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Messages - Boris of Quirm

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1
Off Topic / Come back, come back
« on: December 10, 2005, 06:37:49 PM »
I'm still around but been real busy in the real world  :( , but may be back for a bit to on my plant a bit more  :D .

Have made some changes all ready but just need to find some time to post them on here.

2
Bot Tavern / Multibot Vegetable
« on: November 28, 2005, 03:55:27 PM »
:redface:   Just realised I had the plant set as blocked, hence why it wasn't moving apart.

*Bows head in shame and stands in the corner*

3
Bot Tavern / Multibot Vegetable
« on: November 28, 2005, 01:17:11 PM »
Modified the code to the following:-

Code: [Select]
'Gene 9 - Grow away from the plant
'
'When I am old enough increase the length of the tie
'between me and my parent

cond
*.robage 25 =
start
500 .tielen1 store
stop

'End of Gene

And it still isn't working.  The value for .tielen1 is being set to 500 but the tie isn't growing on the screen.

Am I still missing something?  Is there a way I can check to see if the tie has hardened before I try to increase it's length?

4
Bot Tavern / Multibot Vegetable
« on: November 28, 2005, 11:29:43 AM »
I have tried the following gene:-

Code: [Select]
'Gene 9 - Grow away from the plant
'
'At birth increase the length of the tie
'between me and my parent

cond
.robage 10 <
start
500 .tielen1 store
stop

'End of Gene

But I am still not seeing the tie grow at all.
I have tested this in 2.37.6 and 2.4.A but no joy in either.

Am I still doing something wrong?

5
Bot Tavern / Multibot Vegetable
« on: November 28, 2005, 08:59:56 AM »
Just tried using tielen, tielen1 and robage to try and increase the length of tie between cells but no joy.

The lines I've tried are shown below:-

where robage 0 = or robage 1 =

100 .tielen store
100 .tielen1 store

Is this the correct syntax or is my value to low/high?
Does anyone have any examples of code that increases tie length that have worked including the condition?

Thanks.

6
Veggies / Plant V1.1 (V)Boris of Quirm)-28.11.05
« on: November 28, 2005, 08:55:51 AM »
version 2.37.6

7
Bot Tavern / Multibot Vegetable
« on: November 28, 2005, 08:42:26 AM »
I have now remedied most of the tie problems and a new version of the plant is now posted in the bestiary.  For those of you testing this, I have been using version 2.37.6.  The bot is set as a veggie and blocked. Mutations are disabled and no other bots are present.  This has not been tested in pond mode yet.

Still on the subject of ties though, I am still stuggling to make the .tielen work properly.  I have tried adding the code into Gene 6 which increments the tie counter.  I figured that each cycle I could increase the tie length from within here but it doesn't seem to work.

Can someone else please have a look at this and let me know if they have any success.    If you do, if you can post up the code that would be great.

The next version of the plant will hopefully move towards the bottom of the screen where it will then start to grow once it has hit the edge.  All being well, it should then grow up the screen towards the sun.

Again, if anyone has had anyone joy with checking for these sort of conditions in the past, please feel free to write the gene yourself.  

Numsgil, I have had a quick look at the .tielen, .tielen1, .edge, .sun commands but have had no success so far.  I suspect I may need to change the environment settings, but as I am still new to this, so I am not sure.

You never know, if we have several versions of the plant we can then see which is the most successful when growing alongside predators, or in different environments.

8
Veggies / Plant V1.1 (V)Boris of Quirm)-28.11.05
« on: November 28, 2005, 08:30:37 AM »
'This version of the 'plant' seems to behave fairly well.  The leaves and flowers now only attach to one other
'part of the plant and there is less likelyhood that a cell is born that is not attached to the plant.  The stems
' still occassionally attach themselves to each other but at present I am not too worried about this
' characteristic.


'Plant ver_1.1
'(Multi-veggie-bot)
'
'The bot has three cell types - a stem, a leaf and a flower.
'
'A stem is the only part of the bot that can reproduce.
'It can by tied to a maximum of 3 other cells.
'
'The flowers and leaves will only attach themselves
'to one other part of the plant and if a cell is not
'attached to any part of the plant it will try and
'reattach itself.


'Declare plant specific variables

'Allocate Address 50 as the identifier for cell type
def type 50

'Allocate Address 51 as a count for the number of times a stem cell has turned
def turn 51

'Allocate Address 52 as a counter for use during tie creation
def tiecounter 52

'End of Declarations


'Gene 1 - Allocate cell type at birth
'
'NB - Value of type can be:-
'
'1 - Stem
'2 - Leaf
'3 - Flower

cond
*.type 1 <
start
2 rnd 1 add .type store
stop

'End of Gene 1


'Gene 2 - I am a leaf
'
'If I am a leaf and have more than 1 tie
'then delete 1 of them

cond
*.type 2 =
*.numties 1 >
start
1 .deltie store
stop

'End of Gene 2


'Gene 3 - I am a flower
'
'If I am a flower and have more than 1 tie
'then delete 1 of them

cond
*.type 3 =
*.numties 1 >
start
1 .deltie store
stop

'End of Gene 3


'Gene 4 - I am a stem part 1
'
'I am a stem.
'I can still turn
'I am attached to less than 3 other cells
'I can't see anything
'I am currently not establishing a tie with another cell
'
'As a result I will reproduce and start the tie counter

cond
*.type 1 =
*.turn 8 <
*.numties 3 <
*.eye5 40 <
*.tiecounter 1 <
start
20 .repro store
.tiecounter inc
stop

'End of Gene 4


'Gene 5 - I am a stem part 2
'
'I am a stem.
'I can still turn
'I am attached to less than 3 other cells
'I can see something
'I am currently not establishing a tie with another cell
'
'As a result I will just turn
'Add 1 to my turn counter

cond
*.type 1 =
*.turn 8 <
*.numties 3 <
*.eye5 40 >
*.tiecounter 1 <
start
314 .aimsx store
.turn inc
stop

'End of Gene 5


'Gene 6
'
'I am in the process of establishing a tie with another cell
'
'Increase my tie counter

cond
*.tiecounter 0 >
start
1 .tie store
.tiecounter inc
stop

'End of Gene 6


'Gene 7
'
'I have finshed establishing a tie with another cell
'
'Reset my tie counter so that I may reproduce again

cond
*.tiecounter 10 >
start
0 .tiecounter store
stop

'End of Gene 7


'Gene 8 - I am not part of the plant
'
'If I am not tied to the plant
'then form a tie with the cell in front of me
'as I should be facing my parent stem cell

cond
*.numties 0 =
start
1 .tie store
stop

'End of Gene 8

end

9
Bot Tavern / Multibot Vegetable
« on: November 27, 2005, 07:09:17 PM »
Talking of fixed stems, I am looking in a future version to trying to fix the first stem cell to the bottom of the screen, make the plant grow up towards sunlight.

This may produce a 'waving' plant.  Should look quite nice in pond mode.

10
Bot Tavern / Multibot Vegetable
« on: November 27, 2005, 06:59:17 PM »
I know what you mean about the name.

On more than one occassion I have had to check my spelling before I submit the post.

Reminds me of when the Queen had a bad year some time ago.  She referred to it as her 'Anus Horriblis'.

Still makes me laugh now.

11
Bot Tavern / Multibot Vegetable
« on: November 27, 2005, 06:54:26 PM »
Sorry wrong settings file.  Will try and find the right one.

As the chance of being any given type on the plant is random it could just be that you have been unlucky in not finding a leaf.

Only a cell that is a stem can produce a child.  This child can then be a stem, leaf or flower.  If you like, leaves and flowers can be thought of as terminators, in that the plant can't grow any bigger from this cell.

Hope that makes sense.  It's difficult trying to explain how something should look without pictures.  If you look back a couple of posts of mine at the one that contains the diagrams, I have now added one at the bottom that hopefully shows what I am trying to explain.

12
Bot Tavern / Multibot Vegetable
« on: November 27, 2005, 05:55:21 PM »
Just to clarify, the plants may grow bigger or smaller than those shown.  That particular plant was used as an example only, in order to illustrate the problems.

Again, this was tested in 2.37.6 with no other bots present, so the plant could grow uninterrupted.

13
Bot Tavern / Multibot Vegetable
« on: November 27, 2005, 05:50:48 PM »
Still trying to get ties working properly on my 'plant' bot.

Below are a series of diagrams that explain the problems I am having.

Key
S - Stem
L - Leaf
F - Flower

Figure 1 - How it should work
Code: [Select]
          L
           |
     L --- S --- F
           |
     F --- S --- S --- L
           |     |
           L     F
This shows how I would expect the plant to build itself.

Figure 2 - Problem 1
Code: [Select]
          L
          
     L --- S --- F
           |
     F --- S --- S --- L
           |     |
           L     F
If you look at the topmost leaf you can see it has not created a tie with its' parent stem cell.  This problem can occur within any type of cell not tying correctly to its' parent.

Figure 3 - Problem 2
Code: [Select]
          L
           |
     L --- S --- F
           |     |
     F --- S --- S --- L
           |     |
           L     F
If you look to the middle of the plant you can see that a flower is connected to two stem cells.  A leaf or flower should only be connect to one other cell.  The problem can also occur when four stem cells join in a 'closed loop'.  A plant should not split and then grow back together.

If anyone has any ideas on how this problems can be fixed, or if you come up with a solution, I would be most grateful as I can then proceeed with developing other areas of the plant such as reproduction.

As an aside this is what the plant looks like the cells are moved.
Code: [Select]
          L
           |
     L --- S --- F
           |
     F --- S --- S --- L
           |     |
           L     F


               L  L  F
                \ | /
                 \|/
            L  F  S
             \ | /
              \|/
               S
               |
               |
            F  S  L
             \ | /
              \|/
               S

The order of the stems in the 2nd plant from the bottom up are:- Bottom right, bottom left and top of the 1st plant.  (Hope this makes sense!!)
As you can see the organism now looks more plant like.  Eventually I would like the plant to grow like this on it own.

Thanks for your help.

14
Bot Tavern / Multibot Vegetable
« on: November 27, 2005, 04:25:50 PM »
Glad to hear you managed to get it to work.
I have now edited the post for the code to include the fact that the bot was tested in 2.36, so that other people know how it was tested.

I'd be interested to find out how Reactum behaves with different bots, e.g. tiefeeders, multibots, swarmers, etc.

All my bots are created and tested in 2.37.6.
If you're testing in 2.4, it will be interesting to see what works and what doesn't.

Haven't had a chance to test your setting file yet, but hope to look at it tomorrow.

15
Bot Tavern / Multibot Vegetable
« on: November 27, 2005, 04:02:09 PM »
Haven't completely tested Reactum in 2.4 yet, but I have been using it in 2.37.

Will look at all my settings and pop them in a .txt file for you.

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