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Messages - bacillus

Pages: 1 ... 57 58 [59] 60
871
Tips and Tricks / Vision and Turning
« on: March 19, 2008, 12:26:01 AM »
I use 360 degree genes all the time, they seem to be so handy, but I don't often see an opponent using them. Do people just not know about this trick, or is there some major drawback I don't know of?

872
Wooooow... that's huge!!! It's like Guardian, except mildly readable!

873
RANT / Sick of people posting in old topics.
« on: March 19, 2008, 12:07:59 AM »
Quote from: Peter
Alright, just let me remember to post in this topic after a year.  

Damn, I looked into this forum wanting to say exactly that.

874
F1 bots / Multiply4(F1)(F2)(Peter)19-12-07
« on: March 17, 2008, 03:10:32 AM »
Try adding my body-control snippet:
[div class=\'codetop\']CODE[div class=\'codemain\' style=\'height:200px;white-space:pre;overflow:auto\']*.nrg 3 div *.body sub .strbody store
 *.body *.nrg 3 div sub  .fdbody store

What this does is make sure that 25% of your energy is always locked up as body mass (I think).
If this doesn't work,  try changing the numbers in red (5 works fine I think)

875
Darwinbots3 / Bot DNA
« on: March 17, 2008, 03:02:34 AM »
Maybe I'm just repeating someone else because I was too lazy to read through the whole list, but here are some points I would like to see changed:
  • Instead of messing round with memval/memloc and tmemval/tmemloc, could we simply reduce them to the commands <pos> read and <pos> tread?
  • I agree with the conditional operators being merged with the execution code; it would make for much more readable 1-gene bots
  • .shoot values are confusing; can't it just all be like .vshoot eg. .bodyshot, .memshot, .feedshot?

876
Bot Tavern / Fungus
« on: March 15, 2008, 07:16:22 PM »
Fungus is based on animal minimalis, as it wasn't designed to be a veggie at first but then behaved so much like one I decided to rewrite it:

Code: [Select]
cond
  *.eye3 *.eye5 >
start
  -25 .aimdx store
stop

cond
  *.eye7 *.eye5 >
start
  25 .aimdx store
stop

cond
start
  3 .up store
 *.refeye .tie store
 *.nrg 5 div *.body sub .strbody store
 *.body *.nrg 5 div sub  .fdbody store
 0 .fixpos store
 50 .sharenrg store
 *.out1 *.out2 angle .setaim *.out1 *.out2 mult mult store
 50 .repro store
stop

cond
 *.myeye *.refeye =
start
 *.in1 *.out1 store
 *.in2 *.out2 store
 *.maxvel .dn store
stop

cond
 *.eye5 0 >
 *.refeye *.myeye !=
start
 *.refxpos .out1 store
 *.refypos .out2 store
stop

cond
  *.eye5 40 >
  *.refeye *.myeye !=
start
  -1 .up store
  -6 .shoot store
stop

cond
  *.eye1 *.eye3 >
start
  -25 .aimdx store
stop
cond
  *.eye9 *.eye7 >
start
  25 .aimdx store
stop

cond
 *.trefeye *.myeye !=
start
 *.tiepres .deltie store
stop

cond
 *.numties 8 >=
start
 .fixpos inc
stop

end

The ideal simulation I found for it so far is with 1000 nrg per cycle, planet eaters on @ 320, low maximum speed, max collision elasticity and largest possible map. This way, their growth looks like on a petri-dish.

877
Bot Tavern / The Sentinel
« on: March 15, 2008, 07:10:09 PM »
Don't worry; I had another look the other day, and the bots lived about 100 cycles on 1 nrg before dying. Turns out I was accidentally running my sim with no costs!

878
DNA - General / Poison Question
« on: March 15, 2008, 07:02:52 PM »
I suppose a waste cost does make more sense than nrg ... after all, something's got to make it.

879
DNA - General / Poison Question
« on: March 14, 2008, 11:47:34 PM »
Does poison have an upkeep cost while it's being stored?

880
DNA - General / Virus / gene feedback requested
« on: March 14, 2008, 11:34:49 PM »
Hmmm...
well, I suppose that you wouldn't have to use .thisgene if you've blasted all their genes first; although it would be turbulent within the first few cycles.

881
Untagged bots / Sentinel 2.1
« on: March 14, 2008, 11:29:27 PM »
Code: [Select]
cond
cond
start
 100 *.eye5 sub 50 div .up store
 408 .out3 store
 408 .out4 store
 *.nrg 5 div *.body sub .strbody store
 *.body *.nrg 5 div sub .fdbody store
 999 991 store
 1216 .eye5width store
 *.refxpos *.refypos angle *.vel add .setaim store
 *.tiepres .deltie store
stop

cond
 *.in4 *.out4 =
start
 *.maxvel .dn store
stop

cond
 *.eye5 40 >
 *.in4 *.out4 !=
start
 -6 .shoot store
stop

cond
 *.vtimer 0 =
start
 *.thisgene 1 add .mkvirus store
stop

cond
 *.reffixed 0 !=
start
 .fixpos inc
stop

cond
 *.reffixed 0 =
start
 0 .fixpos store
stop

cond
 *991 999 !=
start
 *.eye5 15 sub .shootval store
 408 .out3 store
 *.thisgene 1 rnd 2 mult 1 sub add .delgene store
 *.eye5 sgn .fixpos mult inc
 .up inc
 1216 .eye5width store
 *.refxpos *.refypos angle *.refvel add .setaim store
 *.in3 408 sub sgn abs -4 mult 2 sub .shoot store
 *.shoot *.eye5 25 sub sgn 1 add sgn mult .shoot store
 *.thisgene .mkvirus store
 *.nrg 50 div .vshoot store
 *.nrg 5 div *.body sub .strbody store
 .sharenrg .tieloc store
 1 .tieval store
stop

cond
 *.waste 50 >
start
 *.waste .shootval store
 -4 .shoot store
stop

cond
 *.nrg 5000 >
start
 50 .repro store
stop

cond
 *.vtimer 1 =
start
 *.nrg 10 div .vshoot store
stop
21/04/08 - Fixed bad conspec

882
Bot Tavern / The Sentinel
« on: March 14, 2008, 10:57:28 PM »
Thanks guys... I think I could reduce the bot to two genes, but I'd like to make the point that I do value readability when writing new versions.
btw. ever noticed that tiny bots with 1 nrg or something tend to live long, when not exactly being blown up?

883
Bot Tavern / F1 Alliance
« on: March 14, 2008, 01:12:34 AM »
Although in the end, we would have to decide whether to keep it as one bot and chuck in all those drawbacks, or keep them separate and risk some species being slaughtered before they latch on to the main organism.

Here's a bit of code I developed while playing around with this idea:

cond
 *.numties 8 >
start
 .fixpos inc
stop

'not sure if this works...
else
 0 .fixpos store
stop

that way, centralised bots can anchor while bots on the fringes go and hunt.  This may not seem very efficient, but I thought that if a certain species makes tendrils that seek out food, this could make the whole colony act as a giant fungus (If they thrived, they would look like penicillin!).

884
Bot Tavern / The Sentinel
« on: March 12, 2008, 12:38:42 AM »
I think my newest version does that, as well as destroy any bot trying to bond to it.

The newest changes are:
  • Leaking energy
  • Defenses - Poison, Shell and Slime
  • Bots fix themselves in front of sentinels

The bot seems quite inefficient, which I'm trying to fix.

885
Bot Tavern / F1 Alliance
« on: March 11, 2008, 11:49:46 PM »
At the moment I'm thinking modularity. In this way, we can first write all our bots, and adapt them to each other, then when all the bots are complete, we can throw them all together or whatever else you had in mind.

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