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Messages - Boris of Quirm

Pages: 1 2 [3]
31
DNA - General / RND Question
« on: November 25, 2005, 05:41:58 PM »
Sorry to sound a thickie, but can someone confirm the following:-

If I use 3 RND, I should expect a result of 1, 2 or 3.
A decimal isn't returned, nor is 0.

The reason I ask is because some languages can include 0 as an option.

32
Bot Tavern / Multibot Vegetable
« on: November 25, 2005, 05:17:35 PM »
Once I have a working version, I'll compare how they react between different versions of the program.

33
Bot Tavern / Multibot Vegetable
« on: November 25, 2005, 05:03:32 PM »
That should be ok.

The cells in version 1 are only rotating as a means of identification, so hardening shouldn't affect the overall performance of the plant.

34
Bot Tavern / Multibot Vegetable
« on: November 25, 2005, 04:21:01 PM »
Didn't know that about ties.

How long does it take for the tie to harden?
Is there a way of checking to see if the tie is hard or not?

35
Bot Tavern / Multibot Vegetable
« on: November 25, 2005, 02:57:31 PM »
I have come up with a basic plan of attack for developing my plant.

It will take place over several versions each one slightly more complex than the last.  Initially I will not be concerned about how the bot reacts to attacks or reproduces.

[you]Version 1 - The Basic Plant[/you]

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 4 other cells.

A leaf is denoted by spinning to the left (anti-clockwise).

A flower is denoted by spinning to the right (clockwise).


[you]Version 2 - Defences and food distribution[/you]

As version 1 and :-

Stems now produce shell each turn.  This is similar to a tree producing bark.  The older a stem cell is the more bark it will have.

Leaves now pass some of their energy into the stem cell they are attached to.  They also produce poison each turn.  This will be a poisonous plant!

Flowers draw energy from the stem cell they are attached to.


[you]Version 3 - Reproduction[/you]

As version 2 and :-

While they are spinning, flowers now look for bots that are not part of the plant.  If they find one they attach to it and detach from the plant.  They now turn into a seed.

As a seed they remain with their host for a number of cycles after which they detach and turn themselves into a stem cell.

The whole growing process can now start again.


These versions are subject to change and other versions may be added at a later date depending how well these work.  Suggestions are welcome.

My goal is not to worry too much about what's eating me, as I am trying to develop a working model of a plant.

The pseudo code for version 1 will be posted up here once I have finished it, followed closely (hopefully ;) ) by the DNA.

36
DNA - General / Is there a Colour Gene?
« on: November 25, 2005, 11:49:59 AM »
As well as firing shots I could get them to move their heads a certain way, I.e. some may be stationary, some may spin, others may 'waggle' left to right.

Was thinking of applying this to my multibot veggie, so shooting may have to be a last resort.

Is there any other action I could exploit in order to identify a cell type as well as direction and shooting?

For example, if a cell is tied, is it possible to increase/decrease it's tie length?

37
Bot Tavern / Multibot Vegetable
« on: November 25, 2005, 11:43:31 AM »
Thanks for that, I may give that a go.

38
DNA - General / Is there a Colour Gene?
« on: November 25, 2005, 10:55:07 AM »
Just to clarify the reason for the question.  I am not using mutations.  I just want to check that each cell of a multibot is acting correctly.

I know I could check the cells properties using the open console but as I am still new to this I was wondering if there was another quicker, more visual method.

Thanks again.

39
DNA - General / Is there a Colour Gene?
« on: November 25, 2005, 10:46:36 AM »
Is it possible to change the colour of a cell by using a gene?

The reason I am asking is, if you have a cell that may have several types, e.g. head, body, tail, etc., is it possible to change it's colour so you can see which type that cell is even though they are all derived from the same dna?

If not, is there another way I can visibly tag/mark a cell so I can quickly see what type it is?

Hope that made sense.

Thanks.

40
Bot Tavern / Multibot Vegetable
« on: November 25, 2005, 10:02:33 AM »
I am in the process of designing a veggiebot that will grow in a similar fashion to a basic plant, but I was wondering if anyone has tried this before.

My current plan is to assign a value to a cell that determines whether it is a root, stem, leaf, flower or seed.  This will be done at birth and governed by who the parent is.  I am still working out the logic for this but will post my progress here as it developes.

The end plan is to have a multibot that passes food through it's roots and leafs into the rest of the plant.  A seed is then produced by the flower and this seed can then attach itself to a passing 'animal' where it can grow until it is big enough to become a stem, produce it's own root and start the process again.

If anyone has any suggestions/hints/tips/ideas/etc. they will be gratefully recieved.

41
Newbie / Where have you been all my life?
« on: November 24, 2005, 10:49:33 AM »
Just tried 2.37 and everything seems ok.

Cheers

42
Newbie / Where have you been all my life?
« on: November 24, 2005, 10:32:33 AM »
Hi Numsgil.

I do have 2.4 but as you say it does behave differently.
The bot I've posted works okay in 2.1 but not 2.4.  Will try in 2.37 ans see if that helps.

Forgot to mention a bit about myself in my intro.  I used to be a programmer for a number of years, mainly VB and VB script.  For fun during our lunch breaks we used to design small fun apps and try to add a hint of intelligence. Some of our greatest achievments were an artificial person who would talk to you and learn better english from your response (written in VB and SQL) and a version of top trumps which I wrote using excel!

Hope to be of some use to you in the future but for now will stick to building interesting plants.

43
Newbie / Where have you been all my life?
« on: November 24, 2005, 06:56:45 AM »
I've just created a basic veg that does work but strangely only in Ver2.1. Can't get it to work in the latest version.

DNA for my bot is enclosed:-

Code: [Select]
'Alga Preservus
'
'Vegetable
'
'This plant will react if it is shot.


cond
*.shup 0 !=
start
*.refvelup 25 add .up store
50 .repro store
stop

cond
*.shdn 0 !=
start
*.refvelup 25 add .up store
50 .repro store
stop

cond
*.shdx 0 !=
start
*.refvelup 25 add .up store
50 .repro store
stop

cond
*.shsx 0 !=
start
*.refvelup 25 add .up store
50 .repro store
stop

end

Any suggesttions?

44
Newbie / Where have you been all my life?
« on: November 24, 2005, 06:39:29 AM »
Hi Light!

Thanks for that.

Trying to make a vegetable that will react when it is shot.

May try two versions.  One which is passive and moves away then reproduces and another which is aggressive and will fire back before it too runs away and reproduces.

45
Newbie / Where have you been all my life?
« on: November 24, 2005, 05:40:10 AM »
Hi guys,

Just stumbled across this a couple of days ago.

What a great concept!!  :D

Can see this keeping me busy for quite a while to come yet.

As a starting question, can anyone tell me if there is a way of detecting if you are being shot at?

Thanks again,

Mark

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