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Messages - Endy

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31
Bugs and fixes / DarwinBot crash (ver 2.44)
« on: December 09, 2008, 12:39:34 PM »
Completely off topic  

Whoa!!!  

Welcome back Griz

32
Untagged bots / W6 a verry strong multibot
« on: December 03, 2008, 01:05:59 PM »
That's pretty funny, I wouldn't have thought it would last long at all considering its age.  

That "dirty trick" is something of an accident, it was originally only designed to show how bots could rotate independently while remaining in an MB. Later changes prevented that, so now it just works really strange.

What did you mean by cancerous? All it should do is shot feed.

Odd, tried just those two together and your bot won hands down.

Edit:

Made a modified vers with: 100 .sharenrg *.multi mult store

That seemed to do the trick and let TierMBt2 win.

33
Simulation Emporium / Congo Lines
« on: December 01, 2008, 04:17:00 PM »
Sorry, been caught up in a different game and didn't see your post.  

Yeah, .7 of standard F1 costs. My main goal is to eventually evolve something that could compete in F1, though it would still likely be creamed  

34
Off Topic / A weird, cool idea
« on: November 29, 2008, 11:21:09 AM »
Well the computer itself would be in danger of breaking down for one thing. I don't think the programming language could safely support many mutations either. Organisms also need to be able to seperate themselves from their mutated offspring. Having more than one program of that type on the same computer would increase the risk for all.

Had an idea for a worm/virus that could self-compile/mutate offspring then send them on their way.  It'd be a wee bit illegal to set loose though... Could create some sort of internet doomsday scenario, since anti-viral programs would have problems catching it.

35
Simulation Emporium / Congo Lines
« on: November 25, 2008, 05:32:08 PM »
This particular sim has something like 17 days of runtime. I've restarted it a few times now though so it probably has over 50 total days. Mainly use hypermutation to give me my starting zerobot dna. Induced viruses to combine Ikke's zbot's reproduction genes with my zbots. Right now I'm just inching the costs up, they're at .7 now so don't have too much further to go.

36
Bot Tavern / MB architecture: How do we get amoeba/fungus moving?
« on: November 25, 2008, 05:11:46 PM »
Way cool  

I'd love to see that in action

Quote
Nice idea endy. *.totalbots is more powerful then you could see inmidiate. I gues a total-wide same sysvar like that could be used for multiple things, still thinking what that could be.

Mainly would use them for action co-ordination, for *.totalbots I just use it for aiming the whole MB in a single direction. As long as they're all facing the same way the move great.

37
Interesting behaviour bots / Alga pollinator
« on: November 19, 2008, 09:50:13 PM »
You could use the epigenetic based conditions to make species specific genes. Still some chance that the behavior will be copied, but the odds are considerably less.

38
DNA - General / how to set a bots collor ?
« on: November 15, 2008, 07:10:33 AM »
I don't think we would need anything special, we could just use the last three in/out pairs for controlling the inner color. Externally the values would be moded and used for color but internally the numbers wouldn't change. From the bot's pov nothing would be different, but from ours it would be easier to see the bots communicating.

39
Bot Tavern / MB architecture: How do we get amoeba/fungus moving?
« on: November 10, 2008, 10:04:51 AM »
It starts at a random number between -32000 and 32000, different for each bot the first cycle. I think Eric changed it at some point. Still don't think it'd make a good conspec loc, be too easy to copy and automatically pass on to decendents.

40
Bot Tavern / MB architecture: How do we get amoeba/fungus moving?
« on: November 09, 2008, 08:43:51 PM »
You can use *.totalbots w/timer for setting the aim for an entire MB at once. They don't hunt very well but seeing a whole species simultaneously change directions is pretty impressive.

41
DNA - General / how to set a bots collor ?
« on: November 09, 2008, 08:17:22 PM »
You're right, it would be useful to have direct control over a bot's color. Been talked about several times before, but never amounted to anything.

42
DNA - General / darwinbots evolution
« on: November 07, 2008, 10:31:08 AM »
I have to disagree, DB is one of the better Alife simulators out there. That being said, I'm not saying it's the best it could be either since its nearly impossible to interpret the results. I would like to see a window with just the locations w/sysvar names, stored to that cycle and the values stored. Think that would go a long ways to helping us understand what's going on internally.

Most of the evolved dna may not make sense from a human point of view, but is elegant once its understood. The bots making better use of the !~= condition than we can is a good example, its both less susceptible to mutations and more gradual than the other conditions.

I've seen zerobots evolve fairly advanced stuff. I think their main problem is that they just don't have as good of a starting point in terms of novel dna. It takes a considerable amount of time just to get something like *.eye5 and even longer for them to find a use for it.

43
Bot Tavern / MB architecture: How do we get amoeba/fungus moving?
« on: November 06, 2008, 11:01:47 AM »
Will readtie is one of the issues, it's not needed anymore, only .tienum.

Not sure if it matters for your bot or not but for a species wide timer you need to set it on the first cycle. Normally I'll just use something like:

cond
start
0 .timer store
.delgene inc
stop

It seems to work once it gets to high enough numbers of joined bots, though they have to be moved around abit to make it start.

The actual code for ties seems to be working oddly. Inchworm2 still seems to be working correctly, I'm thinking it's caused by how it divides the control for the head and tail, still not sure though.

44
DNA - General / The mystery: Or making me desmotivated
« on: November 05, 2008, 07:18:37 PM »
It does get annoying    I've been having trouble just trying to get just two bots to reliably use the stretch/fix technique, couldn't imagine attempting it with a mass of bots. Could you post what you've done so far, it'd help figuring out what's going on.

45
Simulation Emporium / Congo Lines
« on: November 03, 2008, 12:54:19 PM »
After a few eons the bots appear to have evolved to use the trefs to determine their shootvals for their shot distances. Not sure if it's trefnrg or trefbody that they're using, but basically whenever they're tied to a large bot/veggie they'll put more nrg into feeding.

They've also developed a mass based condition for shooting. Generally prevents anything with more than 1 mass from feeding. I think its done to prevent non-reproducing mutants from feeding at a super large state, since most of the bots never reach that size.

Code: [Select]
''''''''''''''''''''''''  Gene:  1 Begins at position  1  '''''''''''''''''''''''
 cond
 angle 16 -49 -749 inc
 -17 *0 inc
 12 0 29 -9 dup *.trefbody -169 4 ceil | mod false
 else
 >> 8 << .shoot inc
 5 -- *.dn angle 13 0
''''''''''''''''''''''''  Gene:  1 Ends at position  33  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  2 Begins at position  34  '''''''''''''''''''''''
 else

''''''''''''''''''''''''  Gene:  2 Ends at position  34  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  3 Begins at position  35  '''''''''''''''''''''''
 start
 254 mod
''''''''''''''''''''''''  Gene:  3 Ends at position  37  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  4 Begins at position  38  '''''''''''''''''''''''
 start
 sqr true
 & 236 298 282 317 mult 239 383 370 angle xor
 <=
 414 rnd 1 clearbool
 mult & add store
 dropbool
 >
 *.aimright mult -40 -- 48 dec
 %=
 -44 inc
 -29 -8
''''''''''''''''''''''''  Gene:  4 Ends at position  73  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  5 Begins at position  74  '''''''''''''''''''''''
 start
 dec
 9 =
 ~=
 *-14 - -23
''''''''''''''''''''''''  Gene:  5 Ends at position  81  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  6 Begins at position  82  '''''''''''''''''''''''
 start
 !%=
 inc
 | dec
 sub >=
 .setaim store
 store
 18 *.maxvel not
 mult
''''''''''''''''''''''''  Gene:  6 Ends at position  95  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  7 Begins at position  96  '''''''''''''''''''''''
 start
 <
 inc
 2 .sx store
 or
 ^ store
 ++ *.multi pow mult -754 & angle dropbool
 8 pow 4 xor
 angle -49 16 inc
 drop dec
 26 12 swapbool
 8 div -169 -9 12 28 *.trefbody *.aim
''''''''''''''''''''''''  Gene:  7 Ends at position  133  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  8 Begins at position  134  '''''''''''''''''''''''
 else
 | *.mass store
 dropbool
 store
 -49 -36 *0 8 .up inc
 inc
 drop 12 12 dupbool
 -- store
 *.aim *.mass store
 7 14 angle dist 0 25 -- -- stop
''''''''''''''''''''''''  Gene:  8 Ends at position  164  '''''''''''''''''''''''
 0 *
''''''''''''''''''''''''  Gene:  9 Begins at position  167  '''''''''''''''''''''''
 cond
 ceil store
 -49 16 false
 | dupbool
 else
 4 sub !~=
 *-561 ++ .shoot dec
 & not
 *-912 103 *.tin6
''''''''''''''''''''''''  Gene:  9 Ends at position  187  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  10 Begins at position  188  '''''''''''''''''''''''
 else
 sqr dec
 31 ++ sub -17 -16 stop
''''''''''''''''''''''''  Gene:  10 Ends at position  196  '''''''''''''''''''''''
 | inc
 - or
 ~ ~
''''''''''''''''''''''''  Gene:  11 Begins at position  203  '''''''''''''''''''''''
 cond
 dup 107 2 -1 not
 sqr
''''''''''''''''''''''''  Gene:  11 Ends at position  209  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  12 Begins at position  210  '''''''''''''''''''''''
 cond
 start
 ++ false
 135 116 134 146 <=
 << 135 ceil *-243 103 179 overbool
 *.hitdx 232 250 store
 or
 << 219 238 xor
 !=
 184
''''''''''''''''''''''''  Gene:  12 Ends at position  236  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  13 Begins at position  237  '''''''''''''''''''''''
 cond
 angle -54 *.up inc
 drop false
 else
 14 dupbool
 8 0 rnd *.aim *.mass !~=
 *-433 ^ .shoot dec
 *.dn 16 0 stop
''''''''''''''''''''''''  Gene:  13 Ends at position  260  '''''''''''''''''''''''
 -9 overbool
 add stop
 clear mod 1 |

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