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.


Topics - Shadowgod2

Pages: 1 [2]
16
Newbie / NNet not working right
« on: September 08, 2014, 12:30:49 AM »
ko so i was making another attempt at making another NNet bot but ran into an issue that i can't seem to figure out. the bots always ties or mkpoison or do something stupid that i don't want it to do. as far as i can tell the bot code is fine. could there be a possible overload or something that puts random values in.

17
Multi-Bots / Caterpillar(mb)(Shadowgod2_v1)9-6-2014
« on: September 06, 2014, 03:30:17 PM »
this is my version of peter's caterpillar

Code: [Select]
'Shadowgod2's verson of Peter's caterpillar
'no fixing and uses body and ties to move to move
'can reverse when hit edge, sees food, or too close to same kind
'best in thin fluid envirnment
'v1

def head 50
def trig 51

start
0 .tout2 store
stop

'birth

cond
*.robage 0 =
start
.tie inc
stop

cond
*.numties 0 =
start
1 .head store
50 .repro store
314 rnd .aimsx store
stop

''head

cond
*.head 1 =
*.tin2 2 =
start
0 .head store
stop

cond
*.head 1 =
*.eye5 50 <
start
1 .tout1 store
stop

cond
*.head 1 =
*.eye5 50 >
*.refeye *.myeye !=
start
0 .tout1 store
1 rnd 5 mult 6 sub .shoot store
stop

cond
*.head 1 =
*.eye5 50 >
*.refeye *.myeye =
start
-1 .tout1 store
stop

cond
*.head 1 =
*.edge 1 =
start
0 .head store
1 .tout2 store
stop

''body

cond
*.refeye *.myeye !=
*.eye5 10 >
*.head 0 =
start
2 .tout2 store
1 .head store
stop

cond
*.head 0 =
*.tin2 1 =
start
1 .head store
stop

cond
*.tielen 100 <
start
1 .trig store
stop

cond
*.tielen 900 >
start
0 .trig store
stop

cond
*.trig 1 =
*.tin1 0 !=
start
*.tielen1 40 add .tielen1 store
1000 *.body sub *.tin1 mult *.head 2 mult -1 mult 1 add mult 0 floor .strbody *.nrg 1000 sub sgn 0 floor mult store
*.body 50 sub *.tin1 mult -1 mult *.head 2 mult -1 mult 1 add mult  0 floor .fdbody store
stop

cond
*.trig 0 =
*.tin1 0 !=
start
*.tielen1 40 sub .tielen1 store
*.body 50 sub *.tin1 mult *.head 2 mult -1 mult 1 add mult 0 floor .fdbody store
1000 *.body sub *.tin1 mult *.head 2 mult -1 mult 1 add mult -1 mult 0 floor .strbody *.nrg 1000 sub sgn 0 floor mult store
stop

''nrg

start
*.tin1 .tout1 *.head -1 mult 1 add mult store
50 .sharenrg store
628 .tieang1 store
stop

'repro

cond
*.nrg 20000 >
start
1000 .tielen1 store
stop

18
Suggestions / disable fix
« on: August 05, 2014, 12:25:55 AM »
ok so i thought there should be a "disable fix" button/check box to better simulate real life because nothing really fixes it's self, not even plants. they use other things to hold onto and harden themselves as well as size to stay in place.

19
Solved Bugs / tie id
« on: July 13, 2014, 04:58:42 PM »
ok so making a new bot i found a problem. the ties only have an id# of one while i need and have in the dna 2 .tie store.

20
Bot Challenges / A New Way of Moving
« on: May 22, 2014, 01:35:06 PM »
f1 costs, very thin fluid(.25 viscosity, 1 density), tutorial wrap, 0 bang efficiency, no Brownian movement, no gravity, size 5 map, 5 random slow moving shapes just for add fun. think outside the box. slightly modified alga also.

Code: [Select]
cond
*.robage 0 =
start
.tie inc
stop

cond
*.robage 100 <
*.numties 1 =
start
1000 .tielen1 store
stop

cond
*.chlr *.light <
start
160 .mkchlr store
stop

cond
*.body 100 >
start
50 .repro store
15 .aimsx store
stop
[/s]

21
Solved Bugs / mutation osculation
« on: April 29, 2014, 06:05:04 AM »
here you go... :sleepin:

no localcopy.sim

22
Solved Bugs / shapes
« on: April 10, 2014, 12:11:15 AM »
when a bot hits a shape it stops and continues to the side. nothing unusual there as far as i can see but what happens next is whats odd. when the bot stops touching the shapes it continues on like it never hit the shape in the first place. no crash or anything like that

ps it only seems to be the bots with chlr in them

23
Solved Bugs / 32k crash
« on: February 23, 2014, 12:20:08 AM »
i've been trying to do zerobots but when the bots reach 32000 cycles old after startup there is a runtime error overload. it happens to any bot that reaches 32k though usually takes a while for one to reach it.

24
Solved Bugs / runtime error 76
« on: December 17, 2013, 11:59:19 PM »
i get an error 76 path not found when i go into the mutations of individual bots and close out. it doesn't mater how i close out of it whether from the X or the okay

25
Solved Bugs / epigenetic mutation copy fails after G1 for Shadowgod2
« on: November 28, 2013, 02:22:49 AM »
ok i long handed it and it seems to fix it

26
Newbie / reading problem
« on: November 17, 2013, 09:56:39 AM »
i was making a multi bot and as i tested the first stage the genes wouldn't delete. so i tried to figour out the problem. i found several bugs.

first was some of the sysvars were not put in right, in the text was .shoot but said 7 in the program so no issue but strange

the second and the problem was that body in text is nothing in program but 311 in text is body in program and works fine
body != 311 but 311 = body yet says body regardless

i used 2.45.03 and the newer version and still the bug persists

it only seems to be bugged with this bot too. any other bot *.body works fine

i moved it to a different file same bug type but text body is 0 in program

Pages: 1 [2]