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Messages - MysticalDumpling

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166
Simulation Emporium / Re: My first attempt on a zero sim
« on: February 07, 2014, 07:58:44 PM »
You might consider using randombots instead- so far, they seem to do things faster and "evolve" quicker.

167
Simulation Emporium / Re: A randombot simulation example
« on: February 07, 2014, 07:55:23 PM »
Yes! Someone finally recognizes the superiority of Randombots!
I would use more random numbers; I use 10k, but it slows down the sim VERY quickly.

168
Bot Tavern / Re: Mutualism in bots?
« on: February 07, 2014, 07:09:22 PM »
I got a bot that could fill the description: Gland bot, a veggie, in the bestiary's starting gate. It works by fooling most conspecs, latching onto MB's to gain NRG, and gives defences to the MB based on NRG received. The MB doesn't know the Gland Bot is a different species, though. It would be interesting in an evosim, if anyone wants to try.

169
Mutations / Slimy_Veg Evolved! (evo)(MysticalDumpling)7-2-14
« on: February 07, 2014, 07:01:56 PM »
In a evosim with this veggie and a tie feeeder, Slimy_Veg evolved into this:

Code: [Select]
cond
 *.nrg 1000 >=
 start
 .strvenom inc
 50 .repro store
 .aimleft inc
 0 store
 stop
''''''''''''''''''''''''  Gene:  1 Ends at position  15  '''''''''''''''''''''''
 cond
 *.nrg 500 >
 start
 100 .mkslime store
 stop
''''''''''''''''''''''''  Gene:  2 Ends at position  24  '''''''''''''''''''''''
 cond
 !=
 *.trefeye *.myeye *.trefypos *.trefxpos start
 angle .setaim store
 .sx store
 stop
''''''''''''''''''''''''  Gene:  3 Ends at position  37  '''''''''''''''''''''''
 cond
 *22 0 =
 start
 .dn store
 stop
''''''''''''''''''''''''  Gene:  4 Ends at position  45  '''''''''''''''''''''''

The anti-feeding venom turned into a rather clever anti-feeding gene- whenever it can read from a tie, it moves away hard enough to break the tie. The formation of this veg almost caused an extinction n the sim. This formed by hour 7, methinks.

This bot is a good reason to enable mutations on veggies!


170
Untagged bots / Spore Bot (Veggie)(MysticalDumpling) 7-2-14
« on: February 07, 2014, 03:39:46 PM »
This is a MB veggie that uses stifftie to spread it's young.

Spore Bot
'Uses breaking of stirrtie to propel spores to new areas.
'For use in the challenge sim. V0 is a veggie.

'It will be a multibot (structure?) that will most likely be a pair.
'Later versions might be batterrybots- might have larger degree of specification
'Ex- Bertha defends a buch of small fertile bots and a tentacle that finds batteries (vegs)
'to feed apon- v0.5 has no specification other than spore/core

'By Magical Dumpling


'Weirdly enough, the spore is not always fired...


'VO will be a bibot veg for some time

Code: [Select]
'mem
def reproduced 990
def type 991
def fling 992

'Do to certain difficulties, vars are not defined
'reprodced: 1- did, 0-did not
'type- 0 is core, 1 is spore
'Fling- spore is preparing for launch

'Form bibot
cond
*.reproduced 0 = 
*.robage 200 >=
*.type 0 =
start
1 .timer store
10 .repro store
1 .tie store
1 .reproduced store
stop

'After some time, reset .reproduced
cond
*.type 0 =
*.timer 1511 =
start
0 .reproduced store
stop

'Smaller ones are spores
cond
*.robage 1 =
*.body *.trefbody <
start
1 .type store
stop

'Im a baby, so ill make a tie
cond
*.robage 0 =
start
1 .tie store
stop

'If I have no ties and am a spore, mature to a core.
cond
*.type 1 =
*.robage 10000 >=
*.numties 0 =
start
0 .type store
stop

'Fling spores. Might as well fix cores for now.
cond
*.type 1 =
*.numties 1 >=
start
  *.timer 10000 >=
1 .fling store
  *.timer 10100 =
1 .tienum store
32000 .fixlen store
100 .stifftie store
stop

'Temp. fix of ties so core can move
cond
*.numties 0 >
*.type 0 !=
*.fling 0 =
start
1 .tienum store
200 .fixlen store
100 .stifftie store
stop

'Im the core- Ill fix myself if my spore is gunna fling.
cond
*.type 0 =
start
992 .tmemloc store
*.tmemval *1 =
1 .fixpos store
stop

'If I have no fligin' spores, ill defixpos myself
cond
*.type 0 =
*.numties 0 =
start
0 .fixpos store
stop

'If I inherited fixpos, or i misgot it, ill defixpos myself.
start
*.type 1 =
0 .fixpos store
*.robage 0 =
0 .fixpos store
stop


'Follow the core if im a spore...
cond
*.type 1 =
*.numties 0 !=
start
*.tiepres .readtie store
*.trefxpos *.trefypos *.setaim store
*.trefvelscalar .up store
stop

'If I have 2 or more ties, simplify it to one tie
cond
*.numties 2 >=
start
.deltie inc
stop

171
Interesting behaviour bots / Spore Bot (MB)(MysticalDumpling)7-2-14
« on: February 07, 2014, 03:37:48 PM »
This is a rather unorthodox multibot as it uses it's multi-bot-ness to spread it's babies.
'It was based on a similar veggie I made some time ago.


'Spore Bot
'Uses breaking of stifftie to propel spores to new areas.

'It will be a multibot (structure?) that will most likely be a pair.
'Later versions might be batterrybots- might have larger degree of specification
'Ex- Bertha defends a buch of small fertile bots and a tentacle that finds batteries (vegs)
'to feed apon- v1.1 has no specification other than spore/core

'By Magical Dumpling


'Weirdly enough, the spore is not always fired...


'V1 will be a bibot shotbot

Code: [Select]
'mem
def reproduced 40
def type 41
def fling 42

'Do to certain difficulties, vars are not defined
'reprodced: 1- did, 0-did not
'type- 0 is core, 1 is spore
'Fling- spore is preparing for launch


'Set things.
cond
*.robage 0 =
start
1235 .out1 store
stop

'******************************************************
   'Basic Mechagnisms
      'Repro, spore formation, structure, ect.
'******************************************************

'Form bibot
cond
*.reproduced 0 = 
*.robage 200 >=
*.type 0 =
*.nrg 2000 >=
*.body 671 >=
start
1 .timer store
10 .repro store
1 .tie store
1 .reproduced store
stop

'After some time, reset .reproduced
cond
*.timer 500 =
*.type 0 =
*.numties 0 =
start
0 .reproduced store
0 .timer store
stop

'Smaller ones are spores
cond
*.robage 1 =
*.body *.trefbody <
start
1 .type store
stop

'Im a baby, so ill make a tie
cond
*.robage 0 =
start
1 .tie store
stop

'If I have no ties and am a spore, mature to a core.
cond
*.type 1 =
*.timer 1500 >=
*.numties 0 =
start
0 .type store
stop

'Fling spores.
cond
*.type 1 =
*.numties 1 >=
start
1 .tout1 store
1 .fling store
1 .tienum store
32000 .fixlen store
100 .stifftie store
stop

'Im the core- Ill fix myself if my spore is gunna fling.
cond
*.type 0 =
*.tin1 0 !=
start
1 .fixpos store
stop

'If I have no fligin' spores, ill defixpos myself
cond
*.type 0 =
*.fixpos 1 =
*.numties 0 =
*.eyef 0 =
start
0 .fixpos store
stop

'Follow the core if im a spore...
cond
*.type 1 =
*.multi 0 !=
start
*.tiepres .readtie store
*.trefxpos *.trefypos *.setaim store
stop

'If I have 2 or more ties, simplify it to one tie
cond
*.numties 2 >=
start
*.tiepres tienum store
.deltie store
stop


'******************************************************
   'Hunting Mech.
'******************************************************
'OCULUS III
'Thanks, bacillus!
start
-4 *.eye1 *.eye9 sub sgn 0 floor mult *.eye1 *.eye8 sub sgn 0 floor mult *.eye1 *.eye7 sub sgn 0 floor mult *.eye1 *.eye6 sub sgn 0 floor
 mult *.eye1 *.eye5 sub sgn 0 floor mult *.eye1 *.eye4 sub sgn 0 floor mult *.eye1 *.eye3 sub sgn 0 floor
 mult *.eye1 *.eye2 sub sgn 0 floor mult 4 *.eye9 *.eye8 sub sgn 0 floor mult *.eye9 *.eye7 sub sgn 0 floor mult *.eye9
*.eye6 sub sgn 0 floor mult *.eye9 *.eye5 sub sgn 0 floor mult *.eye9 *.eye4 sub sgn 0 floor mult *.eye9 *.eye3 sub sgn 0
floor mult *.eye9 *.eye2 sub sgn 0 floor mult *.eye9 *.eye1 sub sgn ++ sgn mult add -3 *.eye2 *.eye9 sub sgn ++ sgn mult
*.eye2 *.eye8 sub sgn 0 floor mult *.eye2 *.eye7 sub sgn 0 floor mult *.eye2 *.eye6 sub sgn 0 floor mult *.eye2 *.eye5
sub sgn 0 floor mult *.eye2 *.eye4 sub sgn 0 floor mult *.eye2 *.eye3 sub sgn 0 floor mult *.eye2 *.eye1 sub sgn ++ sgn
mult add 3 *.eye8 *.eye9 sub sgn ++ sgn mult *.eye8 *.eye7 sub sgn 0 floor mult *.eye8 *.eye6 sub sgn 0 floor mult *.eye8
*.eye5 sub sgn 0 floor mult *.eye8 *.eye4 sub sgn 0 floor mult *.eye8 *.eye3 sub sgn 0 floor mult *.eye8 *.eye2 sub sgn
++ sgn mult *.eye8 *.eye1 sub sgn ++ sgn mult add -2 *.eye3 *.eye9 sub sgn ++ sgn mult *.eye3 *.eye8 sub sgn ++ sgn mult
*.eye3 *.eye7 sub sgn 0 floor mult *.eye3 *.eye6 sub sgn 0 floor mult *.eye3 *.eye5 sub sgn 0 floor mult *.eye3 *.eye4 sub
sgn 0 floor mult *.eye3 *.eye2 sub sgn ++ sgn mult *.eye3
 *.eye1 sub sgn ++ sgn mult add 2 *.eye7 *.eye9 sub sgn ++ sgn mult *.eye7 *.eye8 sub sgn ++ sgn mult *.eye7 *.eye7 sub
sgn 0 floor mult *.eye7 *.eye6 sub sgn 0 floor mult *.eye7 *.eye5 sub sgn 0 floor mult *.eye7 *.eye4 sub sgn ++ sgn mult
 *.eye7 *.eye2 sub sgn ++ sgn mult *.eye7 *.eye1 sub sgn ++ sgn mult add -1 *.eye4 *.eye9 sub sgn ++ sgn mult *.eye4
*.eye8 sub sgn ++ sgn mult *.eye4 *.eye7 sub sgn ++ sgn mult *.eye4 *.eye6 sub sgn 0 floor mult *.eye4 *.eye5 sub sgn 0
floor mult *.eye4 *.eye3 sub sgn ++ sgn mult *.eye4 *.eye2 sub sgn ++ sgn mult *.eye4 *.eye1 sub sgn ++ sgn mult add 1
*.eye6 *.eye9 sub sgn ++ sgn mult *.eye6 *.eye8 sub sgn ++ sgn mult *.eye6 *.eye7 sub sgn ++ sgn mult *.eye6 *.eye6 sub
sgn ++ sgn mult *.eye6 *.eye5 sub sgn 0 floor mult *.eye6 *.eye3 sub sgn ++ sgn mult *.eye6 *.eye2 sub sgn ++ sgn mult
*.eye6 *.eye1 sub sgn ++ sgn mult add 4 add *.focuseye 4 add sub dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn
++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn
++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup
sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- 9
add - dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult
dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult
dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec --
stop

'Core turn mech.
cond
'Eyes
*.eyef 0 !=
'Conspec
*.out1 *.in1 !=
*.myeye *.refeye !=
start
*.refxpos *.refypos angle .setaim store
stop

'Approach prey
cond
*.eyef 0 !=
*.out1 *.in1 !=
*.myeye *.refeye !=
start
 *.eyef 10 =<
*.refveldx .dx store
*.refvelup 31 add .up store
stop

'I see prey- Let's eat it!
'It will choose shots based on defense
'shell- use -1
'poison- use -6
'none- use -6
cond
*.eyef 10 >
and
*.out1 *.in1 !=
*.myeye *.refeye !=
or
start
1 .fixpos store
*.refpoison 0 !=
*.refshell 0 =
and
-6 .shoot store
*.refshell 0 !=
*.refpoison 0 =
and
-1 .shoot store
*.refpoison 0 =
*.refshell 0 =
and
-6 .shoot store
*.refpoison 0 !=
*.refshell 0 !=
and
0 .fixpos store
100 .dx store
clearbool
0 .fixpos store
stop

'If I see nothing but my spore, rotate.
cond
*.eyef 0 =
*.refeye *.myeye =
or
start
14 .aimdx store
stop

'Stop weird rotations around prey.
cond
*.myeye *.refeye !=
*.eyef 30000 >=
start
1 .fixpos store
stop

172
Untagged bots / Slimy_Veg (Original)
« on: February 05, 2014, 04:01:55 PM »
This bot makes slime and a venom that should deter any would-be tie feeder (at least partially) For a more effective veg, put a larger value in .venval.

173
Newbie / Re: Zerobots
« on: February 01, 2014, 06:10:22 AM »
Im using an old version of DB. I never got around to updating it... :P

174
DNA - General / Re: Why doesn't this work?
« on: February 01, 2014, 05:21:02 AM »
I'm making a single-store. All it should is is sip, make babies, tie and feed.

175
DNA - General / Why doesn't this work?
« on: January 31, 2014, 05:47:05 PM »
For about 10sec. it worked beautifully- but I broke it somehow. Help?

'My first attempt at a SS
'Tiefeeder that makes lots of tiny spawn

start
'1- Searchin'...
*.eye5 0 sub sgn abs - ++
*.myeye *.refeye sub sgn abs - ++ ^
*.numties 0 sub sgn abs - ++ mult
100 mult add .aimsx

'2- Tie
*.eye5 0 sub sgn abs *.myeye .refeye sub sgn abs mult add .tie

'3- Feed
*.numties 0 sub sgn abs *.myeye *.trefeye sub sgn abs mult 99 mult add .sharenrg 

'4- Repro
*.nrg 30000 sub sgn abs - ++ 10 mult add .repro


'-------------STORE-------------
store
stop 

176
Newbie / Re: Zerobots
« on: January 30, 2014, 05:11:43 PM »
Okaay... *crack fingers*
There are several ways to go about this. My (very successful) method is to make a sim with very little costs, no DNA costs, and 100 bots with DNA composed of 10,000 random numbers from -32000 to 32000 .Random.org generates random numbers, methinks. Change point mutations to 50 (instead of 5000) and wait. Once you find a few reproducers, dump them in another sim and put some selective pressure on them.

edit: Oh sorry bots, I forgot to mention this does not qualify as a zerobot anymore. It is a random bot.

177
Simulation Emporium / Re: Q: shortest zerobot reproduction time
« on: January 27, 2014, 03:03:03 PM »
Oh. Okay. Random-bots are still better though.  :P

178
Simulation Emporium / Re: Q: shortest zerobot reproduction time
« on: January 26, 2014, 08:53:04 AM »
The shortest time ever was 30sec  8). I used 10,000 random numbers from -32000 to 32000. It had a huge lag, however...  stable repro usually occurs around 3-7h, the first bots to reproduce often kill themselves from sheer fertility... Figures.

179
Bot Tavern / List of random ideas
« on: January 24, 2014, 04:51:11 PM »
- Meta-bot: A bot which does not act only upon code but has a degree of flexibility- it will act on things that give it .pleas
- Sadist Bot- a bot that likes to cause pain to other bots
-Masochist virus- A fun virus for such a meta-bot would be a virus that stores .pain into .pleas, making the bot a masochist
-Poison/venom ideas:
a. blinding (stores 0 into .eyef or .eye5)
b. Hallucinogen- stores random numbers ino one of the .eye's
c. Anesthesia- stores an absurdly high number in .pleas (for a meta-bot) or just shuts down the poor creature (one way or another...)
d. Rape- store a large number in .sexrepro
e. Genetic deterioration- store a random number in .delgene
f. Metabolic toxin- forces the poor creature to undergo production of slime, poison or shell (instakill) or store/burn body. These could be VERY dangerous
g. Conspec destruction- Break in/out, refeye, ect.

Anyone have any ideas? How about a meta-bot? Ive seen a challenge for that floating around somewhere...

 :)

180
The Gene depository / Re: Shooting Distance Calculator Gene
« on: January 21, 2014, 04:24:01 PM »
I found the error! The log result has to be made negative, so...
*.refxpos *.refypos *.xpos *.ypos dist 2 logx -1 mult .shootval store '?

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