Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - k0zm0

Pages: [1] 2 3
1
Suggestions / Call to Programmers
« on: October 15, 2008, 11:09:54 AM »
I learned C#.
I'm currently making a Travian Bot, that will be completely autonomous.
Also I'm making a Settlers of Catan bots, that will self-improve using genetic algorithms.
I've come a long way since my last post under suggestions. I've been reading a lot about genetic programming.

I will take a look at the new code 3.0 code, if I can...

2
Bugs and fixes / does .setboy work? OPEN
« on: February 05, 2008, 05:04:16 PM »
Quote from: EricL
I will leave this bug open for further disscussion.

Thanx... I'll just make some vegs move to the top for the time being...

3
Bugs and fixes / does .setboy work? OPEN
« on: February 04, 2008, 10:44:22 AM »
Quote from: rsucoop
when you go to debug it, and open the consule and type ? .setbody does it display a number with > = to something? That would tell if you if it is working or not.

I have earth gravity turend on. I'll attach the sim for you...

result of debug:

? .setboy
 314-> 2000

? .rdboy
 315-> 0

Isn't that strange?

4
Bugs and fixes / does .setboy work? OPEN
« on: February 04, 2008, 07:09:32 AM »
Quote from: EricL
Don't know, but I'll take a look.  Your using pond mode, right?
Yes. I also changed the sun values...

5
Interesting behaviour bots / FarmerBot
« on: February 04, 2008, 06:57:04 AM »
Quote from: rsucoop
Nice bot. I have to say every simulation I ran, no matter where they started, they always seemed to collect in some line, trying to harvest my own Slim Evo with some success.

Thanx, I'll try to make more interesting behaviour bot soon...

6
Simulation Emporium / FarmerBots
« on: February 04, 2008, 06:54:49 AM »
Quote from: Peter
What simulation?

I modified it... I forgot to upload the file :-)

7
Interesting behaviour bots / FarmerBot
« on: February 03, 2008, 01:43:02 PM »
def id1 971 '971
def id2 972 '972
def maxnrg 973
def maxbody 974
def distance 975
def skavt 51
def seq 52

start
*.robage 0 =
1 1 =
and
*.tiepres .deltie store
628 .aimsx store
1000 .maxbody store
1000 .maxnrg store
500 .distance store
clearbool

*.eye5 30 >
*.refeye 0 =
and
*.skavt 0 =
and
*.out1 *.in1 =
and
*.out2 *.in2 =
and
*.refnrg 1000 >
and
-1 .shoot store
clearbool

*.eye5 30 >
*.refeye 0 =
and
*.in1 0 =
and
*.id1 .shootval store
.out1 .shoot store
clearbool

*.eye5 30 >
*.refeye 0 =
and
*.in2 0 =
and
*.id2 .shootval store
.out2 .shoot store
clearbool

*.eye5 30 >
*.refeye 0 =
and
*.out1 *.in1 =
and
*.out2 *.in2 =
and
*.skavt 0 =
and
*.refnrg 1000 <=
and
1000 rnd .aimdx store
clearbool

*.eye5 0 =
*.id1 *.id2 dist *.distance *.totalmyspecies 3 div mult <
and
*.skavt 0 =
and
1000 rnd .aimsx store
clearbool

*.eye5 30 >
*.refeye 0 =
and
*.out1 *.in1 !=
and
*.out2 *.in2 !=
and
0 *.in1 !=
and
0 *.in2 !=
and
*.skavt 0 =
and
-1 .shoot store
clearbool

*.robage 20 >
*.eye5 50 >
and
*.refeye 0 =
and
*.id1 0 =
and
*.id2 0 =
and
*.xpos .id1 store
*.ypos .id2 store
clearbool

*.id1 *.out1 !=
*.id2 *.out2 !=
and
*.id1 .out1 store
*.id2 .out2 store
clearbool


*.eye5 50 <
*.maxvel *.vel >
and
*.fixed 0 =
and
*.robage 40 >
and
*.maxvel *.vel sub 10 div .up store
clearbool

*.thisgene 0 >
*.genes 1 !=
and
*.thisgene 1 sub .delgene store
clearbool

*.thisgene 0 =
*.genes 1 !=
and
*.thisgene 1 add .delgene store
clearbool

*.eye5 0 >
*.refeye *.myeye !=
and
*.skavt 0 =
and
*.refxpos *.refypos angle .setaim store
clearbool

*.eye5 0 >
*.refeye *.myeye !=
and
*.skavt 1 =
and
*.id1 *.id2 dist *.distance *.totalmyspecies sqr mult >
and
*.numties 0 =
and
*.refxpos *.refypos angle .setaim store
clearbool

*.eye5 0 >
*.refeye *.myeye !=
and
*.skavt 1 =
and
*.id1 *.id2 dist *.distance *.totalmyspecies sqr mult >
and
15 .aimsx store
clearbool

*.fixed 0 !=
1 1 =
and
0 .fixpos store
clearbool

*.waste 100 >
*.refeye 0 =
and
*.eye5 30 >
and
100 *.waste sub .shootval store
-4 .shoot store
clearbool

*.maxbody *.body <
*.maxnrg *.nrg <
and
*.skavt 0 =
and
628 .aimdx store
50 .repro store
clearbool

*.id1 *.id2 dist *.distance *.totalmyspecies sqr mult >
*.skavt 0 =
and
*.id1 *.id2 angle .setaim store
clearbool

*.eye5 30 >
*.refeye *.myeye =
and
*.in1 *.out1 !=
*.in2 *.out2 !=
or
and
-1 .shoot store
clearbool

*.eye5 0 >
*.refeye *.myeye =
and
*.out1 *.in1 =
and
*.out2 *.in2 =
and
*.refaim .setaim store
clearbool

*.maxbody *.body >
*.maxnrg *.nrg <
and
100 .strbody store
clearbool

*.robage 2500 >
*.maxnrg 2 div *.nrg <
and
1 .skavt store
clearbool

*.robage 2500 >
*.maxnrg 2 div *.nrg >
and
*.numties 0 =
and
0 .skavt store
clearbool

*.id1 *.id2 dist *.distance *.totalmyspecies sqr mult >
*.refeye 0 =
and
*.eye5 30 >
and
*.seq 0 =
and
*.skavt 1 =
and
*.reffixed 0 !=
and
0 .shootval store
.fixpos .shoot store
clearbool

*.id1 *.id2 dist *.distance *.totalmyspecies sqr mult <
*.refeye 0 =
and
*.eye5 30 >
and
*.seq 0 =
and
*.skavt 1 =
and
628 rnd .aimsx store
clearbool

*.id1 *.id2 dist *.distance *.totalmyspecies sqr mult >
*.refeye 0 =
and
*.eye5 30 >
and
*.seq 0 =
and
*.skavt 1 =
and
*.reffixed 0 =
and
1 .readtie store
1 .tienum store
1 .tie store
1 .seq store
clearbool

*.skavt 1 =
*.seq 1 =
and
*.numties 0 !=
and
*.id1 *.id2 angle .setaim store
clearbool

*.skavt 1 =
*.seq 1 =
and
*.numties 0 =
and
0 .seq store
clearbool

*.skavt 1 =
*.seq 1 =
and
*.numties 0 !=
and
*.eye5 10 >
and
70 rnd 70 rnd sub .aimsx store
clearbool

*.skavt 1 =
*.seq 1 =
and
1 .tienum store
628 .tieang1 store
clearbool

*.eye5 30 >
*.refeye 0 =
and
*.reffixed 0 =
and
*.skavt 0 =
and
*.refmulti 0 =
and
1 .shootval store
.fixpos .shoot store
clearbool

*.skavt 1 =
*.seq 1 =
and
*.numties 1 >
and
*.tiepres .deltie store
clearbool

*.skavt 1 =
*.seq 1 =
and
*.eye5 0 >
and
628 .aimsx store
clearbool

*.skavt 1 =
*.seq 1 =
and
*.id1 *.id2 dist *.distance *.totalmyspecies sqr mult 2 div <
and
*.tiepres .deltie store
0 .seq store
0 .skavt store
clearbool
stop

8
Simulation Emporium / FarmerBots
« on: February 03, 2008, 01:40:48 PM »
In this simulation you will see a two diferent colonies of same bot. Red colony of Farmers1 and blue colony of Farmers2... Why did I make two different species of the same bots? Well, first reason is that  *.totalmyspecies would count all the bots of the same genome and second is that bots of different colonies would fight each other.

The point of this simulation is:
Bots can move by the distance of the designated point relative to the *.totalmyspecies.
The more there are bots, further they can go.
There are scout bots. They gather vegs that are too far and bring them closer.

Watch and enjoy...

P.S. Could somebody try to add some kind of virus to the sim. I also added virus protection and I don't know if it works...

9
Suggestions / self-scripting bots
« on: January 31, 2008, 09:03:54 AM »
Imagine that bot would be able to rewrite it's own code.
That kind of function could be added...

Appending gene code, altering gene code, deleting gene code, altering conditions, adding defences on spot...
The same code could be used to change bots through ties, perhaps to make from each bot a different organ...

I was thinking what mechanism could be used to make such alterations and I came up with this:
define gene location -> define line of the gene -> function (delete, append, alter)...

I know that kind of feature could be used for "evil" too. I think it could be used to repair genes and to see what happens in evolutionary simulations...

10
Suggestions / sysvar2.21
« on: January 31, 2008, 08:22:06 AM »
Quote from: Numsgil
You don't need one anymore.  It's all been incorporated in to the program to make doing releases easier.
Oh, I didn't realize that. Thanx a lot...

11
Suggestions / sysvar2.21
« on: January 31, 2008, 07:12:16 AM »
I've been away from these post for a while. Do the new versions of DB require sysvar2.21 or not?
If they require it, why is it so that sysvar2.21 is not magically included in new buddy drops?

12
Bugs and fixes / does .setboy work? OPEN
« on: January 31, 2008, 07:01:32 AM »
Does .setboy work in the new versions?
I don't know...
Or I'm doing something wrong...

cond
*.robage 0 =
start
200 .setboy store
stop

13
Suggestions / Some suggestions after a long long time...
« on: November 25, 2007, 12:40:01 PM »
Quote
QUOTE
The point we had survived so far is that DNA has a safeguard... I'm talking about chromosome pairs...
is just plain incorrect. Majority of life on earth (if you count individuals) don't have pairs of chromosomes - they have a single chromosome and they have been very successful in surviving for millions and millions of years.

Well, when I was talking about "we", I was referring to humans...  Like I know nothing about other forms of life. I study pharmacy, you know... I most cases bacteria is our main target. To defeat the enemy, you must know the enemy.  What I'm saying here is to make a safeguard for mutations. Single strand of DNA if fine (in current DB), but mutation can quickly corrupt the code... In nature we're talking about chemical and/or physical interactions, here we can only talk about virtual... Beneficial mutation can't occur in virutal simulation due to difference in code structure...

So we'll have to limit it somehow... That was the whole point of proposing that. Possibility of sexual reproduction is only a side effect...

14
Suggestions / Some suggestions after a long long time...
« on: November 23, 2007, 07:52:19 AM »
Hi everybody... It's been a long time since I last visited this page...


First suggestion


I'm not too fond of the code as it is... The mutation is random, it piratically isn't  beneficial to anyone...
The point we had survived so far is that DNA has a safeguard... I'm talking about chromosome pairs...
If one of the chromosome pair fails to do it's job, we have a "backup". So what I'm suggesting is a dual code system... This dual code system could also be used as a sexual reproduction system...

Example:

Current system:
   We have a 3 gene code in our bot. Like... A B C. Let us say that it work perfectly. The mutation then damages the B gene. Then : A B* C. Our robot no longer functions.

Dual code system:

We have a 3 gene code in our bot. Like... A B C & A B C. The mutation damages the B gene...
Then: A B* C & A B C. Our bot can still function because the robot can execute the code...

Also we have sexual reproduction. When it reproduces, Robot 1 donates 1 half of the code A B* C & A B C.
Robot 2 donates 1 half of the code A B* C & A B C.

Now we have possible combinations: ABC&ABC , AB*C&ABC, ABC&AB*C and AB*C&AB*C

75% of the descendants work normally ,  25% of the descendants have only the mutation gene...

The problem is choosing what gene to run... How can a bot know if it's running OK?
One way is to mark the gene that has mutated. The normal gene could run normally, the mutated one is blocked. But when we have this situation:AB*C&AB*C, markers would go away and we would get completely new organism, because we have all mutated genes... All it has to do is survive and reproduce...

How can a bot know which bot is it's own species?
Hash could be calculated from the "good" genes and could use it to recognize a potential mate. Mutated genes are excluded from the calculation.

The real problem it that this is an eukaryote model not prokaryote model (bacteria)...
But as mentioned many times before... Darwinbots have nothing to do with real world life...

Second suggestion

What happened to the material? Calcium, Silicate,...? Bots could build walls from that kind of material, could gather it to incorporate it into shell... Nutrients could be used by vegs and bots as an essential material for life... Oxygen and carbon dioxide could be used in darwinbot universe to convert energy to mater and vise versa.

The complexity would be beneficial and make the system more stable...


Conclusion  

I'm no programmer... If I could be, I would make my own version...

15
Suggestions / Tielen
« on: April 12, 2005, 10:28:27 AM »
I suggest adding .treftielen to reference tielenght...
With some coding we could prevent tearing the ties apart...

Pages: [1] 2 3