basically just removed missing or broken features and fixed several bugs.

It should run faster and better, with fewer errors.

3
Suggestions / Notable Improvement Possibilities
« on: May 19, 2009, 11:43:04 AM »
I finally have VB6 running on vista (somehow).

I looked at the code and these immediately came to mind:

-Smiley mode is 100% broken, and should be removed

-Translocation and amplification mutations exist, but must be fixed before being usable

-Point mutations should be redone so that the result is more random (no casting from number to type and back that would result in lower end values)

-Only nine ties may exist at once, and one of the sections of code for the ties has an incorrect value (might be hard to find again, but there is definitely one in there, I think on tie 3)

-Some of the sysvars don't do anything, while others I think do stuff but are hidden from the user (Not 100% sure about this one)

I know very little VB, so I can't imagine fixing these properly myself, however, I may give it a try.

For those wondering, I am referring to the 2.44.1 code on the repository.

4
Interesting behaviour bots / Circle Feeder
« on: May 13, 2009, 03:14:22 PM »
It doesn't do what I planned it to do, but it does work very well under harsh condition (ie. outnumbered 100 to 5)
Run it in leagues if you want, but it is definitely a good eco-sim bot, as it seems to avoid causing (complete) extinction of other species.
It is quite odd, using both sexual and asexual(only when endangered though) reproduction.
Also is a good example of using ties effectively(More so than the last bot) as well as some boolean logic.

Anyway, here is the code:
Code: [Select]
'CircleFeeder
'
'Will connect to two bots using ties
'
'Will not make a third tie to bots of its own species, but will tie to one bot of another species
'
'Uses sexrepro by attempting to link with bots of opposite gender




'Define
def friendlink1 222
def friendlink2 223
def foelink 304
def gender 403
def male 10
def female 11

'Tie opposite gender
cond
*.eye5 0 >
*.in1 *.gender sub abs 1 =
start
1 .up store
clearbool
*.gender .male =
dupbool
-10 .shootval store
-8 .shoot store
*.friendlink1 0 =
dupbool
dupbool
.friendlink1 .tie store
.friendlink1 inc
not
*.friendlink2 0 =
and
dupbool
.friendlink2 .tie store
.friendlink2 inc
stop





'check fertilized
cond
*.nrg 1000 >
*.body 200 >
*.fertilized 0 = not
start
50 .sexrepro store
stop



'Tie enemy
cond
*.eye5 0 >
*.in1 *.gender sub abs 1 >
*.tie 0 =
start
.foelink .tie store
stop


'prevent unwelcome ties
cond
*.tiepres .friendlink1 =
not
*.tiepres .friendlink2 =
not
*.tiepres .foelink =
not
start
*.tiepres .deltie store
stop


'adjust ties to rotate
cond
*.refeye 0 >
start
*.refxpos *.refypos angle .setaim store
stop

cond
*.refeye 0 =
start
10 .aimdx store
stop


'set gender
cond
*.gender 0 =
start
2 rnd 1 =
dupbool
.male .gender store

not
.female .gender store

stop


cond
*.nrg 2000 >
start
10 .strbody
stop

cond
*.nrg 1500 <
start
100 .fdbody store
stop

'feed
cond
start
.foelink .tienum store
-20 .tieval store
-1 .tieloc store
stop



'share
cond
start
99 .sharenrg store
01 .sharewaste store
99 .shareshell store
99 .shareslime store
stop


'tell gender
cond
*.out1 *.gender = not
start
*.gender .out1 store
stop


'If our population is too low, then allow nonsexrepro, but do a thorough prevention check
cond
*.totalmyspecies 10 <
*.robage 0 >
start
50 .repro store
stop

5
DNA - General / Bots with Arrays
« on: May 12, 2009, 10:05:34 AM »
I had a great idea this morning:

What if a bot used a chunk of memory and treated it like an array?

For the most part, I know it can work, but there is one problem; it wouldn't be able to use the whole array in one cycle.

I can't think of a single-cycle solution.  Of course, if you define the upper and lower bounds of the array (which, coincidentally, allow it to be added to and expanded simply by incrementing the upper bound and storing the new data to the new upper bound) you can go through one or two values in the array each cycle, but without the ability to use a loop I don't think you can be certain you will look at the whole array every cycle.

I want to find a way around that problem, but I don't know what to do.  Of course, if you could increase the number of genes in a bot every time the array size increased, then you could simply add a gene for each value in the array, but I don't think that is possible.

If there was a structure like the Codule that could be called by other genes, that would also work, but alas, that is a thing only found in DB3, which still is not up and running (But is still getting there).

Any ideas?  If not, then this is one of DB2's bottle-necks, and would drastically hinder evolution in the program.

6
Interesting behaviour bots / TieRotation
« on: May 12, 2009, 09:41:01 AM »
This little gem creates quite the interesting evo-sim.  It also demonstrates use of several of the confusing tie features, so it is a good reference if you don't understand them (Although I did clear up some of the confusion on the wiki already).

Code: [Select]
'TieRotation

def nexttie 20
def lasttie 21
def species 971
def wait 22

cond
*.wait 0 >
start
.wait dec
stop

cond
*.numties 2 <
start
*.nexttie .tie store
500 rnd .aimdx store
stop

cond
*.numties 0 >
start
*.tieang1 20 rnd sub 1256 add 50 add 1256 mod .tieang1 store
30 rnd 50 add .aimdx store
stop

cond
*.numties 0 >
*.robage 2 mod 1 =
start
*.lasttie .tienum store
.species .tieloc store
stop

cond
*.numties 0 >
*.robage 2 mod 0 =
*.readtie *.species = not
*.robage 10 >
*.wait 0 =
start
*.lasttie .tienum store
-10 .tieval store
-1 .tieloc store
1 .sharewaste store
stop

cond
*.readtie *.species =
start
50 .sharenrg store
50 .sharebody store
stop

cond
*.numties 1 >
start
*.lasttie .deltie store
stop

cond
*.nexttie *.tiepres =
start
*.nexttie .lasttie store
*.nexttie 2 mod 1 add .nexttie store
stop

cond
*.nexttie 0 =
start
.nexttie inc
stop

cond
*.species 73 = not
start
73 .species store
stop

cond
*.nrg 1000 >
start
10 .strbody store
stop

cond
*.nrg 100 <
start
2 .fdbody store
stop

cond
*.body 1000 >
start
50 .repro store
100 .wait store
stop

cond
*.robage 100 <
start
100 *.tieang add .fixang store
1 .wait store
100 .up store
stop

7
Off Topic / Naiture
« on: May 08, 2009, 02:24:33 PM »
So there is this program being developed (on spare time, and not by anyone on this forum [I don't think]) called Naiture, which is a sequel to a program called aiPlanet. Basically it is an evolution simulation, but on the scale of one whole planet!  Only problem here is that the developer is in need of funds for his work.  He can only work on it as a side project right now, so I was thinking we might be able to stir up some interest, both here, and with those that know about him.  Win win, of course.

I'm not sure what language he is writing it in, and I don't think he knows about us (yet), but I wanted to run the idea past you guys.  I'll say right here though that I don't think there are many people interested in the program right now.  Probably because aiPlanet had no stable versions, and his Naiture website is now (permanently) offline due to uncontrollable circumstances.

What do you guys think?

8
Darwinbots3 / DB3 Questions
« on: April 29, 2009, 10:45:06 AM »
I put this poll together real fast, so if you want to add something, please do.

I appreciate any feedback.

9
DNA Tools / DNA Writing Tool in Java
« on: April 16, 2009, 04:18:34 PM »
I have decided to write a tool to assist in the creation of Bots using Java.

I have lots of fundamental things to work on before it gets anywhere, but I need to know what features everyone wants.

I plan to make it capable of converting to AND from a new language that I will probably make up as I go.
I will try to make the language very general so that people with experience in Java, C++, or C# (don't know if C users will be good, but I imagine they would) can understand it instantly.

So here is what I know for sure:

-It will be object-oriented
-It will allow for variables to be used (as long as it can find room for them in the bot's memory.)
-It will have built-in Sysvar handling, so you don't have to wonder "What is memory location 50 for again?"
-It will be written in Java
-Therefore, it will work on any computer.

So what I need now is feedback and feature suggestions.

10
Internet Mode Commentary / When was the last time...
« on: March 31, 2009, 06:41:16 PM »
When was the last time anybody got a bot besides their own teleported in by internet mode?

I never have myself...

11
Darwinbots3 / Darwinbots 3 Progress
« on: March 24, 2009, 10:09:48 AM »
Since we are likely less than a year from the first Darwinbots 3 milestone I figured it would be good to bring it some more attention.  I get the feeling that most people that use this forum are pretty much in the dark about what is going on with its development, so I want to give everyone an open invitation to ask questions about how things are going and what to expect.  Don't be afraid to ask questions or make suggestions, I am open to anything, and some feedback would be healthy for the project.

Now it's your turn, ask away!

12
Darwinbots3 / Username and Password request
« on: March 07, 2009, 11:44:45 AM »
Following the wiki instructions, I am posting this to request a username and password so that I may contribute to the progress of Darwinbots3.

I would also like to know if any of the solutions are known to work, as I want to make sure everything is set up properly since none of the solutions seem to build successfully yet.

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