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Topics - Numsgil

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286
Short bots / Animal Minimalis (4G)(Numsgil)-10.03.05
« on: March 10, 2005, 05:27:57 PM »
Code: [Select]
'Good for mutation sims and for newbies to see how a basic bot works.
'Contains everything necessary for it to survive and reproduce.

cond
*.eye5 0 >
*.refeye *.myeye !=
start
*.refveldx .dx store
*.refvelup 30 add .up store
stop

cond
*.eye5 50 >
*.refeye *.myeye !=
start
-1 .shoot store
*.refvelup .up store
stop

cond
*.eye5 0 =
*.refeye *.myeye = or
start
314 rnd .aimdx store
stop

cond
*.nrg 20000 >
start
10 .repro store
stop
end

287
Off Topic / Writing in Non-English on a Computer
« on: March 09, 2005, 03:45:58 AM »
This is mostly just curiosity, but how do you write non english into a computer?  If you have a roughly latin language, the standard english keyboard is pretty close to what you need anyway, but what about Russian?

How does that work?

288
Off Topic / Basic Logic
« on: March 08, 2005, 05:19:33 PM »
It's come to my attention that not everyone here is familiar with basic logic.  Some have even gone so far as to rationalize their preconceptions with home grown 'logic' that suffers from logical fallacies.

Here's a primer course on logic.

Second, we should be aware of what is known as the 'Null Hypothesis'.  Here you go!.  And here you go again.

Last, understand how science works.  It does not say 'this is right'.  It says 'this sure fits all the data better than any other thing anyone's come up with (and is older than any new theories that explain the data equally well)'.

Here's how it works!

Check out the list of logic fallacies in the first link on logic I gave.  Bonus points to anyone who catches me in a logical fallacy and names it.

289
Announcements / Get your buggy, half working version of 3.0
« on: March 07, 2005, 03:17:49 AM »
A couple of people sent me messages asking for a buggy, half working version of the program a few days ago, but the code's been so much a mess (I was overhauling the collisions system.  Bots actually collide more or less correctly now!) I hadn't been able to send one out.  I just got it working a few minutes ago, so its ready for people to play with.

Everyone who still wants one, send me a PM or email with an address I can send it to.

290
Dead-End and Solved Suggestion Requests / Programming 3.0 update
« on: March 04, 2005, 09:09:33 PM »
Thought everyone deserved to know how far I am in 3.0

Right now I'm speeding the program up.  So far I've managed to increase the speed of a 1000 robot simulation on my computer by 3x.  And that's with a bubble sort thrown in there(the least efficient sorting algorithm).

DNA limits on viruses and DNA have been removed.

Shots balancing is more or less finished.

New *.thisgene command for making viruses.

Env grid PY was working on was thrashed out to bare minimum.

You can now load a background pic instead of that constant blue.

Reorganized options screen.

Corpse mode, pondmode, day/night mode are all seperate from one another now.

Anywhere shot added, so you can do *.shang .aimshoot store to fire back at bots that hit you.

Limits on shell and slime removed to help match the ability to power up a shot.

I think that's it.

The big stuff: stomachs, energy types, and specialization are still being worked on.  I got side tracked with making the progam run faster.  When I am satisfied I have a system working right that's faster than before I'll start on the big stuff.

291
Off Topic / Genesis, 2001, and Darwin
« on: March 02, 2005, 08:13:34 AM »
I will outline one of my personal beliefs on what Genesis tells, giving sources where I may.  Agree, disagree, whatever you want, just don't flame.  If you disagree or add a point, try to find a source (religous, scientific, philosophical) so we aren't just poorly parroting the arguments of others that we only half remember at each other.

Post your own personal belief system you have developed.

I'll occassionaly add sources as I find them.  Gathering sources is a long job though, so I'll post what I have so far.

Note that I cannot prove that there is a God, or that my personal religous beliefs are true, or other such basic points.  Therefore, I assume them as axioms, the same way mathematical proofs are based on unprovable axioms.  Disregard what you will.

Feel free to find logic flaws in my postulates or workings.  For bonus points find the name of the logical fallacy.  (Ad Hominid, etc.)

Overall Hypothesis: God, an immortal ET of great spiritual power, honed the evolution of the Earth through a similar process that we evolve bots in DB, or control the planet in SimEarth.  That is, a largely macromanagemental level.  When the physical form of man had evolved to the desired form He granted them sentience (the gift of a reasoning soul) through the fruit of the tree of good and evil, similar to how the monolith affected the homonids at the beginning of 2001: A Space Odyssey.

Limitations: Does not address the reported 'immortal' nature of Adam prior to 'the fall'.

Postulate: God is an ET.
Source(s): Dictionary.com says an ET is something "Originating, located, or occurring outside Earth".
Reasoning: Genesis states that God created the Earth.  What 'created' means is open to interpretation, but a being cannot 'create' a place it itself was created on.  Therefore, if we assume that there is indeed a Creator, He could not have been created on Earth.  If he always was as he is now, then he never was created anyway, so there is no place of His creation, therefore God could not have come to exist on Earth.  Therefore, by definition, if God exists He must be an ET.

This seems a rather obvious point to make.  By making it, I am attempting to shift the rather egocentric view that the Earth is somehow the center of the universe (if not literally than figuratively).

That is, it is extremely arrogant of us to think that God has the time or desire to individually design every organism.  See the last postulate below.

Postulate: Man's physical form existed prior to Adam.
Source(s): Any basic biological textbook.
The widely held belief that Adam was roughly 6000 B.C.
Fossil Record.

Postulate: The state of Adam before the fall represented a state of non-sentience, similar to what modern Chimpanzee's possess.
Sources:
Reasoning: This is harder to prove outright.  One must read between the lines.

First off, higher apes can be taught basic language skills.  These language skills present a state of mind likely no more advanced than a Down syndrome person or a young child.

Neither young children nor retarded people are generally considered accountable for their actions (religously anyway).  Why is this?  We may say it is because they lack what we define ourselves as possessing.  A reasoning soul, sentience, agency, whatever you want to call it.

Thus you see I group apes, young children, and the retarded in that category I call 'non-sentient'.  Note that I am not insulting the intelligence of young children or retarded people, but praising the intelligence of the great apes, which has unfortunately been underestimated over the years.

Now, the truly telling sign of the non-sentience of man prior to the fall can be seen in God's reaction to Adam deciding he was naked.  Most ape researchers have noticed deceptive behavior in their subjects (ie: lying).  Children also often lie.  Both do so transparently.  Researchers and parents alike aren't fooled by their charges' deceptions, but often play along to teach a lesson or show a point.

When God discovers that Adam has hidden himself, He does not seem angry.  He asks "have you eaten from the tree I told you not to?"  He obviously knows the answer (he's God afterall, and Adam probably wasn't very good at lying), so this is like a mother asking a child with chocolate all over his face "did you eat the candy bars you weren't supposed to?"  The mom already knows the answer.  She wants the kid to learn to fess up.

God's reaction to Adam seems much more similar to the relationship between researcher and ape, or parent and small child, than to the relationship between capable reasoning beings.

Postulate: Adam's 'fall' was predesigned, not an accident.  God used this as the delivery system for sentience to man.
Sources: LDS doctrine:
Plan of Salvation
Another link to Plan of Salvation that tells the importance of the fall
Reasoning: I am LDS, so I accept the basic idea of the plan of salvation.  Therefore, I accept the idea of the fall as a predesigned step in the progression of children that God crafted in spirit first.

In the same way that it is now hypothesized that AI comparable to our own cannot be developed by a program that has not lived in the world, so did our growth into sentient life demand a physical body like what God has.

The fruit of the tree of good and evil, wether actual fruit or in some way figurative, was like the monolith from 2001.  Except, in 2001 the advent of sentience resulted in weapons of war.  In the bible, the advent of sentience resulted in the idea of morality, of agency.

Postulate: God was a mutater (like what schvarz likes to do) who groomed life on earth over a long period of time (at least several million years.  Probably more).
Reasoning: There once existed many subspecies of homonids, many existing contemporaneously.  There now is only one.

It may be argued that God 'weeded' out the undesirable strains as he attempted to groom a physical being he found aesthetically pleasing and similar in form to his own.

The case against intelligent design is strong.  It seems much more probable that God (if you assume there is such a person) simply directed the process of evolution over time.  This does not negate the idea that God created us.  If one of us mutates a new strain of bot we claim ownership of it.  We were responsible for the conditions through which this new bot came to be.


That's it.   :bigginangel:  :devil:

292
Tips and Tricks / Using the vel functions
« on: March 02, 2005, 03:57:42 AM »
Since I'm the only one who has posted a bot using the new velocity functions, I thought it would be good to give you a walkthrough for how to use them, and use them effectively.

This technique is smoother than using the fixpos method of feeding and allows easier hunting of other moving bots since you'll match their vector, hanging on them like a shadow.  It is a bit more expensive since this way you are paying to stop.  If you could figure out how to combine the two you could gain the benefits of both.

Alright, first of all find the gene where your bot recognizes that there is a bot in the distance and moves towards it.  Depending on how you implement your bot this may vary, but usually people use this kind of command to actually move forward:

*.vel *.maxvel sub .up store

That's fine, but there's a better way!  Replace the above with these two:

Code: [Select]
*.refveldx .dx store
*.refvelup .yourspeed add .up store

Where .yourspeed is a number representing the speed at which you approach a bot.  Note that this speed is relative to the bot you're chasing, so if a bot is flying towards you you might accelerate backward!  Don't let that worry you, Ymir does that and it hasn't hurt him too much.

Okay, you've got your approach gene set up, but what happens when you get close enough to start shooting?  You're going too fast and you'll collide.  If its a veg you'll be playing soccer with it all over the arena, wasting alot of energy in the process.

Add these lines to the gene where you fire at close bots.  Again the exact implementation of your robot may make some changes necessary, but this should give you a good starting point.

Code: [Select]
*.refveldx .dx store
*.refvelup .up store

You're done!

That's all well and good, but what does a finished robot actually look like, Numsgil?  Well, I'll tell you!  I've taken a simplebot (simplebot5) from PY's tutorial (PY, post a link to that tutorial somewhere!) and added the refvel movement so you can see the difference.  Very easy changes to make, but the difference is marked.  Simplebot5 now actually survives in 2.35!  We've cured it of its 'orbitting' problem too, and very easily.  In fact, it can now beat simplebot8.  Not bad for 4 lines of code you can copy and paste.

Code: [Select]
' Simplebot 1
' Gene1. Simple search pattern.
cond
  *.eye3 *.eye5 >
start
  -70 .aimdx store
stop

' Gene2. Simple search pattern part 2
cond
  *.eye7 *.eye5 >
start
  70 .aimdx store
stop

' Gene 3. Move forward
cond
  *.vel 40 <
start
  '40 *.vel sub .up store
  *.refvelup 30 add .up store
  *.refveldx .dx store
stop

' Gene 4. Shoot the food
cond
  *.eye5 40 >
start
  -1 .shoot store
  *.refvelup .up store
  *.refveldx .dx store
stop

' Gene 5. Reproduce
cond
  *.nrg 5000 >
start
  50 .repro store
stop

' Gene 6. Avoid conspecifics
cond
*.refeye 6 =
*.eye5 0 >
start
180 .aimdx store
stop

end

Changes in gene 3 and gene 4.

Don't be afraid of the new commands!  Many have so much possible uses.  They haven't even been touched yet.  Experiment!

293
Off Topic / A bad week
« on: March 01, 2005, 01:04:14 PM »
Quote
All the top bots use a version of this these days.
Is that a challenge?  :pokey:

294
Off Topic / Default Skin
« on: March 01, 2005, 11:40:13 AM »
The current one up is mine.  I'll work on letting you change to any style you like, but every board needs a default.

295
Announcements / Uploading
« on: March 01, 2005, 11:25:10 AM »
Uploading wasn't happening before, but it's now fixed.

Regular members may now upload up to 100KB per post.  Can't imagine anyone needing more than this.

296
Old Suggestions Awaiting Programming / Synchronizing Multibots
« on: February 28, 2005, 12:17:37 PM »
I've been thinking it over, and I think a counter that is automatically incremented every cycle and passed automatically to children bots, and that can be turned on/off quickly, is just what we need to help us make some multibots.

We already use robage sort of like this, but this'd be better.

297
Suggestions / Fixing Ties
« on: February 28, 2005, 01:12:49 AM »
I'm desperately trying to get a simple 2 or more cell multibot that can swim, either like a jelly fish or a regular fish.

Problem is the ties oscillate back and forth forever and ever.  I can fix that but it does help isolate a problem.

We need bones!  We need ties that aren't stretchy at all.  We can set their stress tolerances beyond which they snap.  Stifftie doesn't quite work well enough for this.

Also, I can't figure out how to get the little bugger to produce the motions of swimming.  Any ideas?

Anyone else ever try making a swimming bot?

298
Old Suggestions Awaiting Programming / Possession
« on: February 26, 2005, 06:34:54 AM »
I think it would be fun if we could 'possess' a bot, and control it.  We could make it move around, fire shots, reproduce, the whole bit.  Would probably only really work for single bots.

Doesn't really add anything to the simulation but it would make the simulation feel less passive.  We could even have a way to darken everything on the screen except what the possessed bots's eyes reveal.

Would help us relate to bots at the very least.   B)

299
Off Topic / Rioters Protest Darwinbots Blood Sports
« on: February 25, 2005, 08:20:27 PM »
[span style=\'font-size:11pt;line-height:100%\']Rioters Protest Darwinbots Blood Sports[/span]

By IMA FAYK, Associated Press Writer

NEW YORK - Protesters gathered outside the third annual Darwinbots convention in New York, NY to protest what they consider "unspeakable acts of cruelty."

"This ranks right up there with cock fighting, fox hunting, and other blood sports," said Robert O'Doyle, President of Women for Animal Rights.  "These are living creatures too.  Forcing these normally peaceful bots to battle to the death in leagues is immoral, uncival, and if I have my way, unlawful."

Every year on January 30th Darwinbots fans gather for DarwinCon to share company, bot techniques, and award the coveted 'Carlo' to bot makers and mutaters alike who have best contributed to the field.

Controversy was brewed late last March when the Biological Overseeing Committe accepted organisms from selected artificial life simulators as officially alive.  Darwinbots was among the list.

"What makes Darwinbots unique is its open ended nature," says Jay Lemmon, a bot maker and Darwinbots programmer.  "It was natural that people would want to see whose bots are stronger in such a system.  The leagues are the natural result."

When asked about O'Doyle's persistant threats to make bot battling illegal, Lemmon responded, "I'm not worried.  While its true most bots being made now are considered alive, the term shouldn't denote anything above the most simple of life forms.  We have no problem using antibacterial soap, or killing stray mice that wander into our homes.

"If we make bot battling illegal, we must declare soap and mice traps illegal too.  Anyway, bots don't suffer during the battle.  They don't feel pain, they just cease to exist for a while."

O'Doyle responded, "It's not the same thing.  We don't make mice battle to the death in arenas for our amusement.  It's not the death of the bots that's cruel, but the deliberate encouraging of aggressive behaviors.

"Also, I'd like to point out that bots do indeed feel pain.  All you have to do is type in ? .pain into the console to see evidence of that."

The issue may come to a head sooner than either party realizes.  Rep. McMillan R - Idaho has proposed a bill in the house to make all forms of "cyber cruelty" illegal, imposing stiff fines and possible imprisonment.  Included on the bill is expected to be a provision for "cruelty to cybernetic and artificial life forms".

The bill is expected to pass the house but the senate has traditionally been slow to pass bills broadening the rights of animals, whether artificial or actual.  The issue is rather evenly split, but not across party lines.  It's caused a great deal of friction between the President and his party.

It is not unlikely that this will become the hot button topic of the 2020 elections, surpassing the war in Syrria and the faltering economy.

300
Suggestions / Physical Sizes
« on: February 25, 2005, 02:09:49 AM »
I'm trying to assign physical sizes to all the components a bot has (muscles, nrg, carbs, etc.)

Carbs, it has been suggested (by schvarz) make a bot swell up since carbs are highly hydrophilic (I think that's what it is).

So I'll be assigning physical sizes to the bits.  A bots' physical size (the size of its circle) is deteremined by the sum of all its bits' physical sizes.  Anyone have any idea how big each bit should be?  This will affect things like friction, sunlight recieved, and proportions in a returned shot.

Also, everything will need a mass, to affect how heavy they make the bot.  This will affect things like accecleration and momentum.

There are already the beginnings of some of this in the program.  I'd like to flush it out.

I can come up with the numbers on my own, but I'd like some feedback on the relative size and mass of all the game components.

Here's a list of all the components I can think of the would have size and mass applied to them.  Things like nrg and amino acids (I'm thinking of having amino acids.) and Oxygen and Carbon Dioxide are considered too small to affect size or mass.

Shell (silicate and calcium)
Carbs
Fats
Proteins
Slime,
Venom,
Poison

So far I have
Carbs >> Fats in size (this is true in real life).
Shell is most massive per unit.

That's all I have.  We can make this arbitrary if we like, but I'd prefer a system that mirrors real life.

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