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Topics - Trilobite

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Suggestions / Selecting Bots
« on: February 13, 2010, 03:27:25 PM »
Will bots be easier to select in future versions?

I always have an insane amount of trouble 'catching' bots... it really does feel like a game of cat and mouse. Even when I think I've clicked on it, I haven't. This is especially on small bots.

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Bugs and fixes / Speciation window?
« on: February 12, 2010, 03:16:17 PM »
Anyone know why the speciation window wouldn't be coming up when I click on the tab?

Because when I click on it nothing happens, not even an error message or a crash. It just keeps running as if I had never clicked it.

3
Bugs and fixes / MSCOMCTL.OSX with Windows 7
« on: February 12, 2010, 08:55:12 AM »
Edit: Disregard this please - I forgot one simple step - set the right compatibility mode for the icon! It fixed it!

I can't run darwinbots on windows 7 because when I attempt to it comes up with this error message:



This happens with all versions of darwinbots.

I did some sniffing around since I'm not very confident with computers and I didn't know what the heck this meant. Didn't find a thing about it on the forums here, so went to look on google. Turns out it's something that was on older versions of windows and now windows 7 doesn't support it? Anyway, I couldn't find a 64-bit version of the file, downloaded a 32-bit version just to try it out. Placed it in the system32 folder, and attempted to register it (never registered a file before, I don't even know what that even means, I just read you have to do it).

So, did so, and I got this message:



After even more searching around I'm at a loss. I don't know where to go next with this.

I have seen other users on here mention they are using windows 7 so there must be a way to get it to work.

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Simulation Emporium / How can I better understand this?
« on: August 15, 2007, 04:49:36 PM »
I know next to nothing about the DNA code, I've been looking at some tutorials but admittedly it's daunting. So, I need some time to get to grips with it, please be patient with my lack of understanding or knowledge.

I've been running a sim, the longest one I've run so far. The first proper run really, most were no more than 2 or 3 thousand cycles before everything perished. This one is almost 300,000 cycles and involves a veg that grows big fast and reproduces slow (non-evolving, using repopulation) and I_Flamma. Over time I've let the I_Flamma adapt to increasingly fewer food resources and reduced the repopulation threshold of veggies from 20 to 12. The I_Flamma are faring very well, populations upping and downing in regular cycles between 130 to 70. So I'm sitting drawing when I realise I forgot the sim was running, and have a peek at how things are going. I_Flamma seem a bit more sure about the directions of their movement. They clear a large area quickly. They gather around veggies to feed but seem to chance attacking each other for nrg - you might notice two spinning around each other, trying to chase each other in circles.

But something peculiar I can't understand is... what would be the use in shooting constantly without stopping? Why not just shoot when you have to? It seems the ones that don't shoot constantly are dying out. Is it something well known and common, or quite uncommon? Cost related?

I'd be very happy if someone could have a look and help me understand the whole thing a bit better, or even help decipher the DNA for some of them. The DNA eludes me completely and the mutations have started building up, and I don't have the faintest idea what any of them mean.

(I hope posting the sim works...)

5
Newbie / Re-occurring problem
« on: August 14, 2007, 03:00:24 PM »
My bots won't die again

I don't know what's wrong with it this time. I have costs set, I've tried everything to make it more difficult to survive... but they just won't die. Energy is at a constant 3000 and it won't change. Actually if its higher and goes down, then it gets replenished back to 3000 just after it falls below 3000. This is with any non-veg bot.

Anything I can do to fix this?

6
Off Topic / An idea?
« on: August 12, 2007, 05:42:46 AM »
Well, since I was littel I've always had this interest in evolution, in prehistoric animals and how they came to be, how we came to be, etc. Of course at that age I found it all very confusing and it took me years to get a mental concept of what evolution of species actually means. But of course when I did, it made it all the more fascinating. Even now I hope to pursue biology as a career path, though nowadays not really knowing if there will be any opportunities for me in the area of evolution... I'm not even in university yet and won't be for another two years, so I actually still know very little about evolution.

But this is just a little non-serious idea which has been 'evolving' itself.

When I was in high school, having a hard time socially I'd seek comfort in drawing. I'd draw all sorts of things, but one thing suddenly showed itself in my drawings. What's sad is I don't have these drawings any more, probably threw them out, I was only 15 after all, but oh well. I'll tell you about it anyway.

I would take an animal, draw a thumbnail picture of it in the corner of my A4 sheet of paper. It would be something simple yet successful, like a rat or a lizard. I'd then give it a number (number 1). Underneath it, I'd write down 'AGE 1'. A bit like a few thousand cycles in an evo sim. Under AGE 1, I'd draw what the first animal could evolve in to - a few species, and again, I'd number them - 1, 2 and 3. Then I'd write under those 'AGE 2' and I'd make evolved forms of the AGE 1 animals.... and it'd go on until there were almost hundreds. This kept me amused...

Unil I began to learn more about evolution, the causes of evolution, I then realised I needed extinctions and environments, so I started drawing maps with habitats, making my drawings bigger, often starting from scratch several times over realising the faults in my previous pencil sims, and even starting to design their skeletons with little knowledge of their skeletal structure, so I started searching up on skeletons of various animals as references, and it all started getting bigger and more complicated as I strived to make it more real and correct.

Now I'm working on a 'pencil sim' which I started a few months ago, where I took seymouria baylorensis (an ancient amphibious animal) and started evolving that with the same vegetation types, fish and invertebrate life and climates of real Earth history, and started the sim at millions of years ago, not just AGEs. I started it at 280 mya seeing as that's when seymouria is thought to have lived. The only thing different now is I use a made-up map, not Earth's prehistoric world map. For each species I create I have four pages of work - A written description, a skeleton, a sideward illustration and a natural pose illustration (illustrations coloured on photoshop). I've not got anything spectacular yet - still on 274 mya, and most species I have are still very amphibious/lizard-like in appearance, even a couple reverting to fish-like.

The reason I'm posting this is because I've been looking for feedback but haven't had much luck. People I know in real life are either disinterested, baffled, or uncomfortable with my work. I've posted them on deviant art, but again, nobody can give a constructive review.

So before I actually post any here, I have a few things to ask: Would anyone be able to review? Would anyone be able to tell me where I'm still doing things wrong, or right, when I do post them? What do you think of this idea in general? And would you consider doing anythig similar?

7
Newbie / Infinate energy
« on: August 09, 2007, 05:48:15 AM »
Hey, I'm new to darwinbots, and I'm having a bit of fun with an older version. Haven't got round to programming any genes or anything, and I'm only just starting to get the grasp of all the different settings, some I'm clueless about but I'm sure I'll figure out in due time.

I got the new version too (2.43?), but there's something peculiar about the new version that I can't get around. Well... any bots that aren't veggies never die (I don't know if veggies are supposed to die with age, but they don't die either). Their energy never goes down even if veggies are absent from the simulation, so the screen gets overloaded and the simulation goes too slow, and none of the 'weaker' bots are getting weeded out. It's like they have infinate energy. I've messed around with the different settings, but because I'm not very sure about them yet I don't know which would help and which wouldn't. Oh, I forgot to add, they breed like crazy.

Anybody know what I should do so that they actually die when there's no food around? Thanks.

(oh, btw, I'm running a sim now and I've noticed they've started dancing around their food before they 'eat' it. It looks so prettyful , doesn't look very practical though...)

Another edit... sorry ;

For mutation rates - I'm kind of fascinated with the evolving aspect, although I've heard people say that's the long hard way to go about it. I'm not good with coding of any kind and although I'll try to learn the DNA code, I'll probably not be very good at it. I've noticed if my global mutation rate is at default, it's too high for simple bots, because when they get good genes, sometimes they're eliminated accidentaly because bots with handicapping genes are too frequent (eg loss of ability to move) and just accidentally get bumped into the right places where food is...

So what I was meaning to ask, is what sorts of mutation rates do you use, and for what reasons?

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