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Messages - Ta-183

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16
Off Topic / Lost Sims 3 (GAME) product key
« on: February 24, 2010, 06:42:19 PM »
Dont do ANYTHING to the computer.

Open the registry editor, and find the folder for the Sims 3. Look for the product key entry.

There you go. I had to do that when i found out that I must have gotten my product key for Company of Heroes; Opposing Fronts from tech support because it wasn't on the manual where it should have been. And there it was, right in the registry.

17
DNA - General / Most effective use of poison?
« on: February 24, 2010, 06:30:59 PM »
I always loved fruitflies, brilliant idea that one. I seem to recall that flyfruit had some kind of ability to become infected with foreign viruses and then use them as its own. Anyone care to enlighten me?

And yes, though poison is nice, firing venom in a targeted retaliation does offer far more options for screwing with the attacker. Instead of freezing him, you could get it to run backwards. Not to mention making it aim off to the side and fire its entire store of energy off, but IIRC, that was fixed as it was called a bug.

18
Bot Tavern / Ambitious MB project
« on: February 24, 2010, 05:39:39 PM »
On the subject of file formats.

A 'file format', used in the context of bot based data storage, is the term that I would use to describe a system of creating different types of memories (files) and determining the beginning and end of a file, a date/time format, and how the data is stored. For example, all files have headers. Raw text files (.txt) have nearly no header, save for the beginning of the file. In a memory, a memory file would require a 'header'. A 'beginning of file' marker, a filetype marker, a date marker (or order of creation marker), and any other identifying details that it would require. Thinking about it a bit more, a bot would also have to make use of a file directory system to cut down on processor time and code required to locate files. Accessing things such as lists of 'seed' locations (to borrow your example of a potential application of such a system) will be difficult without loops, but I think it shouldn't be too terribly difficult to come up with something.

Also, tentacle cells. I don't think using them for memory is a great idea. Tentacle cells are often right out in the thick of it, exposed to attack and wayward virus/venom shots. Besides, the ties used to create the tentacle would be better used to transfer data between itself and its hub cell. Not to mention that the operation of a tentacle is already a data intensive operation.

19
Internet Mode Commentary / Anybody using IM now?
« on: February 24, 2010, 05:15:18 PM »
Nice to hear my bot's kicking ass in IM even without anything F3 illegal.  

I'm also having lots of errors downloading population files. Did anyone send anything into IM? I'm getting a few SF2's from yesterday, they're named differently than the ones im using today, those have the full F3 league title. I haven't seen any bots that I didn't send myself tho.

EDIT: Interesting. It seems that after accidentally leaving the sim running for a few hours while running dwarf fortress on another computer and running through 125K cycles, a new strain of SF has come to dominate the sim, with most bots appearing as the same shade of purple. Seeing as there are no competitors in the ecosystem I am doubtful that its combat abilities are still top notch, but I do think i will leave this sim running through the night.

20
DNA - General / Most effective use of poison?
« on: February 23, 2010, 02:10:51 PM »
True. That definitely sounds like a priority error I would make.

21
Internet Mode Commentary / Anybody using IM now?
« on: February 22, 2010, 06:38:36 PM »
If anyone wants to know, I am currently running IM right now. All my sim has in it ATM is Alga_Minimalis, but it seems to be working.

Actually, something odd is going on. I got a blind bot from testlund, and it keeps timing out and the program starts bugging out. Using 2.44.04 BTW.

Nevermind, it's working OK. I've got a bunch of SF2.1's running around in my sim, waiting for something to happen. Let me know if you run into a few, their seem to be quite a few leaving my sim.

22
Bot Tavern / Ambitious MB project
« on: February 22, 2010, 06:08:58 PM »
This sounds incredibly interesting. While I'm not doing anything remotely related to DB at the moment, come June I will find myself with boatloads of free time until I decide to enroll in some place of higher education, and I'm planning to finally give a crack at SF2.2 (the easier route though. I'm not even going to try to finish the far more complicated behaviors), so I may lend some sort of assistance here.

And I'll start with conceptual advice, one of my best skills.

A thought on the 'brain' cells. In a brain, there are processing centers that carry out the calculations and logical decisions dictated to it. Then, there are cells which serve strictly as memory. A 'brain' would require both, say, a veritable 'frontal lobe' and memory cortex. The frontal lobe would perform the actual 'thinking' of the bot, while the memory cortex would simply serve as a memory bus, storing jack in its memvars except what its told to. When the memory cortex grows large enough, it may be of benefit to design a 'memory bus', a middleman between the frontal lobe and the memory that could possibly help reduce processing time (in DB cycles, of course) by dynamically creating and allocating memory arrays for different kinds of data. Of course, storing different 'memories' would require an entirely new metasystem in DNA assembly to equal something of a filesystem and filetypes, but that is another discussion entirely. Read and write times would be measured in multiple cycles, so the memory cortex would be used more like a hard drive than RAM, or, more akin to microprocessors, RAM as opposed to registers. It would be wise to devote different cells of the brain to memory read/write tasks, reading and writing 'memories' to and from storage as required, such as part of the brain deciding to pass the time by performing a statistical analysis of past veggie growth and colony size.

Persistent memory storage alone, as well as any kind of statistical system, not to mention the concept of 'memories' (idea- try and implement some kind of system as used in Dwarf Fortress, where significant events, such as mass deaths, attacks, veggie surplus, etc, are stored as 'memories'.) absolutely REQUIRES the use of auxiliary cells as memory cells. 1000 integer slots is far from enough to store this kind of data when there are other things to be done. If anyone would care to try, it would be nice to see a proof-of-concept bot that would create and maintain "dead-weight" memory cells that it ties to and stores and retrieves data, such as veggie positions and densities over time, its health over time, what enemies it sees, how easy/hard they are to kill, ect. This could lead the way to a bot that can truly learn about, and react to, its surroundings, rather than simply simulating the effect of it through simple forced mutation and adaptation a-la Fruitflies. It would also be good to do so in order to lay the groundwork for memory filetypes and a crude filesystem to be used in later bots. Some kind of interpreter working through a higher level language (I.E., Pybot) would be HIGHLY recommended. Even more so, working from conceptual ideas down through rough logic flowcharts through pseudocode and finally down to DB-DNA is highly recommended as well, if nothing more than to preserve order in the code itself and make sure it stays highly modular.

23
DNA - General / Most effective use of poison?
« on: February 22, 2010, 04:57:36 PM »
Another idea is to use an entire set of target locations, rather than focusing on a single one.

For example;
Your bot is hit. This triggers the poison shot.
The target of the poison is the first element of the list, which, for our purposes, makes the guy stop shooting.
Next cycle, it iterates the target sequence and now targets .up, next cycle, .dn. This makes it impossible (or just very difficult) for most bots to escape.
Next, target eyes, common conspec locations, ect.
All the while, your bot is gearing up to either fight or run.

But I agree, venom has many more uses.

24
Yeah. I can't really remember how many zeroes I had in them, but I usually ran around 100 bots for the seeding rounds, then I think around 50 after that. I can't remember. But it takes an assload of patience and luck to get anything out of them.

25
I usually DID get reproduction EVENTUALLY, just no useful behaviors ever really developed. It always seemed like they would evolve to drift in a certain direction and shoot constantly.

26
Zerobot evosims are a total pain in the ass. Not only do you have to micromanage them for a few days, you have to run them for a few days to begin with. And THEN you have to keep track of autosaves, check for improvements every time something interesting happens, ect.

It's a painful balancing act. I never really got anything interesting to develop. What's more, I always ran mine on an old rig with an outdated P4 processor.... so the sims never really went over 15M cycles.

27
Interesting behaviour bots / A_Packus_Toxus
« on: September 21, 2009, 11:53:57 AM »
Good to see new bot developers these days. One thing you might find helpful; when I created my first bot, the body regulation gene was completely busted. It didn't work at all and I really never noticed, so I spent weeks trying to fix everything else I could find. Once I found the body gene wasn't working, everything ran like a charm. The moral of the story; a well made body regulation gene can make the difference between a fighter and a flop.

28
Visual studio? I didn't like it. I stuck with DevC++. Then again, it was just C++....

29
Interesting behaviour bots / Red queen
« on: July 30, 2009, 11:56:50 AM »
No, I only ran RQ. But I had hoped it would still go after AM, because I wanted to pit the vanilla version against the evo version. Sadly, stock SF2.1 beat it by default. SF-Evo couldn't find any food, and promptly died.

30
Interesting behaviour bots / Red queen
« on: July 28, 2009, 05:05:42 PM »
I ran it in an Evo sim with SF2.1, and after around 400,000+ cycles it wouldn't eat regular veggies anymore. It's conspec was totally screwed up for eating/fighting. I think the problem stems from the fact that it already differentiates between food (alga minimalis, which is what I designed it for) and foe. It always recognizes Red Queens as foes, so little SF's run away from it. I might have to patch a Red Queen compatible version that recognizes resting an inactive ones. But I still think it might be a bit fragile, as it will also get in the way of standard conspec. It always seemed to hover around 2934 SF's for the entire sim, interestingly.

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