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 - spike43884

Pages: 1 ... 40 41 [42] 43
616
So Really, I just throw in 10 zero's and it shouldn't be to slow and should mutate.
'ForceFeed' would be good for zerobots...just insert food into them, no need to eat...it would get them started right?

617
Newbie / Re: Annoying Newbee asking about F1 rules and no vedio option
« on: October 25, 2014, 03:55:21 AM »
I am actually experiencing a new slowness problem. ntdll magically starts draining half the runtime.
Well...Thats not good.

Also, I think I came up with a solution for huge *maps* with horrificly slow video output, only display the video output for the area visible on the map, (Because a lot of the time you'll be zoomed in more on huge *maps*) working off the grid thats already implemented only loading visible chunks of the grid. Should speed it up for when video output is on.

618
How many zero's needed in a zerobot, or can you put however many you want.
Also if thats the case surely putting nothing into a bot will have the same effect, or a 1 bot.

619
Darwinbots3 / Tiny Suggestion: Species levelling
« on: October 24, 2014, 06:18:16 AM »
Before you mob me for giving more suggestions :outtahere: I have to give this tiny one from me using the basebots to create new bots in DB2.
A prefix to the naming of a species...so lets give a example in the format {Prefix} SpeciesName
{Fish} Guppy
or
{Jellyfish} Purple
{Jellyfish} Red
Both the jellyfishes are closely related because theyre jellyfishes, but their different breeds of jellyfish I guess would be how to term it, So when you save a new species, you can keep the prefix from the species it originated from, showing theyre closely related.
 & Wow there is so many smileys for here :o

620
The Starting Gate / Re: As is: Tag your bots!
« on: October 24, 2014, 06:12:45 AM »
:o?
Quote
you should attack a file
I guess I'll have to send my Animal_Viral_Mimalis at my files then :outtahere:

621
I keep running *now stable* sims of singula haloculus, animal_mimalis, alga_mimalis (A lot of veggies!!!!) & Ebola (Its one of the not to cancerous starting MB's
I got a couple of unusual to say the least new species.
1) Animal_Viral_Mimalis ~A Virus shooting Animal Mimalis (I only found it when I noticed 1 in the huge colony had a 5th gene. It intrigued me :P

Code: [Select]
cond
 *.eye5 0 >
 *788 *.myeye !=
 start
 *.refveldx .dx store
 *.refvelup 30 add .up store
 stop
''''''''''''''''''''''''  Gene:  1 Ends at position  17  '''''''''''''''''''''''
 cond
 *770 806 !=
 start
 *.thisgene .mkvirus store
 9000 .vshoot store
 50 .repro store
 stop
''''''''''''''''''''''''  Gene:  2 Ends at position  32  '''''''''''''''''''''''
 cond
 *.eye5 50 >
 *.refeye *.myeye !=
 start
 -1 .shoot store
 *.refvelup .up store
 stop
''''''''''''''''''''''''  Gene:  3 Ends at position  47  '''''''''''''''''''''''
 cond
 *.eye5 0 =
 *.refeye *.myeye =
 or
 start
 314 rnd .aimright store
 stop
''''''''''''''''''''''''  Gene:  4 Ends at position  61  '''''''''''''''''''''''
 cond
 *.nrg 20000 >
 start
 10 .repro store
 stop
''''''''''''''''''''''''  Gene:  5 Ends at position  70  '''''''''''''''''''''''


2)Animal_Microlasis ~I was looking at the area on the sim I just nicknamed 'The Graveyard' as apart from about 2 ebola and 9 Singula Haloculus it was corpses, then I zoomed in because something caught my eye, It was a Animal_Mimalis colony but it evolved to be extrodinarily tiny, there was only 7 of them in the colony, but unusually it could float right past the Ebola and Singula without attracting attention? Hence the name Microlasis. Now officially dubbed 'Aggresive Dwarfs' as its behavior in later sims...They just claim everywhere 0.0 Ok, theyre not cancerous, and don't kill anything but veggies really, but they still look aggressive to the untrained eye.

Code: [Select]
cond
 *.eye5 0 >
 *.refeye *.myeye !=
 start
 *.refveldx .dx store
 *.refvelup 30 add .up store
 stop
''''''''''''''''''''''''  Gene:  1 Ends at position  17  '''''''''''''''''''''''
 cond
 *770 806 !=
 start
 *.thisgene <=
 .mkvirus store
 9000 .vshoot store
 50 .repro store
 stop
''''''''''''''''''''''''  Gene:  2 Ends at position  33  '''''''''''''''''''''''
 cond
 *.eye5 50 >
 *.refeye *.myeye !=
 start
 -1 .shoot store
 *.refvelup .up store
 stop
''''''''''''''''''''''''  Gene:  3 Ends at position  48  '''''''''''''''''''''''
 cond
 *.eye5 0 =
 *.refeye *.myeye =
 or
 start
 314 rnd .aimright store
 stop
''''''''''''''''''''''''  Gene:  4 Ends at position  62  '''''''''''''''''''''''
 cond
 *.nrg 20000 >
 start
 10 .repro store
 stop
''''''''''''''''''''''''  Gene:  5 Ends at position  71  '''''''''''''''''''''''
3)Singula_Rangercus ~Couldn't really think of a name for this one easily, as you probably know Singula is normally very aggresive and very cancerous, This one was a much more passive Singula, and didn't go into huge colonies. It also moved to near empty space a lot, hence the Ranger in the name.

Code: [Select]
cond
 start
 -32000 8 *.eye5 40 sub sgn 0 floor mult *.memval *999 sub sgn abs mult store
 8 7 *.eye5 40 sub sgn 0 floor mult *.memval *999 sub sgn abs mult store
 3 .up store
 3 .sx store
 24 999 store
 *.nrg 3 div *.body sub dup .strbody store
 - .fdbody store
 *.trefnrg !=
 add swap * ++ rnd 296 inc
 *547 abs store
 sgn sqr inc
 clear 1 *.up 95 true
 inc
 -11 sqr inc
 31 .tin3 inc
 -9 .eye5dir dec

''''''''''''''''''''''''  Gene:  1 Ends at position  84  '''''''''''''''''''''''
 cond
 .tielen1 inc
 99 755 dec
 108 747 dec
 *.dnalen 169 start
 div sqr mult 47 over 395 inc
 908 .tout1 inc
 15 drop ^ 2 mult 3 sub *.thisgene add .delgene store
 stop
''''''''''''''''''''''''  Gene:  2 Ends at position  118  '''''''''''''''''''''''


Hope you enjoyed my 3 new mutated bots (And the Bestiary is the right place for this right?) [F1 (I think)]

622
Darwinbots3 / Re: Bot Communication Channels Idea
« on: October 24, 2014, 05:14:54 AM »
Mhm, why not make friendly ties.
Ties are like 'grapples' on the bots, but all they do currently is feed, why not use them to do more complex things, then we'd get better MB's & get better parasite type bots.
I have no clue about db code though :P

623
Newbie / Re: Annoying Newbee asking about F1 rules and no vedio option
« on: October 24, 2014, 04:41:14 AM »
offtopic:

The contest rules are listed on appropriate thread in the leagues board.

We can not skip cycles because that is the point of having cycles in the first place. It is optimized as hell. You can however turn the video off to double the speed in most cases. Darwinbot uses only one cpu per instance. There is a good change you have older hardware. How many cpu and at what speed do you have?

You have to double click on a robot, then back click on it and select 'save robots dna' to save just the DNA. You can also click on 'Save entire organism' and that will create a binary file with the whole multibot. That can only be read back by Darwinbots. (Do not remember off the top of my head where save organism is, probably still on the back click menu aka the robots menu on the top)



Let me know when you are ready to join.
Oh I sorted the problem of slowness now with No video output & limit to 15 cycles per second.
Im just checking how many CPU cores and the clockspeed I have,
No clue the clockspeed, clockmultiplier of 15 is the closest Ive found to clock speed infomation :P And its got 2 cores with 1 thread per core.

624
You gotta explain zerobots to me. Just I just stick a random number of 0 on seperate lines, and put it in...How does this allow its survival!?!?

625
Darwinbots3 / Bot Communication Channels Idea
« on: October 23, 2014, 09:14:56 AM »
In DB2 bots can join together to be MB's...And they just are a cluster, but what about little chains in bots, with a certain range (determined in DNA...Default 0 range so mutations can add range to it) then via that connection they can send these simple primative signals (unless an override is put into the code)
FoodF - Food Found
FoodN - No Food
Shpe - Shape
FoodTShape - Food Through Shape (If bots can see through shape (so if the shape is transparent))
VegTShape - Like FoodTShape but with veggies
Bad - Danger Found (Virus, same species corpses or a KNOWN PREDATOR (Library inside each bot containing list of species which are either - Mutual, Friendly, Food, Enemy))
Veg - Veg found (Not to be confused with food found as thats a 'food' bot)
PFound - Path Found (Only returned after FoodTShape/VegTShape if the veg/food in question is seen without obstruction.
Then on the end of FoodF, Veg, Bad or FoodTShape would be:
~h - High
~m - Medium
~l - Low

It litterally then either triggers bot to go in that direction, or away from that direction

It'd make multibots cooler, or hotter, depends on their enviroment which they want to be :P

626
Bot Tavern / Ahh, Evil singula haloculus
« on: October 23, 2014, 06:49:06 AM »
Im trying to re-encourage my animal mimalis colonies, and I put on the edge of the area where no veggies were some singula haloculus, bear in mind on the other side of the area was over 300 veggies and somehow singula haloculus has gone to 600!
ITS CANCEROUSLY INVADING NOTHINGNESS...
I need a bot which will prioritise killing singula haloculus, & It'd be quite cool bots targetting some bots over others, we'd get a food chain!!!!!!!!
But seriously, Singula Haloculus is invading...I only ran it 1000 cycles and it got to that.

627
Bot Tavern / Re: Lets make another wikibot!
« on: October 23, 2014, 06:43:55 AM »
off topic: I just scoped out the code. I will not be able to add any new logic because that will mean a complete overhall of sexrepro. Sorry. But you did inspire me to add notes to the wiki that explain forwards compatibility.
Yay, I have no clue about reverse polish notation & forward compatibility...The more descriptions the better :P

Anyway, most bots I use will have Xor cuz its useful, Its good if you want only 1 condition to be reached then it do X but not do it if both reached...

*Yep I know a lot about logic gates :P*
Btw, I noticed your puns, bot I have to say, they were cheesy.

Mhm, Im tempted to make a more fruity veg and very...Moudly bot...but if their anything in the DNA I can do to hold them together...fruit bots going solo would be weird XD

628
Bot Tavern / Re: Mutualism in bots?
« on: October 19, 2014, 08:40:52 AM »
The relationship described should be possible. Welcome to the team. Can anyone plz write some db code? XD
Bot, I already talked about this dude :3 Mutual Interspecies relationships...Litterally, use a library to store which species are seen as a 'threat' to it, which are seen as 'food' and which are seen as 'friend' instead of, HE HAS MORE EYES, MUST EAT, NOM NOM NOM. Then a default preference for 'unknown'

629
Bot Tavern / Re: Deadliest Virus -ever-
« on: October 19, 2014, 08:39:02 AM »
Omg I had a idea, A Virus killing virus...Possibly as a defence mechanism to make it more antibody-like...But imagine that, viruses attacking viruses. That'd kill your planty virus sure.

630
Bot Tavern / Re: Phenome Idea!
« on: October 19, 2014, 08:36:15 AM »
EricL was working on auto forking but it was never finished.
Main problems being:

What constitutes a new specie?
And, what should the new specie be named?

I am actually working on components right now where forking will be really, really bad.
2.47 drop by the end of next week, if all goes well.

Constitutes new species, Have to have 40% new genes...Anyway, make some genes have to change as-well + the fact you could introduce a new level specified as 'breeds' like in dogs, they little resemble each other, but not quite different species...Then put the venom application requirement just over the requirement for seperate breeds. Poof

Pages: 1 ... 40 41 [42] 43