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Messages - Greven

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1
Suggestions / Evolving Reproduction
« on: December 15, 2006, 10:16:55 AM »
Zinc Avenger well said. Introducing artificial constraints on DNA/genome level aint doing any good, "Life takes it own path" or whatever Dr. Ian Malcolm said in Jurassic Park.

It would indeed be funny to create a DNA parser, which could turn evolved DNA into a more readable form.

2
Off Topic / How are you guys?
« on: September 30, 2006, 04:23:28 PM »
Well God is punishing DB and its users...

Back in May/June, my girlfriend broke up with me. We were really true soulmates, no doubt. Obviously becuase I spent to much time on modding Civ4 and playing around with DB and on the forums. So currently I am trying to change my life dramacticly, and that means staying more or less away from "EVIL DEVILISH FORUMS"

In addition I have got a new job at a software firm and my education is taken increasingly more time from me...

Hope DB will evolve further ofcourse...

3
Off Topic / Computer explosion
« on: July 07, 2006, 02:15:25 PM »
Sorry to hear Num.

Remindes me when I lost 2 computers and 2 bicycles in one month a few years back... Both computers crashed (my laptop and the other one stationary) and both cycles stolen...

4
Suggestions / A Few Suggestions
« on: June 13, 2006, 06:25:16 AM »
The most drastic and best proposal I have seen.

Basically I see alot of potential in such system mainly:
most what you aleardy have written.
However it will make dna more readable (deciphering a 4000 evoluitic  bot, is just a mess!)

But it will also be easier for newcomers to pick you.
We could make a program that parses old bots, and outputs a bot with the new system.

5
Off Topic / New AI is appearing
« on: June 12, 2006, 11:42:52 PM »
It is just a bit funny to see that both times it tries to post in forum where only new threads are allow by moderators/admins... Maybe becuase of that we havnt had the oppertunity to see what it has written, yet.

6
Darwinbots Program Source Code / Blocks and Walls existing together
« on: June 10, 2006, 05:30:06 PM »
Actually Endy, I think we could just stick with the surface area (at least until we have an environment grid). Mostly because of the following reasons (as I see it):
A veggy which increases in size, gets more energy, but is certainly also so much bigger, that it actually will mean herbivors sees it faster and it much easier to hit. Small ones on the other hand, gets less nrg, but they will but less prone to getting attacked by herbivors (or omnivores )

I would do as a nice experiment to see what is the most effective. (However this certainly change by the parameters of the sim)

7
Biology / Evolution of Evolution
« on: June 08, 2006, 05:00:22 PM »
Nice find Endy, have read GreyThumb's blob for a while and havnt encounted (read: found) this article.

8
Biology / Biodiversity
« on: June 08, 2006, 04:58:08 PM »
GreyThumb's blog is one of the best I have encounted yet! Very interesting views, links, articles etc.

9
Suggestions / Poff Shots
« on: June 02, 2006, 06:46:40 PM »
God damn you Num! I thought I had such a good idea

10
Off Topic / I'm out for 9 days...
« on: May 30, 2006, 11:09:38 AM »
Woohoo first TRUE massive run of DB!!!

11
Suggestions / Poff Shots
« on: May 30, 2006, 11:07:42 AM »
bump...

And not hard to implement either, only very small codes changes. And older bots still function...

12
Suggestions / Poff Shots
« on: May 30, 2006, 11:03:56 AM »
Actually I see it all on another "plane"... hehe

No what I mean is "changing" the whole death thing. Not changing as complete redesign, but changing in the way the program handles death.

Please correct me if I am wrong on any of these assumptions:

Overall
When a bot has 0 body, it is okay, it still lives. This is unrealistic say that a living being can have a functional mechanicy (a word? ), but no actual phycial form, is somekind of trenscendant energy life form . This needs to be changed I believe. So if a bot reach 0 body, it dies, like it dies when hitting 0 energy.

Corpses
If corpses are enable, the corps should not "shot" out energy. Instead the body/energy left in it will slow decrease by a fix amound or percentage (user defined). So if we have corps feeders they need to actively "attack" the dead bot, instead of passively being besides it, getting energy.

No corpses
If we dont have corpses enable. Then the energy/body left in it can:
1. Disappear (not farvored by me)
2. Shot out "poof" of x shots in random direction with y energy in each
3. The last attacker gets all the remaning energy/bodt.

The first one is not good by an "energy presevation view".
The second, is the best, but is CPU intensive.
The last one, I think is the best. Rewarding the bot that hunted down and killed this bot, but it aint realistic, but in preserves energy and it aint CPU intensive, so it could be good compromise.

What do you think? Not altering the sim so much and still getting a more realistic feel to the sim?

13
Off Topic / Simulating the Universe
« on: May 01, 2006, 05:07:57 PM »
Anyway a nice introduction to the The Quantum Computer. And I think he is danish...

14
Suggestions / New Virus Paradigm
« on: April 25, 2006, 09:26:08 PM »
Quote
NB: Plural of virus is viruses. The forms virii and vira are cases of Hypercorrection.

Ah okay, but in danish it is "vira", I just thought that the word "virus" were latin or something (maybe greek), and thus making "vira" the plural of virus in most indo-european language (and especially those that were influenced by latin... (((((although english is not directly influenced by latin, it has some roots in it))))))   )

Who cares? You did understand want I wrote, but I will follow your note. (if I remember it... )

15
Off Topic / Just a random update from my life!
« on: April 25, 2006, 09:19:34 PM »

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