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Messages - spork22

Pages: 1 [2] 3 4 ... 22
16
F1 bots / Re: Cheddarmold (F1?) (Spork22)
« on: July 25, 2015, 08:46:21 PM »
OHHH. Ok :P

17
F1 bots / Re: Cheddarmold (F1?) (Spork22)
« on: July 24, 2015, 09:53:21 AM »
Ok. I'm just wondering why nobody  has found a way to set off a chain reaction in the bots that gives all of them target  coordinates, as in:

Code: [Select]
cond
*.in1 0 !=
*.in2 0 !=
stat
*.in1 *.out1 store
*.in2 *.out2 store
stop

Heh, that gives me another question. Where in a code do you put asterisks? Do they even matter much in how the program reads it?

18
F1 bots / Re: Cheddarmold (F1?) (Spork22)
« on: July 23, 2015, 09:00:17 AM »
I believe I did this correctly. I might have to make the workers go forward when the queen sees something, though.



Code: [Select]

def head 52


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


' Gene 9 Duplicate
cond
 *.robage 0 !=
 *.numties 0 =
 *.head 0 =
*.kills *.refkills >
start
 1 .head store
stop


'Gene 13 MB communication
cond
 *.eye5 0 !=
 *.head 1 =
start
 *.eye5 .out2 store
 *.aimdx .out3 store
stop

cond
 *.in2 0 !=
 *.head 0 =
start
*.in3 .aimdx store
stop




'/*****proper reproduction 1

cond
  *.nrg
  20000
  >
start
  50
  .repro
  store
  'if time to reproduce store it
  1
  972
  store
stop

cond
  '/after robot reproduces it reproduces more until energy less then 3000
  *972
  1
  =
start
  50
  .repro
  store
stop

'***** 2

cond
  *.nrg
  3000
  <
start
  0
  972
  store
stop


cond
*.eye5 50 >
*.refeye *.myeye !=
start
-1 .shoot store
1 .up store
*.refxpos *.refypos angle .setaim store
stop


cond
*.refkills *.kills >
*.refeye *.myeye =
start
*.refxpos *.refypos angle .setaim store
1 .up store
stop


cond
*.refkills *.kills >
*.refeye *.myeye =
*.hit 0 >
start
1 .fixpos store
stop


cond
*.robage 5 mod 0 =
*.kills 0 >
start
1 .fixpos store
stop


cond
*.robage 5 mod 0 =
*.kills 0 =
start
0 .fixpos store
stop


cond
*.kills *.refkills >
*.refeye *.myeye =
start
1 .fixpos store
stop


cond
*.reffixed 0 >
*.refeye *.myeye =
start
1 .out1 store
stop


cond
*.kills *.refkills >
*.refeye *.myeye =
*.in1 1 =
start
0 .fixpos store
stop


def nrgratio 100

cond
*.kills 0 >
start

10 dup *.nrgratio sub sgn abs .nrgratio mult store

100 .strbody *.nrg *.body 10 div *.nrgratio ++ mult       sub sgn 0 floor mult store
100 .fdbody        *.body 10 div *.nrgratio    mult *.nrg sub sgn 0 floor mult *.body 100 sub sgn 0 floor mult store

stop

cond
*.robage 25 mod 0 =
*.kills 0 =
start
628 .aimdx store
stop


cond
*.refkills *.kills >
*.kills 0 >
start
-2 .shoot store
1 .up store
*.refxpos *.refypos angle .setaim store
0 .fixpos store
stop


cond
*.refkills *.kills =
*.kills 0 >
start
-1 .shoot store
1 .up store
*.refxpos *.refypos angle .setaim store
0 .fixpos store
stop

end





19
F1 bots / Re: Cheddarmold (F1?) (Spork22)
« on: July 23, 2015, 08:34:30 AM »
Thanks, i'll try it out, but, what gene in all of those genes of RB are you talking about?

20
F1 bots / Cheddarmold(F1)(Spork22)9-22-2015
« on: July 22, 2015, 10:21:31 PM »
Well, I tried to make a bot by scratch (or, well, it had more scratch genes than copied ones  :D )and evaluate it. I became much happier with the evolved version of it, so I think that'll be the official one. Anyways, I did an ant-bot with queens selected through meritocracy. It's simply based upon the amount of kills a bot has:

-If you've killed nobody, find someone who has killed something and stick to them for dear life!

-If you have killed someone, sit there and get nudged about by your little friends.

-If you find someone who has killed the same amount of bots as you, fight to the death.

-If you've killed a bot, but someone else has killed more, sacrifice yourself to the true queen!

The worker bots will cluster around the queen and occasionally look away so that they can spot any threats that are way too close.

The best part is, they don't rely on coordinates, so there's a much higher chance that multiple hives will form.

So far, the only way they search for food is by nudging the hive around or just drifting around.

Let me know what you think, guys.


Edit: Also, give it less energy,  3000 should do the trick.

21
Off Topic / Re: Its real quiet...
« on: July 22, 2015, 10:52:32 AM »
I mostly want to work on the part where the bots realize the inner layer is finished and the outer layer or the guard layer must be created.

But first, before I try anything too complicated i should probably just do something like Animal Minimalis.

22
Off Topic / Re: Its real quiet...
« on: July 22, 2015, 10:46:04 AM »
I'm actually going to try to work on the ring bot you mentioned here. http://forum.darwinbots.com/index.php/topic,6756.msg1392414.html#msg1392414


23
Off Topic / Re: Its real quiet...
« on: July 22, 2015, 10:34:07 AM »
I'm beginning to. I've done a lot of reading on the wiki and stuff. Hopefully I'll be able to do it.

24
Off Topic / Re: Its real quiet...
« on: July 20, 2015, 04:15:58 PM »
Sorry I haven't been on in a while. I'm back, though! :D

25
Mutations / Everlivus Influenzus Evolved (spork22) (Mutation)
« on: April 30, 2015, 04:28:41 PM »
Well,  a while back I found a veggie that was dominating my simulation, and I called it Everlivus Influenzus. Since then, I have made it better at reproducing through conditioning and evolving.  Now, before I explain anything more about this bot, I must say that if you put only one in, it will go into a dormant state and may never start reproducing (assuming the sun is on) If you put two within close range (aka the bot's eyesight or vision), they should start reproducing. I like EIE because it has a self-replicating virus that can confuse most curious bots, especially multibots. It was the original inspiration for the zombie virus bot. It made Caterpillar  a mess.  They also stop producing this virus if their energy is too low, as well as maintaining a certain size. If you were to turn off the sun, they would eventually become a cluster of evenly spaced, dormant bots, until you turn the sun back on.

26
DNA - General / Re: Tranfering NRG and BODY
« on: April 16, 2015, 06:15:01 PM »
yerp

27
DNA - General / Re: Tranfering NRG and BODY
« on: April 11, 2015, 10:22:30 AM »
As in, adding another one to the list of ones that you can put in and then continuing the simulation as if nothing happened?

28
DNA - General / Re: Tranfering NRG and BODY
« on: April 10, 2015, 02:34:59 PM »
All right, I got a snapshot. I guess there's always the ones that travel to the bottom too. Perhaps this could be some type of life cycle thing to them, as in, they float down, feed on corpses until they're full, and then float up and absorb sunlight until they can reproduce?

29
DNA - General / Re: Tranfering NRG and BODY
« on: April 04, 2015, 04:41:36 PM »
Yes, I'm getting that problem too. The majority of them remain on the top though.

30
Darwinbots3 / Re: HTML DNA (Re: Programming task (DNA editor))
« on: April 03, 2015, 03:34:21 PM »
It would confuse me a whole ton.

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