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Messages - ashton15

Pages: [1] 2 3 ... 7
1
Announcements / Re: New forum
« on: June 26, 2010, 10:24:04 AM »
at http://www.darwinbots.com/chat.html ? For me it says object not found  :O

2
Announcements / Re: New forum
« on: June 25, 2010, 07:41:11 PM »
Hey, I went for a while before school leaving exams but now they over and I back  :D so hey, and congratz Sammeh on gettin' admin, forum looks very shiny now. Is there a reason to IRC not working? Has it's location changed since?

3
Biology / Evolution doesn't work?! D:
« on: June 02, 2010, 01:05:19 PM »
Floppy ears would be one...

4
Untagged bots / upgraded sporebot
« on: May 16, 2010, 03:36:27 PM »
when It's finished running will you post the mutated code?

5
Interesting behaviour bots / Vox Addo
« on: May 15, 2010, 01:40:41 PM »
Okies first bot after I accidently deleted the last lot, this bots pretty feeble as I couldn't be botherd to make it a strong bot once I had it working but has some intresting behaviour, sends veggies to the center and makes a kind of colony there, the bots do not communicate in any way but support each other independently, use instakill ties and is the first bot I know of to genuinely dogfight and actively avoid the enmies shots also has a unique eye system where eye5 acts as a rotatable turret as opposed to using .focuseye, this is basically lots of features but  all mish mashed, I'm hoping to develop a more stable complex society bot but here it is anyway... gonna release it on IM now, I'm slightly disapointed with it but hey I can improve it I guees. requires space bigger than 32000 by 32000

Code: [Select]
def IFFF5 102
def IFFF6 103

'-=_SETUP_=-'
cond
*.robage 0 =
start
1744 .eye1dir store
1622 .eye2dir store
1500 .eye3dir store
1378 .eye4dir store
1291 .eye6dir store
1169 .eye7dir store
1047 .eye8dir store
925 .eye9dir store
122 .eye1width store
122 .eye2width store
122 .eye3width store
122 .eye4width store
122 .eye5width store
122 .eye6width store
122 .eye7width store
122 .eye8width store
122 .eye9width store
1 .focuseye store
.dnalen .memloc store
5 .shootval store
32000 rnd 32000 rnd sub .timer store
stop

'-=_VENOM_=-'
start
.shootval .vloc store
32000 .venval store
stop

cond
*.venom 250 <
start
100 .strvenom store
stop

cond
*.IFFF6 3 =
*.eye6 0 !=
*.timer abs 5 mod 0 =
start
-3 .shoot store
stop


'-=_FACE CENTER_=-'
cond
*.numties 0 =
*.nrg 500 >
start
16000 16000 angle 628 add 1256 mod .setaim store
16000 16000 dist *.timer abs 250 sub sub *.maxvel ceil *.maxvel - floor .dn store
stop

cond
*.numties 0 =
*.nrg 500 <=
start
16000 16000 angle 1256 mod .setaim store
16000 16000 dist 500 sub *.maxvel ceil *.maxvel - floor - .dn store
stop

''-=_TURN EYE5 TO CLOSEST_=-'
cond
*.timer
*.eye1 sgn
*.eye2 sgn add
*.eye3 sgn add
*.eye4 sgn add
*.eye6 sgn add
*.eye7 sgn add
*.eye8 sgn add
*.eye9 sgn add mod
*.eye1 sgn =
start
1884 .eye5dir store
stop

cond
*.timer
*.eye1 sgn
*.eye2 sgn add
*.eye3 sgn add
*.eye4 sgn add
*.eye6 sgn add
*.eye7 sgn add
*.eye8 sgn add
*.eye9 sgn add mod
*.eye1 sgn
*.eye2 sgn add =
start
1727 .eye5dir store
stop

cond
*.timer
*.eye1 sgn
*.eye2 sgn add
*.eye3 sgn add
*.eye4 sgn add
*.eye6 sgn add
*.eye7 sgn add
*.eye8 sgn add
*.eye9 sgn add mod
*.eye1 sgn
*.eye2 sgn add
*.eye3 sgn add =
start
1570 .eye5dir store
stop

cond
*.timer
*.eye1 sgn
*.eye2 sgn add
*.eye3 sgn add
*.eye4 sgn add
*.eye6 sgn add
*.eye7 sgn add
*.eye8 sgn add
*.eye9 sgn add mod
*.eye1 sgn
*.eye2 sgn add
*.eye3 sgn add
*.eye4 sgn add =
start
1413 .eye5dir store
stop

cond
*.timer
*.eye1 sgn
*.eye2 sgn add
*.eye3 sgn add
*.eye4 sgn add
*.eye6 sgn add
*.eye7 sgn add
*.eye8 sgn add
*.eye9 sgn add mod
*.eye1 sgn
*.eye2 sgn add
*.eye3 sgn add
*.eye4 sgn add
*.eye6 sgn add =
start
1256 .eye5dir store
stop

cond
*.timer
*.eye1 sgn
*.eye2 sgn add
*.eye3 sgn add
*.eye4 sgn add
*.eye6 sgn add
*.eye7 sgn add
*.eye8 sgn add
*.eye9 sgn add mod
*.eye1 sgn
*.eye2 sgn add
*.eye3 sgn add
*.eye4 sgn add
*.eye6 sgn add
*.eye7 sgn add =
start
1099 .eye5dir store
stop

cond
*.timer
*.eye1 sgn
*.eye2 sgn add
*.eye3 sgn add
*.eye4 sgn add
*.eye6 sgn add
*.eye7 sgn add
*.eye8 sgn add
*.eye9 sgn add mod
*.eye1 sgn
*.eye2 sgn add
*.eye3 sgn add
*.eye4 sgn add
*.eye6 sgn add
*.eye7 sgn add
*.eye8 sgn add =
start
942 .eye5dir store
stop

cond
*.timer
*.eye1 sgn
*.eye2 sgn add
*.eye3 sgn add
*.eye4 sgn add
*.eye6 sgn add
*.eye7 sgn add
*.eye8 sgn add
*.eye9 sgn add mod
*.eye1 sgn
*.eye2 sgn add
*.eye3 sgn add
*.eye4 sgn add
*.eye6 sgn add
*.eye7 sgn add
*.eye8 sgn add
*.eye9 sgn add =
start
785 .eye5dir store
stop

'-=_IFFF_=-'
cond
*.dnalen *.memval !=
*.memval 100 >
start
3 .IFFF5 store
stop

cond
*.dnalen *.memval !=
*.memval 100 <=
start
2 .IFFF5 store
stop

cond
*.dnalen *.memval =
start
1 .IFFF5 store
stop

cond
*.eye5 0 =
start
0 .IFFF5 store
stop

cond
*.myeye *.refeye !=
*.refeye 1 >
start
3 .IFFF6 store
stop

cond
*.myeye *.refeye !=
*.refeye 1 <=
start
2 .IFFF6 store
stop

cond
*.myeye *.refeye =
start
1 .IFFF6 store
stop

cond
*.eye6 0 =
start
0 .IFFF6 store
stop

'-=_BODY MANAGEMENT_=-'
cond
*.body 2 >
start
*.body 2 sub 100 ceil .fdbody store
stop

cond
*.body 2 <
start
*.body 2 sub 100 ceil .strbody store
stop

'-=_TURN TO ITEM OF INTREST IN EYE5_=-'
cond
*.IFFF5 *.IFFF6 <
start
*.eye5dir *.aim add 1256 mod .setaim store
stop

'-=_FOLLOW TARGET_=-'
cond
*.IFFF6 1 >
start
*.refxpos *.refypos angle .setaim store
*.refveldx .dx store
*.numties 0 =
stop

'-=_DODGE ENEMIES ATTACKS_=-'
cond
*.IFFF6 3 =
*.eye6 0 !=
*.refxpos *.refypos angle 628 add 1256 mod *.refaim 1256 mod >=
*.refxpos *.refypos angle 628 add 1256 mod *.refaim 20 add 1256 mod <
start
*.refveldx *.maxvel add .dx store
stop

cond
*.IFFF6 3 =
*.eye6 0 !=
*.refxpos *.refypos angle 628 add 1256 mod *.refaim 1256 mod <
*.refxpos *.refypos angle 628 add 1256 mod *.refaim 20 sub 1256 mod >
start
*.refveldx *.maxvel sub .dx store
stop

'-=_TIE_=-'
cond
*.numties 0 =
*.IFFF6 3 =
start
16000 rnd 16000 add .tie store
stop

cond
*.numties 0 =
*.IFFF6 2 =
16000 16000 dist 2000 >
*.nrg 1250 < or
start
16000 rnd .tie store
stop

cond
*.numties 1 =
start
*.tiepres .tienum store
stop

cond
*.numties 1 =
*.tiepres 16000 >=
start
100 .sharenrg store
100 .shareshell store
100 .shareslime store
1 .sharewaste store
.shoot .tieloc store
-2 .tieval store
stop

cond
*.numties 1 =
*.tiepres 16000 <
start
50 .sharenrg store
0 .tieloc
stop

cond
*.tiepres 16000 <
*.numties 0 !=
16000 16000 dist 1600 <
*.nrg 500 >
start
*.tiepres .deltie store
stop

cond
*.shflav 0 !=
*.shflav 2 !=
*.numties 0 !=
*.tiepres 10 =
start
*.tiepres .deltie store
628 .aimdx store
0 .shflav store
stop

'-=_REPRODUCTION_=-'
cond
*.nrg 1200 >
start
50 .repro store
628 .aimdx store
*.maxvel .dn store
stop

'-=_VIRUS_=-'
cond
*.vtimer 1 =
start
50 .vshoot store
stop

cond
*.nrg 500 >
*.timer 1000 mod 100 <
start
*.genes .mkvirus store
stop

cond
*.myeye 1 <=
start
16000 16000 angle 628 add 1256 mod .setaim store
16000 16000 dist *.timer abs 16 div sub *.maxvel ceil *.maxvel - floor .dn store
stop

6
Internet Mode Commentary / New IM Commentry Thread
« on: May 15, 2010, 01:30:48 PM »
You need to make your sim above 32000 by 32000 for it to work properly, you'll see what happens oh and Vox Addo is finished

7
Bot Tavern / The amazing wikibot
« on: May 13, 2010, 12:18:19 PM »
*.body 200 <
*.nrg 200 > and
20 .dn store
.backshot inc
618 .eye5dir .focuseye add store
-1 .shoot store
50 .strbody store
*.eyef 0 > and
*.in1 *.out2 = and
-6 .shoot store
20 .up store
*.refvelup .dx store
*.body 200 >=
*.nrg 20000 > and
.repro inc
swapbool
*.numties 0 = and
*.eye5 70 > and
.tie inc
swapbool
not
10 .up store
or
*.refxpos *.refypos angle *.aim sub 35 *.focuseye mult add .eye5dir *.focuseye add store
-1 .shoot store
*.nrg 1500 >
*.body 100 < and
10 .mrepro store

8
DNA - General / refeye
« on: May 13, 2010, 12:16:43 PM »
start
*.eye5
stop
start
*.eye5
*.eye5
stop
start
*.eye5
*.eye5
*.eye5
*.eye5
stop

like binary, these are all eye commands which do nothing and by deleting these you can get any number between 1 and 7

9
Internet Mode Commentary / New IM Commentry Thread
« on: May 11, 2010, 12:47:23 PM »
Well I deleted all my old bots accidently when re-installing darwinbots for windows 7   . So I'm starting again and just running DB in the background with IM on and none of my own bots whilst I create Vox Pervico or tear bringer, should be a standard combat bot which send of viruses telling vegetables to go to the center of the map and in need they travel there and then a few farmers should be there to defend hopefully. I've noticed that all of sammehs stuffgoes through boom & bust cycles arriving reaching numbers of about 1000 and then they all seem to die within 1000 cycles.

10
my antivirus tries eat the hack and darwinots itself (Norton) So I've just told it to make an exeption for the two files

11
Bot Tavern / anti-mutation bot
« on: May 11, 2010, 12:28:09 PM »
Quote from: Billy
EDIT: You can just check the disable mutations box...
Doesn't work if you want to spread your DNA to other species

12
Yup I tried it too, it works everyone, it lets you have more control over the teleporters to, and runs way smother

13
Short bots / The One (1G)(Shen)-23.04.05
« on: May 06, 2010, 11:49:26 AM »
I guess it just goes this value in location x and thn multiplies that location by 0 the conditions are false and removes it from the stack and then multiplies it the value and storage location by one if they do fire and has complex conditions which result in only one location getting a value stored into it a cycle.

14
Off Topic / Mechanical Neural Network
« on: May 05, 2010, 04:14:39 PM »
maybhe you could have like a vertical mechanical NN that's like an abaucus so you drop a bead down this tube and it does like see-saws and that kind of thing and can give outputs that way like binary.

15
Newbie / Enemy Recognition.
« on: May 05, 2010, 12:02:43 PM »
Quote from: Chlorate
Thanks for the boot in the right direction.

Although I couldn't make head nor tail of OCULUS II.  

So now I've written the code that makes my bot focus on the nearest object, however I still can't get it to not turn to face members of its own species.

Here's the bit of code responsible for turning the bot:
Code: [Select]
'8 Turn to face
cond
 *.refeye *.myeye !=
 *.eye5 0 =
 *.focuseye 0 !=
 *.eye1 *.eye2 add 0 >
 *.eye8 *.eye9 add 0 > or
start
 *.focuseye -30 mult .aimsx store
stop

Any more pointers would be appreciated, this is getting quite infuriating now  

the refvars your using only work for the focuseye, what I'd reccomend is have 2 eyes facing forwards (eye5 and eye6 for example) make 6 the focuseye and then with eye5 you can use memloc (like a ref but you specify what you ref) and the in out communication sysvars so point eye5 to whatever is closest and you can use memloc to tell wether it is your species or not (I'd advise using Dna length for this rather than eyes because it's harder to fake) then you can keep the focuseye looking at the vegetable or enemy or whatever it's looking at without turning. Just say if you need some help coding it (hint: use  .eye5dir). if you do work it out as a favour I can put it into unconditional logic for you which would make it use less energy. That's a thing mr green tentacle monster I looked at your occulus 2 thing again now I understand the code, couldn't you easily improve it byadding in some unconditional condiditions so you don't store a value every cycle and again rather than a store could you just go through logic gates and do incs and decs so if it moved just one eye to the right you could use a tenth of the energy you would normally use. Just an idea.

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