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 - bacillus

Pages: 1 [2] 3 4 ... 60
16
Darwinbots3 / Re: Chromosomes and Sexual Rproduction
« on: August 18, 2010, 12:52:22 AM »
Hmmm....what about making a cap on the number of vectors in the DNA proportional to body size?

I gave this some more thought today, and thought this could play out nicely:

-Chromosomes
These have no particular internal structure. They are discrete eg. you can't have start/stop commands randomly floating around, but mutations can 'physically' break and recombine chromosomes (as real block mutations do). In place of genes, chromosomes have inline logic. This minimizes the deviation from the current code while still maintaining the rough structure of real chromosomes.

-Plasmids
These will be the conventional cond/start/stop genes. Plasmids can reproduce and eject themselves independently (eg. viruses), and are separated from the chromosomes. This means that primitive species can still function with only plasmid DNA, and will also provide full compatibility with the current code.

Sexrepro will mix chromosomes as in traditional meiosis (not sure what happens with plasmids, I guess you just mix and match somehow), repro will duplicate the individual as in mitosis, and viral commands and delgene will take over the plasmid controls.
The main idea is that chromosomes control the cell's defining functions, while the plasmids are extra generic pieces of DNA, such as viruses, or something like poison genes.

I guess the no real pressure to keep DNA length small - but mutations very rarely cause insanely large strands to appear out of nowhere (with the exception of polyploidy, which is fatal in animals and usually causes sterility in others), so DNA growth is mainly caused by viruses - a virus inserting itself into a host is usually fatal, terminating that strand. The only real growth in DNA is caused by broken viruses-and I think junk DNA is supposed to make up very large chunks of our DNA, on which no pressure acts...

There is some physical limitations on the amount of DNA, I guess. Space is the ultimate one (although only relevant when a virus undergoes extreme amplification-Ebola comes to mind), but within limits of reason, a cell can only produce so much proteins and other materials to read and execute DNA - like having a computer with a billion processors all running from the same battery, to use your analogy.

17
Off Topic / Re: Starcraft 2
« on: August 18, 2010, 12:23:40 AM »
Still trying to get my hands on a free version  :glare:

18
Darwinbots3 / Re: Chromosomes and Sexual Rproduction
« on: August 17, 2010, 03:32:15 PM »
The haploid to diploid fusion should maybe not be reversible (a bit like sperm and egg not being able to seperate again I suppose), but a meiosis option would be a good way to go.
On a related manner, what about plasmids (cells 'donating' sections of DNA to other cells)? It would be a bit like a virus I suppose, but could also have some interesting uses...

19
Suggestions / Re: Variable Tie Transparency
« on: August 17, 2010, 04:36:44 AM »
I can see the uses for transparency - the problem is, there's a lot of features that can improve almost every aspect of the simulation, at the cost of efficiency.
Just as an aside, DB3 will no longer use ties, instead bots become attached on their surface.

Making ties 'conditionally' collide, as well as other tie calculations, could also make multibot simulations (for which they are intended for anyway) a nightmare... :wacko:

20
Darwinbots3 / Chromosomes and Sexual Rproduction
« on: August 17, 2010, 12:48:53 AM »
Hey, I was just giving this topic some thought recently and realized that the reason sexual reproduction in DB is so wobbly is that there is only one DNA. What if instead of coding the entire DNA into one section, large chunks of genes can be separated into chromosomes, which were assigned an ID to recognize pairs and a random one from each parent matched. If the chromosomes are properly coded (eg. a fair degree of independence), you could then activate one of your pair, and leave the other one to be still passed on (there's probably better ways to handle this, please discuss!). Instead of having very similar bots of different species, you could then check species by chromosome IDs (if they can breed, they're the same species) and thus introduce strains.

This would solve a lot of current issues - mainly the reproduction glitches, speciation definition, and would also allow for some funky new mutations. I know this has been discussed before, but the main difference is actually having more than one DNA strand present. Thoughts??  :D

21
Suggestions / Re: Poison: underpowered
« on: August 11, 2010, 03:35:53 PM »
I suppose poison does aim itself, meaning that you don't have to interrupt your feeding to defend yourself. I find it useful in some scenarios...

22
DNA - General / Re: Why doesn't this bot work?
« on: July 13, 2010, 10:49:43 PM »
Why only the birth tie? If you don't use ties, then it's pretty much guaranteed that all ties are parasitic...

23
DNA - General / Re: Why doesn't this bot work?
« on: July 13, 2010, 07:28:20 PM »
I see you use OCULUS II  :D
One thing that confuses me is that you only delete tie in cycle one - is this intentional? I always check my conditionless logic mentally by creating a 'flowchart' and checking each possible configuration every step of the way, to see if the intended result comes up.

24
DNA - General / Re: Why doesn't this bot work?
« on: July 13, 2010, 04:40:04 PM »
Just to clarify, .aimdx *.eyef sgn mult will only trigger if eyef > 0. If you want it to be the other way round, which I suspect makes more sense,  try .aimdx *.eyef sgn -- abs mult instead. This way you are testing for <=0.

25
DNA - General / Re: Too Big / Too Small
« on: July 13, 2010, 04:35:48 PM »
If you want to simulate an aging process, try the cost settings; I think you can make the costs of a cell increase with age.

26
F1 bots / Re: Jeffalish!
« on: July 12, 2010, 04:14:48 PM »
Auugh, too tired too inspect ATM. I'll look at it later today maybe, but the only thing I can really say is that you should name your variables (eg. def loc 987), or at least write a small comment here and there so we know what's going on. My DB is still not running, so I'm just going to scan for plain error...

27
DNA - General / Re: Designed complex behaviour bots
« on: July 11, 2010, 09:36:12 PM »
Jeffalish? I can't find it in the bestiary...

28
Off Topic / Re: Back from holiday :)
« on: July 10, 2010, 06:29:45 PM »
Has anybody tried reintroducing Seasnake?

29
Interesting behaviour bots / Re: my bot. pls give it a name
« on: June 30, 2010, 12:38:04 AM »
I'm not quite sure what's going on with your turning genes, but
34.9
.aimsx
store
Is not a valid syntax-remember, DB does not take decimals.

Also, it might be a good idea to do something like this, for example:

cond
*.eye2 0 >
*.eye5 0 =
start
...

You don't really want to turn away from food once you have it centered in your vision - remember, the code is read in order, so the eye9 turn command will override every previous turn command in the DNA. So instead of having this structure:

1
2
3
4
5
6
7
8
9

You want this, causing minimal turning:
1
9
2
8
3
7
4
6
5

(And also *.eye5 0 = in every command, or 0 .aimdx store in the eye5 command).
The bot itself looks good overall, just play out in your mind the sequence of events to catch out these easily avoidable mistakes (don't worry, it comes more easily than you think  ;)).

30
Off Topic / Equilibrium
« on: June 13, 2010, 03:25:37 PM »
Seems to me this forum reached equilibrium until now...

anyways, if there's no repopulation, yo do get an equilibrium-it's called nothing. The best way to go is to have a really low threshold.

Pages: 1 [2] 3 4 ... 60