Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Testlund

Pages: 1 ... 3 4 [5] 6 7 ... 105
61
Suggestions / Re: Did anyone else want chloroplasts?
« on: October 05, 2014, 12:37:36 PM »
Robots get more radii the more chloroplasts they have.

What would you say about doing it the other way around? (unless it's too late for more suggestions here) You could make the amount of chloroplasts limited to bot size. A maximum of 500 chlr per 1000 body or something like that. So the bot would have to convert lots of nrg to body to have room to store chlr.

Quote
Should I add aging costs to this or not?

I think all costs should be affected by the ageing cost setting, if they aren't already.

62
Announcements / Re: Darwinbots 2.48.16
« on: October 02, 2014, 11:26:14 AM »
OK, I'll wait until the next drop then.

63
Announcements / Re: Darwinbots 2.48.16
« on: October 01, 2014, 09:50:58 AM »
I'm thinking about installing version A on one of my computers and version B on the other and test them at the same time. Popular sim mode I guess is the default that's been running. I'm not sure what experimental means yet. Maybe I'll see that when I've installed it.  :)

64
Bug reports / Re: The infamous Run-time error 6
« on: September 18, 2014, 08:37:35 AM »
I caught this in Safe Mode this morning.  :)

65
Bug reports / Re: Run-time error 9
« on: September 17, 2014, 06:53:00 AM »
OK, forget about it for now.

This only happens in IM. I crashed with this sim 3 times last night. I'll run it again tonight and see if I can get an autosave too. If you load that autosave and connect to IM you should crash too within minutes to maybe half an hour.

66
Bug reports / Run-time error 9
« on: September 16, 2014, 08:35:58 PM »
I just got this when I was running 4 instances with one in IM. DB didn't have time to autosave so I'm posting what I got. No Safe Mode option for this one.

67
DNA - General / Re: Randomness doesn't work here.
« on: September 16, 2014, 05:34:58 PM »
Yeah, I thought backwards there.  :P I get a little better result now, at least when the sim starts.

68
DNA - General / Re: Randomness doesn't work here.
« on: September 16, 2014, 05:11:09 PM »
OK. Well, the randomness is only run when the sim starts. After that the bots will be stuck with there choices. I was thinking there should be a way to re-run whenever the bots get "hungry".

69
DNA - General / Re: Randomness doesn't work here.
« on: September 16, 2014, 04:46:32 PM »
OK, that improved it a little but the randomness is only generated when the sim starts, after that the shooting bots will ignore the instruction and always shoot.

So with free variables you always type it like this?

cond
 *random 3 =
start
stop

Not like this?

cond
 *.random 3 =
start
stop

70
DNA - General / Randomness doesn't work here.
« on: September 16, 2014, 04:12:26 PM »
There should only be a 1 chance out of 3 for this bot to start shooting when energy becomes lower than body, but that is completely ignored and the bot will always shoot.

Code: [Select]
'If 50 is not 3; shoot!
cond
 *.nrg *.body <
 50 3 !=
start
 -6 .shoot store
stop

'Reset 50 to 0 when .nrg becomes more than .body.
cond
 *.nrg *.body >
start
 0 50 store
 100 .strbody store
stop

'Set 50 to a random number between 1 and 3 when .nrg and .body are equal.
cond
 *.nrg *.body =
start
 3 rnd 50 store
stop

71
DNA - General / Re: Eye template
« on: September 16, 2014, 11:21:02 AM »
OK, but the eyes don't move. I was thinking something more like this:


72
DNA - General / Re: Eye template
« on: September 16, 2014, 07:37:58 AM »
I've been trying another crazy eye idea. I want the eyes to be like antennas on an insect scanning the area in front of it. I'm halfway there, but I'm wondering if there are limitations to what can be calculated here, because the eyes use negative values for half of their possible positions and it might not be possible to use that in the custom labels here.

To properly see how it works so far you need to pause the simulation, set it to the slowest speed, click on the bot before you start the sim.

Code: [Select]
def anticlockwise 100

start
 280 .eye1width store
 190 .eye2width store
 -24 .eye3width store
 -16 .eye4width store
 140 .eye5width store
 -16 .eye6width store
 -24 .eye7width store
 190 .eye8width store
 280 .eye9width store
stop

start
 333 .eye1dir store
 95 .eye2dir store
 -95 .eye8dir store
 -333 .eye9dir store
stop

'Eye 3 moves anticlockwise a short distance and then stops. When it stops it must mean that it's value is no longer below 70.
cond
 *.anticlockwise 70 <
start
 .eye3dir inc
 .anticlockwise inc
stop

'If it's not below 70 it must be above 70, so why doesn't it move back again here?
cond
 *.anticlockwise 70 >
start
 .eye3dir dec
 .anticlockwise dec
stop

73
Internet Mode Commentary / Re: Who else is online?
« on: September 16, 2014, 06:56:33 AM »
How do you open those files?  :huh:

74
DNA - General / Re: Aiming/moving problems
« on: September 15, 2014, 06:23:55 PM »
Ok, I got it working now, though it can of course be improved upon.

If you load this sim you will have bots at different ages. They're designed to behave differently according to their age.

Try adding bots every 5000 cycles to see how it works. You can also place bots with a 5000 age difference close to each other so you don't have to wait for it.

Code: [Select]
def births 50

'Maximum alertness required
start
 250 .eye3dir store
 75 .eye4dir store
 -75 .eye6dir store
 -250 .eye7dir store
stop

start
 250 .eye3width store
 100 .eye4width store
 45 .eye5width store
 100 .eye6width store
 250 .eye7width store
stop

cond
 *.robage 0 =
start
 628 .aimdx store
stop

cond
 *.robage 2
start
 0 .focuseye store
stop

cond
 *.robage 4 mod 0 =
start
 -1 .focuseye store
stop

cond
 *.robage 4 mod 1 =
start
 1 .focuseye store
stop

cond
 *.robage 6 mod 0 =
start
 -6 .focuseye store
stop

cond
 *.robage 6 mod 1 =
start
 2 .focuseye store
stop

'Better get away before my parents eat me!
cond
 *.robage 128 <
start
  64 .up store
stop

'If I see a tie bot I will make slime and delete any ties.
cond
 *.eyef 0 >
 *.reftie 0 >
 *.slime 2000 <
 *.nrg 2000 >
start
 1000 .mkslime store
 *.tiepres .deltie store
stop

'Ouch! Time to flee!
cond
 *.shflav -1 = or
 *.shflav -6 =
start
 *.shang sub .setaim store
 *.maxvel .up store
stop

'Non-shooting bots are safe to eat.
cond
 *.eyef 0 >
 *.reftype 1 !=
 *.refshoot 0 =
start
 *.refxpos *.refypos angle .setaim store
 .up store
 -6 .shoot store
stop

'But if a shooting bot is smaller than me I think I can eat it.
cond
 *.eyef 0 >
 *.reftype 1 !=
 *.refshoot 0 >
 *.refbody *.body <
 *.refbody *.body !%=
start
 *.refxpos *.refypos angle .setaim store
 *.refveldx .dx store
 *.refvelup 16 add .up store
 16 .shootval store
 -6 .shoot store
stop

If I'm female and see a male I should stay around (Not sure if this DNA does it right though).
cond
 *.robage 5000 >
 *.robage 10000 <
 *.eyef 0 >
 *.refshoot *.myshoot =
 *.refup *.myup =
 *.refaimsx *.myaimsx =
 *.refage 10000 >
 *.refage 15000 <
start
 *.refxpos *.refypos angle sub .setaim store
 .dn inc
stop

'If I'm male and see a female it's time to make babies, unless I'm not hungry. Then I'll eat her instead!
cond
 *.robage 10000 >
 *.robage 15000 <
 *.eyef 0 >
 *.refage 5000 >
 *.refage 10000 <
 *.refshoot *.myshoot =
 *.refup *.myup =
 *.refaimsx *.myaimsx =
 *.refbody 500 >
 *.refbody *.body <
 *.nrg *.body >
start
 *.refxpos *.refypos angle .setaim store
 *.refveldx .dx store
 *.refvelup 16 add .up store
 -8 .shoot store
stop

'Metabolism
cond
 *.nrg *.body >
start
 10 .strbody store
stop

'Time to poop!
cond
 *.waste 1000 >
start
 628 .aimshoot store
 -4 .shoot store
 1000 .shootval store
stop

'Has to use my fat reserves cause I'm starving!
cond
 *.nrg 128 <
start
 100 .fdbody store
stop

'Navigation
cond
 *.eye4 25 >
start
 -50 .aimright store
stop

cond
 *.eye6 25 >
start
 50 .aimright store
stop

'Being hungry makes me wanna search around for food.
cond
 *.nrg 32 >
 *.body *.nrg >
start
 32 rnd .aimsx store
 32 rnd .aimdx store
 .up inc
stop

'Stearing away from those shapes.
cond
 *.eye4 50 >
 *.reftype 1 =
start
 157 .aimright store
stop

cond
 *.eye6 50 >
 *.reftype 1 =
 *.edge 0 !>
start
 -157 .aimright store
stop

'The edge. No way forward here.
cond
 *.edge 0 >
start
 157 rnd .aimsx store
stop

'Making babies is costly. No more than 5 at a time. (though the counter stops already at 3-5 births)
cond
 *.shflav -8 =
 *.body 1000 >
 *.nrg 1000 >
 *.robage 5000 >
 *.robage 10000 <
 *.births 5 <=
start
 5 .sexrepro store
 .births inc
 314 rnd .aimdx store
stop

'No more mating now! I have to eat first.
cond
 *.eyef 0 >
 *.refshoot *.myshoot >=
 *.refup *.myup =
 *.refaimsx *.myaimsx =
 *.refage 10000 >
 *.births 4 >
start
 64 .dn store
 *.refxpos *.refypos .setaim store
 628 .aimdx store
stop

'Alright I think I can handle another pregnancy now.
cond
 *.body 3000 >
 *.nrg 3000 >
start
 0 .births store
stop

'Can't wait for a male here. Better multiply by myself before my species die out.
cond
 *.robage 5000 >
 *.robage 10000 <
 *.Body 64 >
 *.nrg 64 >
 *.totalmyspecies 5 <
start
 50 .repro store
 314 rnd .aimdx store
stop

'Protection against body shots.
cond
 *.nrg 999 >
 *.body 999 >
 *.shell 34 <
start
 300 .mkshell store
stop

cond
 *.nrg 1999 >
 *.body 1999 >
 *.shell 68 <
start
 600 .mkshell store
stop

cond
 *.nrg 3999 >
 *.body 3999 >
 *.shell 334 <
start
 1000 .mkshell store
stop

cond
 *.nrg 7999 >
 *.body 7999 >
 *.shell 668 <
start
 2000 .mkshell store
stop

cond
 *.nrg 15999 >
 *.body 15999 >
 *.shell 334 <
start
 5000 .mkshell store
stop

'I'm just a kid so I better stay away from those grown-ups.
cond
 *.robage 5000 <
 *.eyef 0 >
 *.refshoot *.myshoot >=
 *.refbody *.body >
start
 628 .aimdx store
 *.maxvel 64 add .dn store
stop

'I'm getting old. My senses are not as alert as they used to be.
cond
 *.robage 32000 =
start
 0 .eye1dir store
 0 .eye2dir store
 0 .eye3dir store
 0 .eye4dir store
 0 .eye6dir store
 0 .eye7dir store
 0 .eye8dir store
 0 .eye9dir store
 0 .eye1width store
 0 .eye2width store
 0 .eye3width store
 0 .eye4width store
 0 .eye5width store
 0 .eye6width store
 0 .eye7width store
 0 .eye8width store
 0 .eye9width store
 0 .focuseye store
stop

end

75
DNA - General / Re: Aiming/moving problems
« on: September 15, 2014, 05:27:54 PM »
I think I got everything working now! Ignore the post at the top at the moment. I will update soon.

Pages: 1 ... 3 4 [5] 6 7 ... 105