Darwinbots Forum

Code center => Suggestions => Topic started by: vrukt on August 21, 2014, 01:38:38 PM

Title: Tides, as an addition to the weather aspect.
Post by: vrukt on August 21, 2014, 01:38:38 PM
So I was watching this last night

Dr. David Deamer - "Systems biology, synthetic biology and the origin of life" https://www.youtube.com/watch?v=_SHHfnIHXQI

He talks about the chemistry of early life, and how tidal pools may have moved it along through repeating wet/dry cycles.

Now I know Darwinbots has no "water" but it does have gravity and light.

So my proposal for tides would involve an "increase in gravity < increase in light < decrease in gravity < burst of Brownian motion < decrease in light < timer"

So the water goes out, leaving behind shallow water, increasing the sunlight and gathering all the bots at the bottom of the tank. Then a wave of water rushes back in, stirring everything, throwing bots upwards, and decreasing the availability of the sunlight, then a timer setting to keep the tides flowing (X cycles before next tide, duration of Y cycles)

Just thought a feature like this could be easily implemented, and add more variety to the darwinbots environment.
Title: Re: Tides, as an addition to the weather aspect.
Post by: spork22 on August 21, 2014, 07:29:12 PM
I wouldn't mind that idea if it could be toggled.
Title: Re: Tides, as an addition to the weather aspect.
Post by: vrukt on August 22, 2014, 12:05:45 AM
Toggling would be key. It would be like an addition to pondmode. Could be part of a larger weather engine really.

You'd have the pondmode, Botsareus' new moving sunlight mode, and a mode to mix up the water with tides, which is basically an enhanced pondmode.
 
I wanted an increase in light as the water gets lower, but thinking about it that should be also put on a toggle. Maybe one that varies intensity of light to simulate varying depths of water?
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 22, 2014, 12:58:12 PM
Sounds fun, pain to add though. Two reasons:

Pulling a new timer and variables from all over the place.
How to come up with exact values, that involves tweaking.

Also, just out of interest:

What do you expect the result of such a simulation to be?
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 22, 2014, 01:00:44 PM
Also, if I may:

I like how your signature gets to the point right away  8)
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 22, 2014, 03:52:04 PM
Tell you what, if you can do the home work for me I'll add it.

I assume you want sin curves(edit: except for the Brownian)
Give me the timing, minimum and maximum on everything.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 22, 2014, 04:54:41 PM
quote: What do you expect the result of such simulation to be?

Expending on that further, I already have advanced modes to force evolution, specifically survival evolution.
Title: Re: Tides, as an addition to the weather aspect.
Post by: vrukt on August 23, 2014, 03:22:23 AM
Well a sine wave addition would be getting fancy. I was thinking of the tank of being a small pool with water rushing in and pouring out. Technically that could happen instantly. The idea is to gather the bots, even the ones floating, all on the bottom of the tank for a set amount of time, before throwing them all up vertically, and reducing the light energy.

Currently I increase and decrease gravity, and vary the light strength manually to try and impose new conditions for survival.

So far the conditions have seemed to change what form the bots take for me. A well known example being when there is light, bots will tend to evolve chloroplasts and sit, so you turn it off to try and force other strategies to form.

I thought the waves would just be providing a new arena for new strategies, something more measured as well than just randomly changing physics variables to "stir" up the tank.

I of course differ experience with this program to you Botsareus, you clearly have more knowledge of the inner workings, so do you think this would actually effect anything in bot survival? Or just be a more visual feature than anything? I'm trying to focus on changing the bots, rather than make the program look pretty.

*also thank you for the compliment on the signature, it's a friendly reminder to the more profound aspect of this program "how long until it goes Skynet?"*
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 23, 2014, 11:20:31 AM
Quote
I of course differ experience with this program to you Botsareus, you clearly have more knowledge of the inner workings, so do you think this would actually effect anything in bot survival? Or just be a more visual feature than anything? I'm trying to focus on changing the bots, rather than make the program look pretty.

Ok, then run stuff I run. Like go to global settings and run survival evolution. It actually produces interesting results, take a look at seasnake caterpillar or seasnake hydra as example.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 23, 2014, 11:28:36 AM
off topic:

btw MB league complete, Seasnake Hydra took first place, woot!woot!
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 23, 2014, 11:38:45 AM
some what off topic:

Technically you can already make sentient beings with my system, just need to tweak the restart component to run as a continues simulation (should be easy enough to do, although untested), simplify/modify bot interactions to make them behave more like neurons and add sensor stream from an external environment while penalizing the brain for lack of resources.

For more information read: "It's a jungle in there" by David. A. Rosenbaum

What I am actively working on is sending my research to proper Uniys for evaluation and integration.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 23, 2014, 01:17:28 PM
Quote
So far the conditions have seemed to change what form the bots take for me. A well known example being when there is light, bots will tend to evolve chloroplasts and sit, so you turn it off to try and force other strategies to form.

I generally will just turn chloroplasts off.

I am walking a fine line between keeping league and evolution settings interchangeable and making other strategy evolve rather then just chloroplasts. edit: The results of my latest zerobot experiment should be very interesting.

As before I require exact settings from you as a system to evolve chloroplasts and other strategy together, you can probably hook it up to ecosystem survival evolution mode if you like. I still think a sin wave is the best option except for brownien motion that should be a saw wave pulse.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 23, 2014, 01:37:02 PM
Ok, maybe keep it as Sin curves (Drastic changes = bad, trust me) but make the timing adjustable, that is "how much cycles until 2pi"?

Once again, this will not be a way to evolve robots for leagues, just a new mode.

And, sorry, I have a tendency to not organize all my thoughts into a single post.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 23, 2014, 02:38:45 PM
Unfortunately, that video did not tell me anything new. I am playing with the values my self right now.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 23, 2014, 02:45:34 PM
One problem I am experiencing, do you want pond mode? If so, what to do with robots using buoyancy?

Quote
I wanted an increase in light as the water gets lower, but thinking about it that should be also put on a toggle. Maybe one that varies intensity of light to simulate varying depths of water?

edit: In pondmode, you already have more 'actual light' on top and progressively less at the bottom btw.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 23, 2014, 03:22:58 PM
 :thinkey:

Ok got it:

This feature you can adjust by time (in cycles):

Cos wave

gravity from the value set in initial settings to max
light energy (same wave) from the one set in initial settings to zero
buoyancy (hook from manage buoyancy, we should have two hooks total,  that's two more Boolean operations minimum per cycle, manageable I think) basically I multiply the vertical property of buoyancy by a value between 1 and 0
when wave between 1.75pi and 2pi Brownian maxes out and then returns to initial settings.

just idea, did not play with it yet.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 23, 2014, 04:44:34 PM
[bump]

Implementing now.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 23, 2014, 06:13:48 PM
Got away with only one hook by declaring a new single.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 23, 2014, 06:14:16 PM
Adding to completion list. Back to work on IM.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 24, 2014, 11:24:15 AM
Tweaked it up pretty good, gravity between 0.01 and 1.01, Brown maxes out at 1/5 time and returns to zero.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 24, 2014, 01:40:51 PM
Thing thing is spinning on top of my screen, how is that for 'interesting behavior' ?
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 24, 2014, 01:48:01 PM
Code: [Select]
cond
 !=
 *.chlr start
 *99 .mkchlr store
 stop
''''''''''''''''''''''''  Gene:  1 Ends at position  8  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  2 Begins at position  9  '''''''''''''''''''''''
 cond
 *.nrg 6000 100 start
 >
 .eye4dir rndstore
 .repro store
 15 .aimright store
 dup''''''''''''''''''''''''  Gene:  2 Ends at position  22  '''''''''''''''''''''''
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 24, 2014, 01:53:44 PM
Time for a bug fix I think.
Title: Re: Tides, as an addition to the weather aspect.
Post by: vrukt on August 24, 2014, 03:57:06 PM
Wow! You work fast!

That's incredible Botsareus :D

I honestly thought this suggestion would provoke some conversation, but mainly about how 'it won't do anything', so I am pleasantly surprised.

Does it seem to work well as a proxy for a crashing wave? Or did it end up being a little bit stranger on implementation?

What did you do to solve the buoyancy issue? I was hoping there would be a way to overwhelm it with gravity, or if that fails, just temporarily turn it off to force them to sink.

I had just gotten everything installed on this laptop and was trying to review the source-code to see if I could understand it, and you were already done, the mind is just boggled! :D

I'm really liking the pictures as well. I was hoping we'd see something interesting, and it seems you already have.  The picture with the entire tank looks fantastic, just how I imagined it.

Thank you for that pleasant surprise Botsareus! I am going to redouble my efforts to learn this program.

Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 24, 2014, 04:01:46 PM
Well I loaded in a bunch of vegys with buoyancy as follows:

Quote
' Alga minimalis, version 2
'
' Vegetable
'
' This robot has a single gene,
' necessary for it to reproduce.
' Robot repopulates automatically by checking "Repopulate" box.
' Added a chloroplast gene, energy is given using this gene.
cond 'new gene from Botsareus and Panda
  *.chlr
  *.light
  <
start
160 .mkchlr store
stop
cond
  *.nrg
  6000
  >
start
100 .setboy store
  50
  .repro
  store
  15
  .aimdx
  store
stop
end

They really do not seem to evolve anything interesting, but I had to restart in the morning because of some 'ideas' to make it more coherent. Lets see what happens tomorrow morning. (Chloroplasts still suck!)
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 24, 2014, 04:04:51 PM
The wave thing and light levels work perfect now.  :Headbang: Closest thing I can find to the "presto" symbol.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 24, 2014, 04:05:22 PM
But as you already knew, it does not really do anything :/
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 24, 2014, 04:07:37 PM
I ended up scaling the boyancy maximum just like I did for light.
Title: Re: Tides, as an addition to the weather aspect.
Post by: vrukt on August 24, 2014, 06:52:47 PM
Well either way it will be interesting to see what it produces. I don't think anyone will begrudge the tidal mode, it's one more level of realism added to the pond.

I've just been hoping it would create some interesting tie formations with the constant repetitive grouping on the bottom.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 24, 2014, 07:31:38 PM
From experience ties form at late stages of any simulation. Very similar to nature from this perspective: chloroplasts > viruses > ties.
I think I'll run your experiment parallel until IM is up, I do have two cores after all.
Also so far the most interesting thing to watch, for me anyway, was putting a primitive robot in my survival mode and watching it progressively evolve in stages.
Can you get my mode working on your computer?
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 24, 2014, 07:39:25 PM
The meaning of the word begrudge has interesting dualism, which one are you using?
Title: Re: Tides, as an addition to the weather aspect.
Post by: vrukt on August 24, 2014, 08:24:27 PM
The one that means you can barely tolerate it, or feel "irrational hostility towards"

Well that is besides yourself, having written it, and being the one who is probably going to have to do any troubleshooting. You may begrudge the extra little bit of complexity and the time it could potentially cost.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 24, 2014, 08:39:25 PM
Yes, I do tend to only like working on systems that produce complexity without taking too much complexity for the developer to initiate the process. Imo, that is the beauty of ai.
Title: Re: Tides, as an addition to the weather aspect.
Post by: vrukt on August 24, 2014, 09:16:28 PM
Well that's how I got this idea. I saw that video, and the guy talking about the tidal pools, and tried to think of a relatively easy way to simulate a tidal pool in Darwinbot's.

The concept being to take parts that are already there, and reassemble them like Lego's into something new.

Also do you have any documentation on your "Simple Survival Mode" and "Eco Survival Mode"? I'm having a hard time understanding what they are doing.

Survival Mode seems to restart a few times and then freeze. Eco Survival Mode seems to break the bots into a "Base" and "Mutant" but I can't seem to pick up on what it's doing after that.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 24, 2014, 09:48:39 PM
That is really weird. Both should have base and mutant. Also, make sure you have a real food supply. Also, what initial robot are you using?
Finally, it works by systematically evolving the mutant robots vs the base robots.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 24, 2014, 09:51:51 PM
With every stage the base and mutate gets set to the best calculated entity. Between stages the program restarts.
Title: Re: Tides, as an addition to the weather aspect.
Post by: vrukt on August 24, 2014, 10:34:23 PM
Should it just keep restarting constantly with every cycle? It seems to do a few, and a winner scoring box pops up, and no matter what I do, it seems to stop at a cycle 3-4 cycles in, and then becomes incredibly slow or crashes all together.

Also eco-survival mode doesn't restart is that right?

The bot I'm using is
Code: [Select]
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''''''''''''''''''''''''  Gene:  5 Ends at position  929  '''''''''''''''''''''''
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 *.maxvel 300 *.bodgain 221 *.bodloss >
 <
 0 *.aim *.up add *.tin2 *.focuseye *789 *.myup 0 store
 *.slime *.trefaimsx store
 *.edge *.shdx *.in10 0 *.tout9 *.eye4dir 438 0 *.refage 0 0 *.in1 529 add %=
 0 store
 =
 *.eye7dir *.eye1width 0 *.refdn *.refsx .tout5 substore
 *.kills 0 *.shdx *.sx .trefvelmydn store
 store
 0 *.trefvelmyup *.trefxpos 13 =
 0 =
 .fertilized store
 *.myvenom 522 and
 7 584 579 *.up =
 *.slime *.vloc 4 *.in8 *.vloc =
 *.shang 0 *.trefage *.fixlen *.refmulti *.eye8 =
 9 *.tout6 *.repro *.sharenrg 0 *255 sgnstore
 store
 =
 *.genes 0 *225 *.trefvelmyup .shareslime store
 *.tout10 *.velscalar !~=
 *.veldx *323 >
 800 -5 -14 *436 *.myup *.trefdn *.tiepres *367 *.mass *.refshoot *.shootval <=
 and
 -7 *.strvenom sqr mult <=
 -11 *.shareslime *.tie *.eye6width *.treffixed *.ypos *.reftie =
 *.trefdn -10 *.refage *.out6 *.daytime =
 pow absstore
 >=
 *.eyef *.venom *.aimright *.refage *.repro *.myshoot *.myaimsx *.shareshell >
 *.in8 store
 *578 - sub *.tin7 .dx store
 *.venval 0 =
 *.out1 1 =
 *.rdboy 6 %=
 *.memval 0 =
 >
 11
''''''''''''''''''''''''  Gene:  6 Ends at position  1292  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  7 Begins at position  1293  '''''''''''''''''''''''
 cond
 *.aimshoot 0 *.backshot dec
 true
 445 *.trefage =
 *.refaimdx =
 *.in9 *.aim .paralyzed store
 *.trefeye *929 0 multstore
 895 *433 *373 689 -5 *.refshoot .eye1dir store
 store
 *.trefage *.refdn *.tielen4 ++ =
 0 0 *.eye4dir *.tielen2 8 *.eye7width 0 *.out3 =
 .pain store
 =
 0 *273 =
 *.rdboy 0 >=
 -6 15 =
 205 0 *.vloc -10 *.tieval *.trefvelscalar 226 *.aimright <
 -3 *.refdx !=
 *.shup store
 0 !~=
 -6 *.refpoison *.out2 5 -6 .robage store
 *.setboy !~=
 10 0 store
 *.refbody *.ypos 822 <=
 >
 start
 .tie multstore
 *.tieang *.daytime *.tout5 *.trefshoot =
 *.trefdx -7 *265 *.refdn *.refnrg ~=
 *.tout3 *316 *.eye8width -11 *.eye5 store
 *.mass *.in9 *.aimshoot <=
 *.dx *.tout6 =
 *.memval *.trefvelyourup !=
 *.in10 *.tin5 =
 *.tin6 469 *.trefypos 1 0 *.tin8 *.veldx 0 *663 .out6 store
 *.myties *.trefup *.sharechlr %=
 *.trefshell angle =
 0 *.dx *.in1 =
 203 0 =
 0 0 *.refvelscalar =
 457 0 =
 *.veldn *.up =
 store
 store
 *.fertilized store
 -3 *.shdn *.myup *.refvelup *.in10 0 0 *.eye8dir *.aimleft 0 *.bodloss *.tieang2 0 =
 461 *.eye5width *.hitdx 0 0 store
 *.nrg 0 *.refveldx *.tin9 0 =
 421 -3 =
 0 0 =
 464 *.tin2 =
 *.eye8 dropbool
 store
 *.tielen2 *.refvelup *.eye4width 215 0 store
 0 11 *.tin2 *.tiepres -11 >=
 *.mkpoison store
 >=
 *.venval *.tout6 dropbool
 *.out7 *.myeye 0 *.sun *.mkchlr *.deltie *.trefshoot *.tienum angle *.refveldx 0 =
 0 15 -12 *.bodloss *.out7 *.myup 0 *.eye6 *.treffixed *.stifftie 0 *.refveldx =
 485 800 !=
 0 *.tout8 *.trefvelmysx 3 *.eye4width =
 *.velscalar 0 *.mkslime 739 *.tin3 *.aimleft 3 *.eye5dir -7 <=
 718 *926 *.mydn 15 0 store
 721 *.trefvelmydx 707 *.tieloc sub =
 *.kills *.strbody 723 =
 *.trefup =
 *.eye4width *.shoot =
 *.shflav *.shsx -5 =
 *.eyef *.eye1 *.trefvelmydx *.chlr *.refvelup 0 *.tout3 *.velscalar *.tout3 *.numties *.refdn 0 *.tout2 *.hitang 222 *354 !%=
 *.refaim 0 store
 *.tmemloc 6 >=
 *0 *.velsx 0 0 0 *.in4 *.out7 -4 *.tiepres 0 0 *.delgene =
 711 *.trefdx !~=
 *.eye9 0 *.aim *.in6 712 *.in7 *.trefvelyoursx *.reffixed 801 *.pwaste *.ploc -3 *.refbody
''''''''''''''''''''''''  Gene:  7 Ends at position  1628  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  8 Begins at position  1629  '''''''''''''''''''''''
 else
 697
''''''''''''''''''''''''  Gene:  8 Ends at position  1630  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  9 Begins at position  1631  '''''''''''''''''''''''
 cond
 *0 3 !%=
 *.focuseye 0 0 =
 302 0 =
 *.vtimer 0 *.slime .sharewaste absstore
 *.in3 << =
 464 *.tin2 =
 *.mass dropbool
 *.reftype 1 dist -8 0 0 0 *.veldx -4 *.tiepres 0 0 *.delgene >=
 *.sexrepro 0 *.in7 712 -7 <
 *.myties *.tin9 14 *.aim 0 =
 0 store
 *.trefvelmysx 213 0 *.myvenom 0 *273 0 >=
 -6 *.out4 *.myup 215 *.out8 *848 *.pleas *.tieval *.trefvelscalar 226 -1 <
 -3 *.refdx !=
 store
 angle !~=
 -8 *.aim =
 208 *614 =
 0 *.treffixed *.mass 237 dist rnd store
 0 *.dn 210 *.deltie *765 store
 =
 *.hitdn dropbool
 *.eye4width .tin1 absstore
 -12 *642 741 0 =
 *.tieval *.fdbody >
 *260 >> *226 .trefvelmydn ceilstore
 add 304 *.refveldn *678 *.focuseye -5 *227 *.eye6 5 *.shang *.tin1 *.tielen1 *.out10 *.tout5 *.refvelup 866 store
 =
 .eye2dir store
 =
 818 *.tielen3 root -24 *.trefvelmydn %=
 790 10 *.eye2width -1 *.tin8 =
 .tout1 store
 store
 *385 not
 -7 =
 *.tout9 0 *.trefvelmysx *.myties *.out10 4 *.mkslime *409 -4 *.in1 213 *.vel *.refshoot *.aimleft <
 0 674 *.trefaim *.velsx *.sharenrg =
 703 *.tin3 *.dnalen *.stifftie *.trefbody =
 *.light *.shootval *.velsx *.refsx *.trefnrg <
 -4 *.tielen2 0 0 *.delgene =
 711 =
 *.mkchlr *.sun *.eye5 *.tin2 dropbool
 xor
 pow ~ 338 -8 *.trefvelscalar *.trefup 0 and
 -4 *.tiepres 0 *157 *790 *.deltie *779 *.aimshoot 0 *.aimleft *.pain *.eye9 .readtie substore
 anglecmp *.trefdx *.tielen swapbool
 212 >=
 *.aim 0 0 0 <
 536 *.in1 *189 *.out10 *.shoot *231 *.tout1 *.tout10 -25 xor
 *.bodgain 213 *.trefaim *.trefage *.refvelup *.eye4width *.dnalen ++ 3 *.tiepres *.xpos <=
 *.mkpoison *.fixed >=
 *.refeye *317 513 *497 208 *.trefvelmysx *.aimright *.refaim *909 *633 *.tin1 root floorstore
 =
 484 *.myeye 674 negstore
 -10 *.mydn ceil *.trefvelyourdn *.ypos *.totalbots *.myties *.edge *.mkslime *.mrepro *.hitdx =
 *.fixlen *234 *.sexrepro 826 *.fixang *.bodgain 0 *.tin10 0 0 =
 538 << *.myup *.trefnrg 0 *.sharechlr -3 *.shoot 9 <
 *.eye6 *.sx *.eye5width false
 root *.refveldx 831 10 *.kills *.eye4dir *.trefbody %=
 *.out1 0 !~=
 *.refsx *.trefvelmydn store
 store
 0 *.fertilized *.refsx *.trefshoot >=
 *.sharenrg *.trefvelscalar .mkshell store
 *.shsx *.trefdx 0 *.out1 *.setboy *.mass 0 <
 -17 13 else
 *.reftype *.nrg !~=
 *.eye1 0 *.eye4dir *.mypoison *.bodgain *.tin6 *.nrg 0 *.trefvelyourdn *.tout3 0 =
 512 -3 =
 0 *.mkchlr =
 464 *.tin2 =
 0 *326 !%=
 465 0 !=
 *592 -1 *246
''''''''''''''''''''''''  Gene:  9 Ends at position  2014  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  10 Begins at position  2015  '''''''''''''''''''''''
 cond
 <
 *.sx *.out2 11 *497 ++ 0 *.mrepro *.myaimsx store
 *.hitang *.eye9dir *.eye3dir 461 4 *.out7 0 0 =
 0 *.in4 *.refveldx 0 *.tielen4 =
 512 *.strbody *.trefvelmysx *.myaimsx *.pain pow *.refshoot 3 <
 0 0 *.mrepro - -7 *.trefvelyoursx <
 *.out2 1 *.tienum *.rdboy *.hitang *.strvenom *.refveldx 0 0 *.refvelscalar *.eye3width 0 *.hitsx *.totalmyspecies *.maxvel *.tmemval *.hit -16 <=
 *.shdn 0 *.out7 *.out6 0 *.sun =
 *.eye3dir 0 =
 dec
 -8 .pleas store
 store
 !%=
 *.trefup !~=
 *.setaim *.tin2 *.refkills 621 -11 *.eye1width -1 0 17 =
 *.shup *.refpoison *.out2 *.aimright 3 400 *.tielen3 =
 0 21 *.refeye 486 *613 *.aimright *743 *.setaim 844 17 dist !%=
 add -9 *.genes 895 *.paralyzed *.refpoison 0 *.poisoned !=
 900 -1 *.trefage *187 *176 399 -1 =
 *.trefvelscalar dist 381 0 *.vel *.in10 *.tin5 *.trefypos =
 0 .trefvelscalar store
 !%=
 -18 -28 =
 *.vel 0 *.eye7width *.venom *.tout7 =
 *.out10 0 *.mkchlr store
 *.eye5 484 0 674 *964 *.refvelup =
 store
 *.eye2 !=
 0 *.tout3 *.trefvelmysx *.ypos *.ploc =
 *.in7 0 *.trefvelmydx *.sharewaste 361 -9 *.vel *.in10 *.tin5 *.tin6 469 *.trefypos *.eye6width
''''''''''''''''''''''''  Gene:  10 Ends at position  2195  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  11 Begins at position  2196  '''''''''''''''''''''''
 cond
 ceil *349 1 *617 *.shdn .repro store
 *.tin10 *.hitup 209 *.tin5 *.slime *.up *.rmchlr *.tout6 =
 *.sharenrg <=
 0 *.bodloss *.setaim 0 =
 *.genes 0 *225 *.shootval *.edge 0 *843 store
 *228 9 *.trefaim *.tout1 8 =
 *232 ~ angle !%=
 443 *.mass *.eye2dir 304 *-113 *.treffixed *.refdn *.myshoot 0 0 *.refaim *.sharewaste 0 =
 *.out3 -12 7 665 *.out3 21 0 *.trefeye *.tieloc 486 16 =
 *.eye8dir *.shup *.numties 0 store
 store
 203 0 =
 0 0 =
 *.out7 *.vshoot >=
 *.slime 15 1 *.trefsx *.refshell 205 *.eye5dir store
 =
 504 0 *.refsx *.trefnrg %=
 *292 *47 divstore
 3 else
 -6 *.myaimdx 0 %=
 !~=
 -9 *770 *.velsx *.mkpoison *.aimshoot 0 *.backshot dec
 401 >
 11 *.in2 *.mrepro 533 *.myvenom 522 and
 7 *.mydx *.out4 -15 <=
 *.in8 *.tin2 =
 *349 *.myshoot *23 =
 *.eye8dir *.dn *329 swapbool
 8 *.shflav *.tmemloc *.timer *.out1 | =
 *.fixed *489 *.eye6dir -6 *.venom *962 224 store
 -13 2 !~=
 *.refvenom *.refeye *.refdn *0 0 .refmulti store
 17 store
 *.venom 0 !%=
 *.shoot *.eye6width *.readtie *.velsx *.deltie %=
 10 *.refmulti *.daytime *.mkchlr 5 *.refdn *.timer *.out10 =
 *.daytime 0 =
 *750 *.refvelsx 0 *.eye8dir *.aimleft *.mkvirus *.bodloss *.tieang *.tieang =
 *.trefbody *.memloc *.strvenom *.light *.reffixed =
 *.out1 0 *.chlr 0 0 0 store
 413 =
 *.rmchlr *.eye4dir !~=
 store
 0 *.ploc *.mkshell 0 =
 *.tieval *.tin4 %=
 739 .repro store
 *.vtimer *.shdn
''''''''''''''''''''''''  Gene:  11 Ends at position  2425  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  12 Begins at position  2426  '''''''''''''''''''''''
 else
 *.chlr *.tout4 *.aimright -7 =
 715 *.out10 *.myup *.myties 0 *.in10 =
 ~ 2
''''''''''''''''''''''''  Gene:  12 Ends at position  2440  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  13 Begins at position  2441  '''''''''''''''''''''''
 cond
 *.tout5 *.tie .hitdn store
 *.aimright *.mysx 6 >
 -10 start
 *.veldn 142 *.in10 *.tout8 *.trefbody 0 *.strvenom *.refaimsx 261 store
 =
 ~ 0 *.aimleft 482 *.trefage =
 store
 *.refvelscalar 474 *913 substore
 ceilstore
 484 0 674 *.eye1dir *.sx *20 *-13 *.xpos !~=
 *.refkills 0 *.eye3width *.eye9width store
 =
 *.eye4dir *.treffixed !%=
 *.eye6 *.genes *.up *.setboy >
 -16 *.out6 23 !%=
 *390 *.totalmyspecies 703 0 *.velscalar *.eye2dir 704 *.shootval =
 *651 store
 =
 *.memval 0 *.tmemval *.deltie *.out4 *.shell *.aimright - *.tin1 707 0 =
 *382 *.shareslime sqr
''''''''''''''''''''''''  Gene:  13 Ends at position  2528  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  14 Begins at position  2529  '''''''''''''''''''''''
 start
 *.myties 0 store
 *.refdx *.fdbody 0 674 *.venval -10 *.waste *.out8 *.in3 !=
 *.light *.in8 *.eye8dir *.trefvelmysx *.trefvelyourdx *.ploc *.tieang =
 512 *.hitup =
 0 *.eye7width =
 464 *.tout2 *.myaimdx *.pain *.ploc *.refshoot .sharewaste store
 6 *.sx *.readtie *233 *.tin10 *.fixlen *.tout1 *.myup -14 5 5 4 *.trefup *.dnalen 10 *.trefdn 9 =
 575 -6 *.sx *365 *.trefvelmysx !%=
 699 *.sharewaste =
 .tin6 store
 *.trefage *.trefvelscalar *.refmulti =
 -26 store
 *.tout3 688 =
 *.mkchlr 0 *.refveldx *.reftie *.trefvelyourdx *.trefbody 0 *.dnalen 0 704 *.ploc =
 *.myup 0 =
 *.venval 0 *.tmemval *.refmulti *.vel *.maxvel -3 *.rdboy 459 -14 sgnstore
 *.shdx *307 4
''''''''''''''''''''''''  Gene:  14 Ends at position  2631  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  15 Begins at position  2632  '''''''''''''''''''''''
 else
 *.shoot 0 =
 *.fixpos 0 *.myaimsx 214 *.fixpos 417 *.tout10 -10 =
 485 *.trefaimdx !=
 0 *.eye5width *.slime 486 *.refvenom >=
 *679 8 =
 *.tin2 =
 0 *.bodgain =
 *.thisgene *.veldn *.timer *.eye3dir *.in9 *.tout6 *.eye9dir 565 0 *373 *.trefaimdx *.in3 -- *496 sgnstore
 19 -24 <
 854 *.dn *.trefup store
 *.refvelscalar 0 *894 *.eye3 -18 >=
 & 456 *.vtimer add !~=
 0 0 *.mkpoison 457 0 >=
 *.in10 0 =
 *.fixpos *.maxvel =
 *.eye5dir -3 *.trefeye 459 0 *.vtimer *.refvelup 0 *.tin7 *.aimleft sin 0 *.bodloss *.tieang2 0 =
 *.refdx 4 *.eye9 *.vtimer 0 *.tielen2 *.nrg 0 *.refveldx *.tin9 0 !%=
 !=
 *.mkpoison =
 0 0 =
 464 *.tin2 =
 xor
 dropbool
 *.trefaim 0 *.reftie 0 0 store
 *.hit *.repro *.veldx *.tout6 <
 0 *.fertilized !=
 731 *.focuseye *.tie =
 539 *.tin2 *.daytime *.trefvelyourdn 0 *.tiepres *.eye2 12 *.refdn <
 *.sx *.tout6 405 *497 19 & =
 store
 root *747 *.vel 0 399 *.in10 *.hit *.tin6 469 *.trefypos *.hitup 0 =
 *.veldx 0 *663 0 *.tout2 *.vel *168 *.strvenom *.refveldx 0 0 *.tieang 501 0 *.vel div 5 -13 *.tout3 *.tin6 -16 <=
 *.xpos -6 *374 *592 *.mkshell *.numties *.vel 0 !~=
 pow *346 !%=
 ceil -7 *.refmulti store
 0 <
 =
 *.in2 0 *.myup *.tie 0 *.shang -- *.refup =
 0 - 0 0 *.venval *.trefvelyourdn -4 *613 >=
 *.up 7 *.readtie 0 *.backshot *.trefaim *.mkpoison 0 *.eye8dir *.refpoison 0 %=
 1023 *.trefsx 2 *.vel store
 *.xpos *.eye3width *.out7 =
 *167 *778 !%=
 0 *.trefeye -322 *.daytime -6 <
 0 *.backshot *.sharewaste *.tout3 *.trefdx 0 0 *.aim angle 39 *.in8 *797 0 *.refpoison *.tielen *.sharewaste <=
 *758 *.eye5width =
 -10 *.tout5 *.trefage *.trefaimsx 0 *.refpoison 0 *.poisoned =
 900 *.tin7 *.reftie *.shang 0 *.trefage *.fixlen 23 >
 -12 dup 534 *.sharewaste 0 9 *.trefvelyourdx *.tiepres -11 ~=
 *.tiepres *.veldn >=
 *.eye5width *.trefage ~ *.eye1 213 *.veldn *.eye3 462 *.out1 =
 *999 *570 =
 484 0 .pval inc
 *.in4 =
 485 800 *.trefvelmydn 0 =
 *.ploc 486 *.tieloc *.refypos *.in7 *.light >
 *.trefvelmydx *779 *.tout10 *.out8 0 444 *.refaimdx *.tin9 -18 -28 -- =
 445 0 *.trefvelmydx *.shell -4 ++ *620 =
 *.eye9dir *.out8 *.shareshell 1 >
 *.out1 <=
 *.xpos *.totalmyspecies 0 =
 0 529 =
 over *.in9 !=
 sin pow *432 *.mass *380 =
 *.reftype *.velsx clearbool
 6 *.tout6 6 0 and
 *.refmulti -4 *.tiepres 0 0 *.delgene *.rmchlr *.up *.aimright *.eye5 *.trefaimdx -- 0 =
 =
 0 *.dnalen - 0 store
 *.refaimsx !~=
 .reftype store
 *.in3 *.in3 *.refvelscalar *.rdboy 0 *.hit *.robage *.tielen4 *.aim *.eye3width 0 *.refvelscalar 0 dupbool
 *0 *.repro *.multi >> 445 0 =
 413 ~ *281 *.refshoot *.shflav 0 .tielen3 store
 0 =
 0 *.tie =
 723 0 =
 0 >> *.shoot =
 *.eyef drop *495 *.refup 0 330 *.eye6dir *.eye4 -15 %=
 *.mkshell 0 *.tiepres *.myaimdx and
 =
 0 0 =
 .eye8dir store
 .vel store
 *.tmemval !=
 *.in8 0 =
 *342 *.sx <=
 *.vel 18 *.stifftie *.eye7 0 *.eye8width =
 *.shflav *.eye9 0 0 =
 *.nrg 0 *.slime *.eye3 *.veldn 0 =
 *.tieloc 0 *.chlr *.nrg =
 store
 527 *895 *.refeye *.aimright *.thisgene *.veldn *.dnalen =
 529 0 !~=
 store
 *.tout6 16 dropbool
 0 *.refdn angle *.velsx *.multi 0 0 =
 0 *380 *.ypos 214 *.veldx =
 *.out6 *.in6 *.trefshell *.memval 0 0 =
 *.sexrepro 0 =
 *.vtimer 0 837 mult *.mkvirus *.totalbots *910 clear *490 =
 .tin6 store
 *.fdbody *.rmchlr *.trefvelyoursx *.out10 *.eye8dir *.deltie 688 =
 *.eye9dir *.tielen1 *1089 >=
 *.shareslime *.eye9 !%=
 16 -1 *.tieang2 909 *.refxpos *613 -4 *.eye4dir >=
 store
 7 *.readtie *.refaimdx *.out3 =
 *789 17 =
 0 *.mypoison %=
 1023 2 *.vel *.refvelscalar *.xpos *.myaimdx 824 !=
 =
 *.out1 0 *.refaimsx *.sun -6 <
 0 *672 substore
 937 *.hitsx 0 <=
 0 *.aim 837 *.mkslime *.ypos !%=
 *.sharechlr 482 *.refypos =
 store
 *.aimright *.mysx 483 *.refvelscalar <=
 .eye9 store
 *.eye3 484 0 674 sgnstore
 -10 *.eye8dir *.aimleft 0 0 0 *.refnrg =
 *.body *.totalmyspecies *.tout7 -13 0 !%=
 *.nrg *.trefvelmyup *.shsx *.tin9 0 =
 *.eye4dir -3 !~=
 *.reftie -6 -5 *.trefdx *364 *864 ~=
 0 store

''''''''''''''''''''''''  Gene:  15 Ends at position  3301  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  16 Begins at position  3302  '''''''''''''''''''''''
 cond
 *.myeye *.mypoison *.bodloss *.tielen2 *.tie 512 *.ploc *.ploc 0 0 =
 *.mrepro 445 -15 *955 *.tout9 12 0 !%=
 0 457 *.refvelup .timer store
 -11 * 0 9 *.tielen3 *.aimleft *.tout8 *.vel div *.eye3 699 *.mrepro *.pwaste *.sx *.eyef *.venval
''''''''''''''''''''''''  Gene:  16 Ends at position  3342  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  17 Begins at position  3343  '''''''''''''''''''''''
 cond
 start
 *.nrg *.backshot *.strvenom 527 *.tin6 =
 *.out1 *.thisgene *.veldn *.dnalen 485 800 *.memloc 0 444 *.mkpoison !%=
 -18 -30 *.trefvelmydn 445 0 store
 *.venom 0 =
 446 *.tin5 store
 469 *.trefypos ~ 0 =
 *.veldx 1 *.pval =
 *.veldx 0 *622 180 store
 0 *.eye8dir *.aimleft 0 *.bodloss *.veldx 0 *.eye9dir =
 *.trefaimdx 0 0 0 =
 *.body =
 *.mkvirus 0 *.shootval <
 619
''''''''''''''''''''''''  Gene:  17 Ends at position  3408  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  18 Begins at position  3409  '''''''''''''''''''''''
 cond
 *.refshoot *.tin1 0 =
 -1 | 0 *.shareshell *.eye2width 224 *.shoot =
 0 *.pain =
 203 0 =
 *.shflav *.pwaste 0 *273 =
 -6 *.vloc -19 253 =
 store
 *.pleas *.tieval *.trefvelscalar 226 *.eye2width *.totalmyspecies *.ypos *.trefshoot *.edge *.trefshell *.out2 *.maxvel -8 *.aim *.trefvelyourdn 208 *.shareslime =
 0 *.pain *.sharewaste *.refup angle rnd *.waste 0 *.hitdx *.trefshell 211 *.trefaimdx 0 522 ~=
 *890 store
 *.tin4 0 0 =
 302 and
 *396 *.tielen1 565 0 *.vtimer *.in10 0 0 <
 *.refvelup *.tout5 =
 16 .aimright store
 0 *.trefdn *.rdboy *.ploc *.mkpoison *.in7 *.out1 =
 *364 *880 *.strvenom 0 0 444 %=
 *.out2 300 696 *.aimleft *.shdn .ploc store
 <
 store
 -7 %=
 715 *.out10 <
 0 *.tieloc .myup store
 *.eye2width *.tin1 *.tieang3 =
 722 0 =
 0 -- !~=
 >> 0 *.eye5 0 *.setaim *.vtimer -5 *.up *.eyef false
 0 store
 *.refvelup 0 *.tout3 *.sun *.tout3 *.numties *.refveldn 0 *.refmulti 222 *354 !%=
 *.refaim 0 *.refmulti *.veldx *.tout6 =
 0 0 <=
 *844 *.out8 *659 *.poisoned 0 dec
 ~ store
 =
 0 169 0 29 clearbool
 .maxvel inc
 *225 *.trefvelmysx 0 0 !~=
 0 *380 *.sx !~=
 store
 *.refvelup *.eye4width 215 *.eye9width *.eye4dir 0 9 >=
 *.mkpoison *.fixed =
 0 *.refeye =
 723 0 *.trefvelscalar 0 >> -9 =
 *.eye3 dropbool
 18 *.chlr store
 *.tmemval 0 *.ploc =
 681 store
 mod 0 =
 *.tin6 *780 0 start
 !=
 *.myaimdx *.tout2 *.trefaim *.body 0 0 *.refdn *.refshoot .sharewaste store
 6 *.sx -11 .strbody store
 *.fixlen *.tout1 *.trefypos -14 5 3 *.mkslime *.shang 10 -5 *.shup *.paralyzed *.tin10 *.myaimsx 0 *.trefaimdx 0 *.vel *.in10 *.tin5 *.shsx 469 *.trefypos *.refshoot 0 *.refkills *.veldx 0 *663 211 *750 store
 *.tin10 *.eye4 *.refaimsx ~=
 *.up 9 *.tout6 <=
 *.rdboy store
 *.tieang1 *.myaimsx -1 !%=
 -3 *.refdx floor 225 *.mypoison *.vel -8 *.timer =
 *.paralyzed *577 =
 0 *.venval *.sharewaste *.refvenom angle over *398 *.dn *.veldx 688 *.venom *.refdn *.mkchlr 0 =
 703 0 -19 *.out9 -3 15 *.trefeye *.in9 >
 *388 *.veldx 0 0 17 *649 *.eye1 -11 *.shdx *.tin10 *.refaim *.refmulti dec
 2 *666 *.trefshell *.refmulti 220 0 *.ploc 0 0 =
 *.trefvelmydn 0 *.myup *.tout5 *.fdbody >=
 & *.poisoned =
 *.hitdn *.eye3dir =
 301 *.out3 *.totalbots .aimright store
 *
''''''''''''''''''''''''  Gene:  18 Ends at position  3774  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  19 Begins at position  3775  '''''''''''''''''''''''
 else
 292 11 *.mass *.refbody =
 ~ -8 *390 *.shflav .refvelscalar store
 716 *.eye3dir add 304 695 *.myaimdx *.poison 0 0 *.out2 *.sharewaste -9
''''''''''''''''''''''''  Gene:  19 Ends at position  3798  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  20 Begins at position  3799  '''''''''''''''''''''''
 else
 *.sharewaste *.refvelup *.xpos
''''''''''''''''''''''''  Gene:  20 Ends at position  3802  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  21 Begins at position  3803  '''''''''''''''''''''''
 cond
 *187 *.tieval *.tin5 21 *.tieloc 486 *.trefaimsx *.tin10 *.eye8dir *.setaim 0 572
''''''''''''''''''''''''  Gene:  21 Ends at position  3815  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  22 Begins at position  3816  '''''''''''''''''''''''
 cond
 *.reftype =
 *.hitdx *.mkchlr =
 *.tielen1 0 =
 *.fixpos *.in3 *.trefaimsx -3 *.strvenom *.trefage *.out1 -4 and
 else
 *.tiepres 0 0 *.delgene =
 711 *.trefdx *.poisoned *.rmchlr *.bodloss *.velscalar 712 0 =
 *.tieval *.trefvelscalar %=
 739 *.tieloc *.refshoot
''''''''''''''''''''''''  Gene:  22 Ends at position  3854  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  23 Begins at position  3855  '''''''''''''''''''''''
 else
 *.shdn *.shootval store
 *.vloc <
 *.aimright *.tout6 *.eye2dir -11 =
 *.eye9dir *.tout5 *.light 0 0 0 *.eye9width store
 *.vloc *.eye4dir *.sx *.tielen1 *.strbody 313 *.tielen3 *.mkchlr 0 *.aimright =
 *.tout4 *.numties *.refypos 0 *.stifftie 475 *.mkvirus =
 angle 476 =
 *.pval *.in7 *.tin10 angle 24 0 *.vel *.tielen *.eye7dir %=
 -6 -21 ~=
 ++ *882 >=
 *.bodloss *.out2 *394 523 mod =
 *.refshoot *.in10 =
 *.eye8dir *.tin2 <
 -2 *.edge !%=
 *.body *.trefbody *333 0 *231 *.tout1 ~ *-14 *20 11 *.in1 *.out6 -1 206 *.up *.myties 5 4 =
 *.trefeye 0 =
 *-309 0 0 *.in1 *.refveldx *.tin8 *.mkslime *.fdbody *248 and
 store
 0 =
 *.refup *.refxpos =
 <=
 *.eye5width 7 =
 *.setboy *.sx %=
 .tout3 absstore
 stop
''''''''''''''''''''''''  Gene:  23 Ends at position  3974  '''''''''''''''''''''''
 *.shareslime *495 *.refage 442 <
 -- -18 *515 >
 sin *.hitdx *.tout7 0 =
 616 *.fixpos and
 *.shdx -9 =
 *.refup store
 =
 *.mysx 4 !~=
 *.refkills 0 *.rmchlr 0 *.eye8 =
 *.eye4dir *.treffixed !%=
 *.sexrepro *433 *.shang *.fixlen 0 *.eye2width 510 *.in8 =
 store
 <=
 505 !=
 *.daytime =
 store
 *.trefvelyourdx =
 *.in6 0 store
 *.refage *.daytime =
 *.refvenom *.in10 *.robage *.refvelscalar *.fertilized *578 sub *623 & 4 <
 -10 *.eye4dir =
 store
 store
 *.tin6 >
 *342 *.myaimsx *.aimright 2 0 *.myshoot *.vel -19 *.out1 7 7 !~=
 *.tiepres 0 819 *.veldn *.out9 =
 *.out2 *.eye5width =
 5 0 *.tin5 *.hitdn *.hitdn *.stifftie 5 -5 pow <
 0 *.tin7 *.chlr -1 %=
 *.eye4dir *.shsx *.tin2 angle *.trefaimsx *.in8 =
 *516 .refvelscalar store
 ~=
 *.hitup *.refvelscalar 18 !~=
 store
 store
 <
 0 *.refshell *.mysx *.stifftie *.refaim *.shdx 0 0 =
 *.pleas 0 *.refvenom *.setaim *.daytime store
 *.tieval 0 !~=
 store
 0 *.eye1dir 10 *.fixpos *.bodloss *193 ~ !%=
 .tin3 ceilstore
 *.tout1 304 *.trefdn *.refvelup *.refmulti *.numties >=
 =
 *.tielen4 *.tin2 =
 0 0 *.pwaste *.refpoison 0 =
 0 =
 *.aimleft store
 =
 *.in1 2 *.dn *.maxvel sgn *915 *.refpoison *.aimleft =
 store
 absstore
 *862 *892 *623 *.fertilized *.in9 >
 *.refvelup *.eye1dir *.hitsx =
 *.eye6 5 *.tieang4 0 *.refvelup =
 314 0 *.kills *.velsx store
 !%=
 305 *.eye6width *.in10 store
 *.fixed =
 330 *.tmemval *.tin6 572 0 store
 *.tin9 *.refvenom !%=
 699 0 *.ypos *.tout2 -1 =
 *.trefvelscalar floor *.sharewaste 399 0 *.vel *.in10 *.eye4dir *.tin6 *.vloc 5 *.tin10
''''''''''''''''''''''''  Gene:  24 Begins at position  4223  '''''''''''''''''''''''
 cond
 *.shdx =
 store
 6 *.fixlen >
 *36 store
 *.eye7 *.out3 0 =
 <
 *.trefdn =
 *.daytime -3 *.trefsx *.mkshell stop
''''''''''''''''''''''''  Gene:  24 Ends at position  4243  '''''''''''''''''''''''
 *.shdn -18
''''''''''''''''''''''''  Gene:  25 Begins at position  4246  '''''''''''''''''''''''
 else
 <=
 =
 0 *.eye4 *.fixpos 214 0 =
 *.repro store
 *494 false
 *0 *.eye4dir 0 *.trefshoot *.mkpoison *.fixed >=
 261 *.trefsx =
 ~ *.out1 21 =
 *.aimshoot 0 add 805 *.vshoot *.backshot *.hitdx *.tout4 *.refvelup 802 *.venval *.in10 -11 *.trefvelyoursx *.tielen1 *.refypos 0 81 store
 *.out8 *.tout9 *.mypoison 804 *.tin8 *.refaimsx *.hitdx *.trefshoot =
 *266 19 *.trefvelyourup -4 7 *.eye3 811 -30 *430 0 0 =
 *.tiepres =
 *.myaimsx 0 *184 *380 *.fixpos 214 *.eye2 -3 *582 not
 *.rmchlr *.eye7 215 0 *.eye4dir 0 *.reftie *.tielen1 *.tiepres -11 >=
 *.paralyzed *.shdn *.out8 *.in10 <
 *.sx *20 11 *.tieloc 409 store
 =
 *.out6 floor *.sharewaste 384 *184 *500 *.eye5width *.tielen4 *.backshot dec
 401 .out2 store
 *.slime *.mass *.refbody *.eye5 0 =
 *.shdx *.fixang 0 .eye8 sgnstore
 -10 =
 *.trefdx 800 !=
 *.refxpos -242 0 0 =
 *.tieloc 0 *.stifftie *.refvelup *751 div *.xpos stop
''''''''''''''''''''''''  Gene:  25 Ends at position  4389  '''''''''''''''''''''''
 >=
 *.repro *.refdn !~=
 685 *.mydx *.tout1 *.tieang1 0 *.trefvelyourdx 0 *.shareslime *.eye2dir 828 *.mydn *.eye3width 0 *.refvelscalar *.eye9dir 461 -1 << .mass store
 *.eye2width 224 *.trefbody =
 0 *.poison ~=
 224 0 =
 0 store
 =
 *273 *.tout9 >=
 *.shareslime 15 =
 205 0 *.refdn
''''''''''''''''''''''''  Gene:  26 Begins at position  4436  '''''''''''''''''''''''
 else
 *.focuseye 226 -1 *.kills -3 *.refdx *.readtie !~=
 -8 *.aim =
 *.in6 *.refveldn *.refup *.in9 *.tielen4 *.eye9dir 565 0 *.reffixed -12 0 pow store
 3 <
 0 *.refdn *.sharewaste *.aimshoot 0 .trefbody dec
 0 =
 454 *.pain *.pleas 12 *597 floorstore
 *.setboy .eye4dir store
 0 *.refdn *.trefshell .tout5 absstore
 store
 *.thisgene store
 *.maxvel 442 0 *.tiepres 0 *.pval =
 443 *.out9 =
 0 0 *.shdx 520 *.ploc 631 6 *.reffixed *.thisgene *.trefvelmyup *.mkvirus *.sharenrg 0 =
 *.eye3dir 0 *.out2 *.ypos 0 sqrstore
 *225 -8 200 .trefaimsx store
 *.velscalar =
 *.refpoison *.trefbody =
 store
 *.fixang <
 *.sx *20 11 *.readtie 348 -1 .poison store
 floor *.aimright pow *.rmchlr *.delgene *.sx *.reffixed ~=
 -4 *573 *772 *.tmemloc *321 dup *.tout7 *.tielen4 *892 0 *.deltie and
 ~=
 *.eye5width 0 =
 *232 *.velsx !%=
 716 divstore
 mod 304 *.refveldn *.shdn *.eye1dir *.waste | dist 5 *.tieang4 0 *.myaimsx *.shang 325 *13 %=
 *.kills *.velsx *.trefvelyourdn *.tielen4 305 *.eye6width *.treffixed *.eye2width *.reftie =
 *.robage 9 *.trefvelyourup 501 <
 <=
 store
 *.trefvelmysx *.mkpoison 699 *.trefdn sqr =
 440 *.mkchlr *.hitdn store
 *.refmulti =
 -26 0 *.tout10 *.fixpos *.myeye 0 =
 *.repro *.shsx *.eye4width 215
''''''''''''''''''''''''  Gene:  26 Ends at position  4624  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  27 Begins at position  4625  '''''''''''''''''''''''
 start
 sgn *.eye4dir 0 *.sun <=

''''''''''''''''''''''''  Gene:  27 Ends at position  4630  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  28 Begins at position  4631  '''''''''''''''''''''''
 start
 store
 >=
 261 *.eye5width =
 ~ *.eye1 *.aimleft 482 *.trefvelscalar =
 store
 *.aimright *.mysx 483 *.refvelscalar addstore
 store
 *.tin10 >=
 .tin5 store
 *.trefypos 0 0 *.dn *.refaimsx *.refvenom *.mysx *.in7 0 *.poisoned *.tieang *.trefvelmydx *.eye4width =
 *.trefaim *.bodgain =
 *.thisgene *.veldn *.dnalen *.sx =
 *.refaimdx 0 *.eye3dir *.in9 *.tout6 store
 565 0 *.vtimer -12 *.refnrg pow *.refshoot <
 *.refaimsx *.sx *.refnrg 190 2 *.aimshoot 0 *.tout1 809 *.bodgain << and
 0 %=
 mult *693 505 *224 *.shdn 0 0 *.eye4dir *.mkpoison 0 *.refage 0 0 =
 486 *.tin6 0 0 *.venom 0 *.trefxpos =
 443 *.out9 *.pleas 0 0 *.trefvelmyup 444 *.mkpoison !%=
 -18 -28 =
 445 0 *.sx *911 13 xor
 ++ -5 486 *.trefvelmysx 0 *.ploc =
 store
 0 *.trefshoot *.tieang *755 0 *.eye1dir store
 501 0 *.vel 0 *.trefnrg *.trefbody *.tin6 *.backshot <=
 *.shsx 0 *.myaimsx *.out3 0 *.sun <
 store
 *.mrepro *.tielen 0 *.refsx *491 *.out8 *.sexrepro *26 *21 *.eye8dir 0 *.eye3dir *.trefvelmydn -9 *978 <
 and
 15 -15 *.refmulti ++ substore
 <
 store
 533 *.myvenom *.trefaim
''''''''''''''''''''''''  Gene:  28 Ends at position  4802  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  29 Begins at position  4803  '''''''''''''''''''''''
 cond
 584 579 *.bodgain =
 *.tie store
 *.myup 0 *.tout9 *.trefaim *.fixed 0 >
 -13 9 *.mydn >=
 2 614 or
 0 *.strbody 728 0 *.refpoison stop
''''''''''''''''''''''''  Gene:  29 Ends at position  4829  '''''''''''''''''''''''
 ~ *.in10 =
 rndstore
 *556 4 *.trefshell =
 *169 0 >=
 6 mult *.eye2 *.refmulti 0 *.ploc *.shup *.fixpos *369 *.nrg *.ypos *.refkills *.bodloss | -1 224 *.tieang3 =
 0 *.out3 0 471 *.tiepres *.trefnrg *.myties .tout4 store
 >=
 261 *.eye5width =
 ~ 0 *.trefdx 482 *.trefvelscalar =
 addstore
 *.aimright *.mysx 483 *.shareshell =
 920 -1 *.rmchlr *.eye1dir *.eye7dir *.eye4 861 0 *.hitdx 0 0 *.myshoot 828 *.mydn *.out10 0 -11 =
 !%=
 not
 *.refvelsx !=
 -2 add 406 store
 .tielen3 store
 =
 *.in7 =
 store
 | *433 -10 0 *.tieang *.eye9dir 0 *.vel 0 0 *.tout10 *.tout3 *.refypos 0 *.tin10 *.in4 *640 ~=
 358 *.trefypos >=
 <
 *.tielen2 0 & 0 store
 <=
 *.hitup *.in2 *.out10 *.maxvel *.trefeye 459 *.reffixed *.totalmyspecies *.refvelup 0 *.eye8dir *.aimleft *.eye5dir *.bodloss *.out10 =
 471 0 *.slime *.mass *.vel
''''''''''''''''''''''''  Gene:  30 Begins at position  4965  '''''''''''''''''''''''
 cond

''''''''''''''''''''''''  Gene:  30 Ends at position  4965  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  31 Begins at position  4966  '''''''''''''''''''''''
 cond
 ~=
 start
 *.trefvelscalar *183 *.sharewaste 399 *.eye8 *404 *.in10 *.bodgain *431 *.trefvelyourdn *.refvelup 1 0 *.myties 5 *.tieang2 *.rmchlr *.eye3 0 *.totalbots 0 0 *.in1 *.myvenom 0 >
 4
''''''''''''''''''''''''  Gene:  31 Ends at position  4995  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  32 Begins at position  4996  '''''''''''''''''''''''
 cond
 multstore
 214 0 *.trefdn *.strvenom store
 *.eye4width 215 0 *.eye4dir 0 9 >
 *.tiepres *.tout8 *.mkpoison *.mkpoison *.hitang root *24 *.out4 *.velscalar ~ *.trefxpos 0 138 =
 *.out10 *.tin5 *.shsx store
 <
 *.sx store
 <
 *571 381 5 *.shang *.trefvelmysx floor *.sharewaste *.eye3 0 *356 *495 *.out10 9 *.vtimer -12 *.venom pow *.refshoot 3 *.numties *.shootval *.setboy *.tin3 *.aimleft *.tout3 0 *.in10 *.sharenrg *.refaimdx 211 *.refvelup *.aimleft *.bodloss *.tin9 | *.tieval *.eye2width 224 0 =
 *.vshoot *.out3 =
 *.shsx *294 store
 *.tout1 *.dnalen *.veldn *.thisgene *.out1 *.tielen3 *.trefypos *.refaimsx *.refbody *.trefypos *.eye1width =
 0 *.tout6 *.vtimer -12 0 pow *.refshoot *.myshoot add -8 0 *.mrepro .eye3width store
 522 and
 *.tin7 584 *.tout6 *.up *.mkpoison 681 store
 *.shell *.mkvirus - *.trefeye 685 0 *.memval *.trefypos *928 *732 510 *.in8 =
 *231 -8 =
 xor
 *.daytime =
 *.aimleft *.trefvelyourdx =
 *858 0 *.aimright *.refage *180 *766 *.refvenom 0 =
 else
 *.trefage *578 sub *623 & ^ *16 !~=
 524 0 =
 *.repro 1 *.tin5 *.rdboy *.mass =
 *.tieloc *.rmchlr *.chlr *.nrg *.backshot *.strvenom 527 *.tin6 =
 *.out1 *.refypos 429''''''''''''''''''''''''  Gene:  32 Ends at position  5173  '''''''''''''''''''''''

'#hash: iCa^G/JWsMN`d&Y\#qr_

It's based on this post http://forum.darwinbots.com/index.php/topic,2639.0.html

I just took all the sysvars and padded "0 0 0 0 0 0 0 0 0 0 " in between random ones sometimes, ran it a few million cycles while messing around with the environment, and picking out the best one every so often.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 24, 2014, 10:40:02 PM
Yes, eco-survival restarts also.
What is a winner scoring box?
Title: Re: Tides, as an addition to the weather aspect.
Post by: vrukt on August 24, 2014, 10:44:47 PM
It's what I'm calling the box that comes up and says something about "winner" while comparing the 2 bots. There's also a "W" button for each bot.

Oh, and I've never had eco-survival restart.

*edit* checked the source-code, it's the contest form.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 24, 2014, 10:54:01 PM
Ok, the only way to test how efficient a robot is, is to run it in league mode (winner box)
If it crashes or freezes during this mode, zip me your entire evolution folder, Lastran.set, and global.get. TY.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 24, 2014, 10:55:41 PM
Also please give me restartmode.gset to be sure.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 24, 2014, 10:58:56 PM
Also thank god you have access to the source, you can help me debug it.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 25, 2014, 10:00:18 AM
Here is what happened in your simulation over night. I think I can call that a result. Experiment terminated.

Also, I will debug your robot myself in survival mode what I get a chance, I have a feeling it is just too unstable to even live alone, that is, it is not combat ready.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 25, 2014, 01:32:49 PM
Finally, let me add that I do have documentation, I just want to publish it properly like proper research. See you next weekend.
Title: Re: Tides, as an addition to the weather aspect.
Post by: MysticalDumpling on August 25, 2014, 03:05:10 PM
The tide idea seems like so much fun, but I can already see the complications building up...
Title: Re: Tides, as an addition to the weather aspect.
Post by: spork22 on August 25, 2014, 04:15:22 PM
Ok, how about this: The tides are nothing but a giant invisible shape that is generated where the tide starts. Then the shape moves to where the tide ends, and moves backwards to where it was generated. Then the process is repeated. This shape could have variables that aren't in normal shapes, such as the ability for a bot to pass through the shape with little or no resistance. It's simple. Kind of like a big, invisible push broom.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 25, 2014, 10:06:20 PM
How about just set the feeding methods to quote 'favor large sterile vegys' How about actual wait for a mod to come out and play with it yourself before making further comments? How about actually figuring out why a certain feature is not working before claiming a senior rev. has no idea what he is doing?

I do not know how networking works but I am trying my best to learn it.
I do not know how ecosystems with chloroplasts really form but my desire to move on to stuff I actually understand has over powered my curiosity at this point.
Like any person I have a set of goals in life, and recreating another earth is not on the list.
This is my last statement on the subject.
Title: Re: Tides, as an addition to the weather aspect.
Post by: Testlund on August 26, 2014, 04:40:37 AM
I guess Botsareus are eager to get Darwinbots 2 finished and done with. I personally don't think it needs any more features. Also there must be a limit how much you can add to it before it starts to slow down to much.

There's eventually going to be a Darwinbots 3 at some point, with maybe a lot of cool new things for the next generation of computers.  :)
Title: Re: Tides, as an addition to the weather aspect.
Post by: spork22 on August 26, 2014, 11:31:38 AM
I'm okay with beginning work on DB3. I just basically use what I have right now.
Title: Re: Tides, as an addition to the weather aspect.
Post by: vrukt on August 26, 2014, 12:47:23 PM
Trying to answer every post in 1 here.

Debugging
I can try and help you with debugging Botsareus, but I'm afraid that I'm but a clever amateur. I can learn, and I understand the concept, but no clue how much actual help I'll be. (I'm Canadian, we're soup sandwich soft compared to you Russians)

Overnight Sim with 8174bot
The overnight simulation looked interesting, especially the split between bot sizes, did you notice anything else that was interesting?
That bot is just a mash of nonsense I've been evolving, I don't think it needs to be debugged yet. After 3 million cycles it was the only one to have 15 generations and a kill.

Documentation
By documentation I really just meant a small blurb on the Darwinbots Wiki. One that says how you start it up, what you should be watching for, how you restart it after the program closes, how it backs up bots to an evolution folder, etc.

Complications due to Tidal mode
As for complications arising due to tidal mode. My hope was that it would be a simple method to tie several physical functions together, that may yield some unforeseen results. If it got complex, or became a headache, my recommendation would be to ditch it in favor of Darwinbots as a whole. My intention is not to clog up the development process, or cause Botsareus undue stress. 

Using a large shape to stir/Rebuilding the Earth!
The stirring with the shape concept is something I thought of as well when coming up with the tidal idea. As the shapes were static, I thought it would be harder to implement than gravity cycling. Either way Botsareus doesn't want to rebuild Earth, so I'm not about to make him.

Favoring work towards Darwinbots 3
If development wants to go towards Darwinbots 3, fine by me. I just saw development still going forwards with 2, so thought I'd add a suggestion. Had no idea if anyone would pick it up in the first place. I'm quite excited for Darwinbots 3 myself :)

Thanks for everyone paying this much attention to my whimsical idea though! :D
Title: Re: Tides, as an addition to the weather aspect.
Post by: Botsareus on August 26, 2014, 12:52:42 PM
Complications due to Tidal mode + Using a large shape to stir/Rebuilding the Earth!

Wait for DB3, my goal was to last you guys out until I get IM working.
Also, I am not the one to blame for IM still not working. I have tried my best.



Documentation

I already explained that I have documentation, just waiting for a review to submit it.
Title: Re: Tides, as an addition to the weather aspect.
Post by: vrukt on August 26, 2014, 12:58:28 PM
Complications due to Tidal mode + Using a large shape to stir/Rebuilding the Earth!

Wait for DB3, my goal was to last you guys out until I get IM working.
Also, I am not the one to blame for IM still not working. I have tried my best.



Documentation

I already explained that I have documentation, just waiting for a review to submit it.

As far as I can tell you're doing a wonderful job Botsareus! I've seen your posts on trying to get IM working, you're obviously trying very hard.

Hopefully it starts behaving for you soon, and ends your mission to get it working.

Not only for your sake, but I'm sure everyone wants to play with some IM
Title: Re: Tides, as an addition to the weather aspect.
Post by: Testlund on August 26, 2014, 06:32:24 PM
Yeah, the tidal idea sounds cool. LOL. I thought page 4 in this thread was the first page so I completely missed the discussion you've been having here.   :P
Title: Re: Tides, as an addition to the weather aspect.
Post by: vrukt on August 26, 2014, 06:37:34 PM
Tidal mode is in the latest version now, trying it out 2.48.06.

Thanks very much Botsareus, seems perfect so far, just trying it with your new light mode on an overnight eco-evolution sim.

Hope to get some new results :D