Darwinbots Forum
Bots and Simulations => DNA - General => Topic started by: spike43884 on November 22, 2014, 04:32:18 PM
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I need 1 gene which litterraly changes NRG and body (can use a freevariable) preferably, I just choose a value in COND for existing NRG/BODY ratio, and just enter a value into (free variable or) action in gene, to switch between making more NRG than body, or making more BODY than nrg...
Pleas set it to making more BODY than NRG in any replys...
This gene needed is purely for bots that I have which are OP, but cost to much so they are more efficient...
AND for a bot im making which is quite a cool fighter, but when its outnumber'd its pathetic...because it takes a while to finish them off...
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.fdbody might work
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.fdbody might work
Shadow gave me a script for it...
BTW Spork, I made a mass-bot submission into the starting gate of plants, it'd the 'ALGA REED SERIES' and I was wondering if you could run a pondmode sim to see if you can get a good evolution of one.
Its really meant to be a long chain, going from top to bottom, hopefully even the bottom getting smaller than top...Then when A good evolution is done, I'll just get it to fire at corpses, for bonus nrg.
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I can do that. So, standard F1 settings, but with pond mode?
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I can do that. So, standard F1 settings, but with pond mode?
Yes. you can put any predators you like, though its not been testing with predators...I generally turn down sediment a bit as well.
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All right. I'll get right onto it! :D
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One more thing. Should I put all three types into the same simulation, or is there a certain one you want me to put in?
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One more thing. Should I put all three types into the same simulation, or is there a certain one you want me to put in?
In the post I think it specifies the best 1, I think its number 2, but your welcome to put the others in if you like...Maybe put number 2 and number 3?
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Yeah, number 2 was the best one of the three. I'll keep evaluating them
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Yeah, number 2 was the best one of the three. I'll keep evaluating them
K. I've not yet tested them out of pondmode, if you get a good evolution you could see how it reacts out of pondmode :)
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They're getting better but I was wondering what bot would be a good herbivore in pondmode environments? I need something to cut down the population a bit.
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They're getting better but I was wondering what bot would be a good herbivore in pondmode environments? I need something to cut down the population a bit.
Hmm, thats a tough one, i've not developed any pondmode specific hunters really, I guess you could use Moonlander (the DNA is below - BTW I didnt post it to forums before)
'Derived from:"StrandMB"
'By spike43884
'I created "Moonlander" after accidentally putting strandMB into pondmode and
'an unusual improvement in efficiency, I created an anti-sink and it works effectively
def head 50
def float 51
def maxlen 52
def minlen 53
start
500 .maxlen *.maxlen 500 sub sgn 1 add mult store
stop
cond
*.tielenx *.maxlen >
start
*.tinlenx 10 add *.tielenx store
stop
or
def minlen 50
def maxlen 500
cond
*.tielenx .maxlen >
start
*.tielenx 10 sub .tielenx store
stop
' Gene 1 Food Finder
cond
*.eye5 0 >
*.refeye *.myeye !=
start
*.refveldx .dx store
*.refvelup 30 add .up store
stop
' Gene 2 Eat Food
cond
*.eye5 50 >
*.refeye *.myeye !=
start
-1 .shoot store
*.refvelup .up store
stop
' Gene 3 Eat Food (BODY)
cond
*.eye5 50 >
*.refeye *.myeye !=
start
-1 .shoot store
-6 .shoot store
stop
' Gene 4 Avoiding Family
cond
*.eye5 0 =
start
314 rnd .aimdx store
stop
' Gene 5 Reproduce (HEAD)
cond
*.nrg 15000 >
*.head 0 !=
*.robage 0 !=
start
40 .repro store
stop
' Gene 6 Reproduce (BODY)
cond
*.nrg 10000 >
*.head 0 =
*.robage 0 !=
start
50 .repro store
stop
'Gene 7 Duplicate
cond
*.numties 0 =
*.robage 0 !=
start
12 .repro store
.head inc
0 .robage store
stop
'Gene 8 Recombine (BIRTH TIE)
cond
*.robage 0 =
start
.tie inc
stop
'Gene 9 Splits.
cond
*.nrg 20000 >=
*.multi 1 =
*.head 0 =
start
.deltie store
.head inc
0 .robage store
stop
'Gene 10 multibot control center (HEAD)
cond
*.multi 1 =
*.head 0 !=
*.robage 0 !=
start
45 .sharenrg store
100 .fixlen store
85 .stifftie store
stop
cond
*.multi 1 =
*.head 0 !=
*.robage 0 !=
start
45 .sharenrg store
100 .fixlen store
85 .stifftie store
stop
'Gene 11 multibot control center (BODY)
cond
*.multi 1 =
start
50 .sharenrg store
'30 .fixlen store
85 .stifftie store
300 *.numties mult .fixang store
stop
'Gene 12 Going up (HEAD)
cond
*.head 1 =
*.rdboy 2000 <=
start
28000 .setboy store
stop
'Gene 13 Going down (HEAD)
cond
*.head 1 =
*.rdboy 30000 >=
start
-28000 .setboy store
stop
'Gene 14 Food = Neutral Bouyancy
cond
*.eye5 0 !=
*.refeye *.myeye 0 !=
start
16000 *.rdboy sub .setboy store
stop
end
or, if you really want to screw things up, if you go into starting gate somewhere theres a bot I made called 'Dizzy' Its not specifically made for pondmode, and its not the strongest hunter, but its a pretty weird thing. Its unique tactic is that it, spins its prey... Hence the name dizzy. It pretty much forces them to do the spinning that animal minimalis does when theres no prey. But, it does it much much crazier. You know the little nucleus (squiggle thing) in the center of the bots, its spun them so fast, that the nucleus actually starts to rapidly change shape and fire about the place. The weirder thing still, after the prey is spun for a while, the eyes of the prey actually change, as in they all get weirdly shaped eyes that are random sizes, normally quite fat and short. The eye thing doesn't effect most veggies, but it certainly screws up predators.
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P.S. If you want to run a non-pondmode evolution sim, have a go with BANTA! and Snake 0.2
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All right.
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All right.
Ok :) try to post some stuff every... 25000 cycles roughly?
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As just an update? I guess I could do that. Or whenever there's something cool happening.
Just as something to think about, what would be the advantage of having a tail that tapers as it goes down?
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As just an update? I guess I could do that. Or whenever there's something cool happening.
Just as something to think about, what would be the advantage of having a tail that tapers as it goes down?
Originally it was for looks, but then I realised, oh wait this could function. Corspes don't float, they don't update bouyancy so sink.
Corpses feed veggies very well.
Now, veggie in pondmode has to be high when using chloroplasts to get sunlight, but wait, if it had a tail tapering down, it could also eat dead bots.
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Ohhh. Was I supposed to put corpses on?
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Ohhh. Was I supposed to put corpses on?
Oh yes, not everyone puts on corpses :P
Silly me. Yeah, corpses are beneficial. It makes every sim more realistic.
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A little side note, could you later on run an evolution sim for this vegetable as well: http://forum.darwinbots.com/index.php/topic,6700.0.html (http://forum.darwinbots.com/index.php/topic,6700.0.html) - Normal (not pondmode) F1 conditions but slightly bigger 'area'? & Corpses ON, Animal_Minimalis as predator
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Sure, I guess. And what type of decay should it be?
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Sure, I guess. And what type of decay should it be?
I think I have it on NRG, but im not sure exactly.
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All right. I'll tell you if anything interesting happens.
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All right. I'll tell you if anything interesting happens.
[/quote
Thanks
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I'm getting ones that hang around way up at the top. No definable stalactite-shaped tails yet. On the bright side, I found out that the zombie virus Shadow and I made is still powerful enough to spread in pondmode using the alga reed. (In a different sim, of course. Once those zombies get going you can't stop them.)
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I'm getting ones that hang around way up at the top. No definable stalactite-shaped tails yet. On the bright side, I found out that the zombie virus Shadow and I made is still powerful enough to spread in pondmode using the alga reed. (In a different sim, of course. Once those zombies get going you can't stop them.)
Ok, one of the primary problems was that they would slowly sink, do make sure to mark out the successfully floating ones.
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Yes, I'm getting that problem too. The majority of them remain on the top though.
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Yes, I'm getting that problem too. The majority of them remain on the top though.
Well, remaining at the top is the first good thing, could you take a screenshot and attach it?
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All right, I got a snapshot. I guess there's always the ones that travel to the bottom too. Perhaps this could be some type of life cycle thing to them, as in, they float down, feed on corpses until they're full, and then float up and absorb sunlight until they can reproduce?
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All right, I got a snapshot. I guess there's always the ones that travel to the bottom too. Perhaps this could be some type of life cycle thing to them, as in, they float down, feed on corpses until they're full, and then float up and absorb sunlight until they can reproduce?
thats very likely because of how I programmed the DNA, although it didn't work exactly as I planned (im also not sure if I actually ended up including shooting corpses? but corpses shoot out waste so meh) but I used their current bouyancy and Y position to decide how more bouyant they needed to be, so it does increase probability they'd float up and down a bit.
Does look pretty cool in the snapshot, how they're in the sort of groups. Its turning into quite an interesting vegetable actually.
P.S. Do you know any way to introduce another species into an already running simulation?
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As in, adding another one to the list of ones that you can put in and then continuing the simulation as if nothing happened?
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As in, adding another one to the list of ones that you can put in and then continuing the simulation as if nothing happened?
Yep. After we've run it for a bit longer im thinking of adding in a 2nd vegetable and a predator. Because reed has no defence, Im going to select a vegetable that can defend itself, so that cuts back numbers meaning that reed will only be suppressed, not extinct.
I already think I might have selected a suitable 2nd plant, but a predator im still mulling over.
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edit:species then add the species that you want and click change. then click the toggle bot insertion and click where you want the bot to go.
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edit:species then add the species that you want and click change. then click the toggle bot insertion and click where you want the bot to go.
Ahh thanks, were just running a fun little simulation, and its created life cycles now.
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yerp