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Messages - Tj3

Pages: 1 [2] 3
16
Bot Tavern / Advanced Multibot Project
« on: March 22, 2010, 06:34:54 PM »
Nice. That looks fairly easy to incorporate into the MB, which is good.
I just came up with these genes to exchange information between cells. I'm not sure if they work, but it's the general idea.
[div class=\'codetop\']CODE[div class=\'codemain\' style=\'height:200px;white-space:pre;overflow:auto\']'Genes for information exchange between cells.

'Define statements
def type 100

def tie1 101
def tie2 102
def tie3 103
def tie4 104
def tie5 105

def botid 125

'Info exchange genes
cond
*.tie1 0 =
*.multi 0 !=
start
*.tiepres .tie1 store
stop

cond
*.multi 0 !=
start
*.tie1 .readtie store
stop

cond
*.multi 0 !=
*.tin1 0 !=
*.tin1 *.botid !=
start
*.tin1 *.tout1 store
*.tin2 *.tout2 store
*.tin3 *.tout3 store
*.tin4 *.tout4 store
*.tin5 *.tout5 store
*.robage .lastsend store
stop

cond
*.robage *.lastsend 1 add store
start
0 *.tout1 store
0 *.tout2 store
0 *.tout3 store
0 *.tout4 store
0 *.tout5 store
stop


And the gene for processing it when it gets to its destination might look something like this.
[div class=\'codetop\']CODE[div class=\'codemain\' style=\'height:200px;white-space:pre;overflow:auto\']cond
*.multi 0 =
*.tin 0 !=
*.tin1 *.botid =
*.type [bottype] =
start
'action
stop

17
Bot Tavern / Advanced Multibot Project
« on: March 22, 2010, 04:39:03 PM »
That's a good idea. Okay, time to start posting some code  ! These are some basic variables for important stuff in all cells, like type, the botid(Special ID of multibot I was thinking of using), and IDs for up to 5 ties.
I left room for more ties if we need them.
[div class=\'codetop\']CODE[div class=\'codemain\' style=\'height:200px;white-space:pre;overflow:auto\']
def type 100

def tie1 101
def tie2 102
def tie3 103
def tie4 104
def tie5 105

def botid 125

18
Bot Tavern / Advanced Multibot Project
« on: March 22, 2010, 07:39:43 AM »
Let's come up with cell types we know we'll need, so we know what to work on.
I think some important ones are

Body cells: Store nrg, transfer information
Brain cells: Process information, send instructions
Eye cells: "See." Send brain information on what's happening
Tentacle cells: Branches out. Kill enemies, tie to veggies.
Movement cells: Move the robot, by either swimming or just moving.(We could use tentacle cells for this too.)

If we need more, we can add them, but we should work on these main ones to start.

19
F2 bots / Animal_Simplisis (F2) (Tj3)
« on: March 22, 2010, 07:14:12 AM »
Oh crap, I used .mrepro? That was a typo lol. Just changed it.

20
F2 bots / Animal_Simplisis (F2) (Tj3) (21-03-2010)
« on: March 20, 2010, 04:21:02 PM »
My first league bot, Animal Simplisis:
 
[div class=\'codetop\']CODE[div class=\'codemain\' style=\'height:200px;white-space:pre;overflow:auto\']
Code: [Select]
'Animal_Simplisis

' Gene 1 Species ID and set up
cond
*.robage 0 =
start
99 .out7 store
.shoot .ploc store
.shootval .vloc store
-32000 .venval store
.paralyzed .memloc store
stop

' Gene 2 Follow food
cond
 *.eye5 0 >
*.in7 *.out7 !=
start
*.refxpos *.refypos angle .setaim store
 *.refvelup .up store
stop

' Gene 3 Find food
cond
*.eye5 0 =
*.in7 *.out7 =
or
start
157 314 rnd sub .aimdx store
10 .up store
stop

' Gene 4 Eat food
cond
 *.eye5 0 >
*.in7 *.out7 !=
start
*.refpoison 0 = *.refshell 0 > and
-1 .shoot store
not
-6 .shoot store
true
-32 .shootval store
stop

' Gene 5 Eliminate waste
cond
*.waste 50 >
start
1 .backshot store
-4 .shoot store
*.waste .shootval store
stop

' Gene 6 Reproduction
cond
*.nrg 10000 >
*.body 4000 >
*.eye5 0 =
start
25 .repro store
stop

' Gene 7 Store poison
cond
*.poison 500 <
*.nrg 500 *.poison sub 2 mult 2500 add >=
start
500 *.poison sub .strpoison store
stop

' Gene 8 Make slime
cond
*.slime 500 <
*.nrg 500 *.slime sub 2500 add >=
start
500 *.slime sub .mkslime store
stop

' Gene 9 Make shell
cond
*.shell 500 <
*.nrg 500 *.shell sub 2500 add >=
start
500 *.shell sub .mkshell store
stop

' Gene 10 Store venom
cond
*.venom 500 <
*.nrg 500 *.venom sub 2 mult 2500 add >=
start
500 *.venom sub .strvenom store
stop

' Gene 11 Shoot venom
cond
*.eye5 0 >
*.in7 *.out7 !=
*.venom 1 >=
*.robage 10 mod 0 =
start
-3 .shoot store
stop


end

21
Bug reports / Version 2.44.04 Delete Species
« on: March 20, 2010, 04:01:44 PM »
When it crashes, there is no error.sim. I think it's because the sim doesn't start.
To reproduce it, just add 2 or more species, then try to delete the last one on the list.

22
Bot Tavern / Advanced Multibot Project
« on: March 20, 2010, 12:25:39 PM »
Okay. If you want to work on it, we should first decide on things that apply to the entire MB(variables, etc.). Then we can make the DNA for different cells seperately, and combine them at the end.
By the way, isn't there a limit on ties? Like 3 or 4 per bot?

23
Bug reports / Version 2.44.04 Delete Species
« on: March 20, 2010, 08:23:38 AM »
When you try to set up a sim in DB 2.44.04, and you want to delete a species from the list of species, something weird happens. If the species selected is not the last item on the list, it gets deleted, and it's fine. If it is the bottom one, DarwinBots crashes with this error:
Quote
Run-time error '380':
Invalid property value

24
Bot Tavern / Advanced Multibot Project
« on: March 20, 2010, 08:05:57 AM »
Oh, there's already someone doing the exact same thing.
It looks like nobody's worked on it in a month or so. Are you still working on it, or is it abandoned?

Quote from: bacillus
I'm finding that cells dedicated to movement are a bad idea, as they snap ties too easily and have no advantage over each cell moving itself.
Really? I was thinking it would be better, plus a lot more realistic to have movement cells, since coordinating motion through the whole bot seemed like it wouldn't work too well. "Swimming," or something like that, seemed a lot more realistic, since it wouldn't just be floating around. Kind of like moving legs.

25
Bot Tavern / Advanced Multibot Project
« on: March 19, 2010, 10:25:40 PM »
I'm starting to work on an advanced multibot, and was wondering if anyone was interested in helping. The idea is to have all different kinds of cells to do different things, like:
  • Eye cells - Collect information
  • Body cells - The "body". Holds parts together, and share information and energy.
  • Movement cells - Cells used to get around.
  • Combat cells - Feed and fight. These are the cells that collect the food and defend the organism.
  • Brain cells - Reads information from eye cells, remembers things, and issues commands for combat and movement cells.
And maybe some others.
Anyway, I was thinking we could all write parts of it and then combine it all together. It'd be cool to have a multibot with, like, 50 cells all doing different things. It would be a challenge, but pretty awesome to watch this big thing moving around in a sim.
We'll probably have some things we will all use, like it might have a .type, to determine what cells do. This would be used by all of us to identify cells.
So who's in?

26
DNA - General / strbody and fdbody units
« on: March 19, 2010, 04:58:34 PM »
Okay, so I am making a bot that stores to/feeds from its body, but I wasn't sure what units the .strbody and .fdbody sysvars used(body or nrg).
Are they body or energy units, or different for each one?
Example: To store 100 nrg, do I say
Code: [Select]
100 .strbody store 'Nrg
OR
10 .strbody store 'Body

27
Darwinbots3 / How to start helping?
« on: March 18, 2010, 07:08:30 PM »
Okay. I could work on the graphs then, but I have been really busy with school lately. I'll have plenty of time this weekend to work on it, though.
Glad I could help!

28
Darwinbots3 / How to start helping?
« on: March 18, 2010, 05:09:46 PM »
I am good with coding in C#, and have some experience with XNA. I've made some 2D games, and could probably do anything not really complicated. I just thought it might be better for me to do something other than the shaders, just since I haven't really used them much before, but whatever you want I'll try to get done.

29
Darwinbots3 / How to start helping?
« on: March 18, 2010, 04:14:13 PM »
Unfortunately, shaders are one thing I haven't really done much with. I have an XNA book somewhere, though, so Ill see what I can find out from it. If you want, I could also just work on some other parts of the program, which might be better, since I'm more comfortable with some other things.

30
DNA - General / Determining if other bots are under influence of venom
« on: March 17, 2010, 11:09:58 PM »
Oh, ok. I didn't think of that before. This will be extremely useful, hehe!

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