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.


Topics - Testlund

Pages: 1 ... 13 14 [15] 16 17
211
Suggestions / Mutation values
« on: April 12, 2006, 05:28:04 PM »
I was wondering if it whould be too much work changing the mutation settings so ALL values put in here whould be per bot per cycle, except for the ones where the bot must divide itself for a mutation to take effect. There it must be per copy, I guess. It whould be easier to comprehend. I don't understand what per bp means for instance.

212
Veggies / Cyanobacterium Nostoc (V)(Testlund)-20.04.06
« on: March 29, 2006, 02:05:52 PM »
'********************************
'     Cyanobacterium nostoc      
'                                
' Made mars 29, 2006 by Testlund
'                                
'  Thanks to Eric L for sorting  
'  out the errors.              
'********************************

'Gene 1. Reproduction
cond
*.nrg 10000 >
start
50 .repro store
15 .aimdx store
stop

'Gene 2. Attach to parent
cond
*.robage 0 =
start
.tie inc
.shoot .ploc store
stop

'Gene 3. Simple search pattern 1
cond
*.eye3 *.eye5 >
start
-25 .aimdx store
stop

'Gene 4. Simple search pattern 2
cond
*eye7 *eye5 >
start
25 .aimdx store
stop

'Gene 5. Feeding
cond
*.eye5 40 >
*.nrg 3000 <
*.refeye *.myeye !=
start
-1 .shoot store
stop

'Gene 6. Avoid conspecifics
cond
*eye5 0 >
*.refeye 6 =
start
180 .aimdx store
stop

'Gene 7. Spread out
cond
*.nrg 1000 <
start
.deltie inc
stop

'Gene 8. Store poison

cond
*.poison 500 <
start
50 .strpoison store
stop

*.eye5

end

213
Bot Tavern / trying to make a bot
« on: March 29, 2006, 09:58:20 AM »
I can't get this bot to stop shooting at its conspecifics.

Could someone tell me what I'm doing wrong. I tried following the bot tutorial but it doesn't work.

Maybe I've put some things in the wrong order. Here is the code:

' Cyanobacterium nostoc

'Gene 1. Photosynthesis
cond
  *.nrg
  5000
  >
start
  50
  .repro
  store
  15
  .aimdx
  store
stop

'Gene 2. Form colonies
cond
 *.robage 0 =
start
 .tie inc
stop

'Gene 3. Simple search pattern 1
cond
 *.eye3 *.eye5 >
start
 -25 .aimdx store
stop

'Gene 4. Simple search pattern 2
cond
 *eye7 *eye5 >
start
 25 .aimdx store
stop

'Gene 5. Feeding
cond
 *.eye5 40 > *.nrg 5000 <
start -1 .shoot store
stop

'Gene 6. Avoid conspecifics
cond
 *eye5 0 >
 *.refeye 6=
start
 180 .aimdx store
stop

'gene 7. Spread out
cond
 *.nrg 1000 >
start
 .delti inc
stop

cond
 *robage 0 =
start .shoot .ploc store
stop

cond
 *.poison 500 <
start
 50 .strpoison store
stop

end

214
Bug reports / The GUI again!
« on: March 28, 2006, 08:47:12 AM »
I found out why my simulations have been running so stable. The bots weren't losing any energy. Everytime one starts a new simulation or loads a save, one have to make sure all the settings in the GUI are the same as before. For example, If I quit the program and then start it again, the following has changed: NRG for corpse mode isn't selected. So I have to select that everytime. On the Physics and costs tab the fluid isn't selected. Have to select that again. If I click on Advanced costs the values are usually as I set them before, that is by pressing the F1 default button. If I click Okay here and then click on Advanced costs again, the values have changed. I have to click on F1 default everytime I go in here before I click Okay. This is what was causing the imortal state of my bots. When I load a save I have to make sure the default values are active and then click change. So I've been running a nice 1000000 cycles sim just to find out I've been fooled.

By the way, could someone give an explanation what all the stuff means on the advanced costs tab? I'm not sure if the default values here are close to realism. There are some that are set to 0 wich whould mean the bots aren't using any energy doing those operations. Is that natural? I know a human can't even breath without using some energy. What about microorganisms?

215
Simulation Emporium / My longest sim ever!
« on: March 25, 2006, 07:13:34 AM »
I know you guys have managed to run much longer sims, don't know how you've done it considering how bad this program has worked earlier, but this is the longest sim I've run so far without it crashing. The picture shows the sim at 299999 cycles. The interesting thing is I started with the bots showing on the graph, but only Fisannis managed to survive, though very close to extinction. It seems to be a very sensitive balance. From the beginning they were just flying about shooting. Now they take it easy, like they are thinking about what they do. Looks like they are conserving their energy. They don't move much, but on occasion they strike out and do a little hunting. They might shoot another bot or veggie to get a little energy, but mostly it looks like they are only studying what they see. lol

The sim is Field size 4, 32000x24000.

216
Bugs and fixes / Too many veggis
« on: March 23, 2006, 05:42:33 AM »
When I have maximum veggies set to 400 I don't want to see 663 veggies on the screen.    :huh:

217
The default values in the mutation rates are set to 5000. Does that mean the changes in the bots genome will take place after the simulation has run 5000 cycles?

218
Bugs and fixes / It looks great now!
« on: March 22, 2006, 11:40:26 AM »
I've been running the version 2.4d for 12 hours now. Everything looks fine.  B)

I suspect the Animalis Remix bot might be a little problematic. I've been running with Alga Minimalis, Triangulus and Fisannis. Triangulus died out early. The rest kept going.

Still get everything in a clump sometimes though. Early this morning it was a big clump on the screen, several hours later they had all spread out, then they formed into a clump after few more hours.

219
Simulation Emporium / How is this possible
« on: March 21, 2006, 08:32:01 PM »
Check out the screenshot. The number of veggies only changed from 203 to 202 over several minutes while the number of bots increases much more rapidly. Where are the bots getting the energy without killing any veggies? The bots I'm using in this sim is R_Fisannis. The veggies don't seem to multiply.

220
Bugs and fixes / Aren't the veggies supposed to move a little?
« on: March 21, 2006, 03:48:00 PM »
I have blocked UNCHECKED on the first tab, but it looks like the veggies are stucked "in air". They apear complete frozen and nothing happens. tried tweaking the amount of energy and change between 'Veggie per cycle' and 'kilobody point' on the general tab. nothing happens.

221
Bug reports / Runtime 11
« on: March 21, 2006, 03:26:31 PM »
Ok, tried to 2.4.9c version and I can't start a sim. Get Run-time error '11': Division by zero.

222
Bug reports / Sysvars trouble with version 2.4.9c
« on: March 21, 2006, 02:44:48 PM »
I found when I start up the program it is unable to find some variables in the Sysvars2.21.txt file, the one that is downloadable on the wiki. The blue starting screen gets frozen and behind it I get a window where I can manually go to the sysvars file and load it. When I try that I get Run-time error '62': Input past end of file. The OLD Sysvars.txt seems to work, but I've heard it's not compatible with later versions of Darwinbots.

223
Bug reports / Runtime error 6 overflow
« on: December 26, 2005, 02:38:25 AM »
I got an error in version 2.4.A tonight.

Location: Shots_Module

Code:

tempa = CInt(rob(n).mem(VshootSys)) * CInt(20) '.vshoot * 20

Values:

tempa=0

CInt(rob(n).mem(VshootSys)) = 11509

n = 392

VShootSys = 338

CInt(20) = 20

224
Evolution and Internet Sharing Sims / How do I limit the bot population?
« on: December 15, 2005, 02:30:20 PM »
I'm just wondering if someone have a suggestion how to limit the bot population in 2.4.A, so I can prevent it from slowing down so much. Either all the bots die out or they get so many that the program slows down to a freeze.

I think if I could limit the population to around 50 in smallest screen resolution, maybe the program will run acceptable.

225
Bugs and fixes / Day/night cycle still not satisfying
« on: November 17, 2005, 10:42:13 AM »
Here's what's happening now. Version 2.4.A.

If I start a new simulation with day/night cycles set to 10000 it starts with night showing the moon. After 10000 cycles it changes to day showing the sun. So far so good. At 13000 cycles I saved the simulation and quitted. Later when I loaded the sim it was NIGHT!   :huh: That means it allways start with night if you load a simulation nomatter if it was day or night before. As I need to quit the program to do other things the veggies wont multiply much because they will mostly not see the sunlight. Could you fix that please?

Pages: 1 ... 13 14 [15] 16 17