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Messages - rsucoop

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31
Darwinbots3 / Bot DNA
« on: April 08, 2008, 09:06:32 PM »
Say for a multibot you have three sets of genes. One of them is for the entire species, they have no value of dominance. The other two have dominance. One of the other two can be set recessive, so the gene is only activated when a copy of it is present elsewhere in the dna. This means a multibot could sexrepro without much problems with internal switches.

32
Darwinbots3 / Bot DNA
« on: April 08, 2008, 07:28:33 PM »
Ah, I was thinkning genophenically, not expression. I meant a Gene that caused the recessive to be turned off. A sort of built in switch when it comes ot crossing.

33
Darwinbots3 / Bot DNA
« on: April 08, 2008, 02:18:33 PM »
I was thinking more along the lines of allowing a designer to control dominance and recessiveness. What if we used division of the two instead? In such an instance co-dominance could occur. That sounds complicated to implement as a defaulting thing. I say let the designer choose for their own species. Otherwise there could be problems with crossbreading. I also think it might be best to simply use a common-limiter. A value that limits potential crosses between species to require similar refvars. This could be used to prevent adaptations from occuring through sexrepro taht are not wanted, such as shooting or sight.

34
Bugs and fixes / Changes 2.43.1d - 2.43.1L
« on: April 08, 2008, 02:14:39 PM »
do all of them need to be downloaded? or just the latest?

35
Darwinbots3 / Bot DNA
« on: April 08, 2008, 11:23:23 AM »
Will there be chromosomes and Alleles for Dominance and Recesive genes? This might make sex-repro more ineresting.

36
Tips and Tricks / Shot Projection/Position Prediction..
« on: April 06, 2008, 11:39:18 PM »
well, they are ratios with many decimal places, and decimals really were never supported. So then what about the Square Root function? How well does it work? Let me check my geo notes.... Good ol spark notes.

Ok. Using two or more eyes to accurately look at the target, we can form a number to be its width. The number really requires Sin and Cosine to work, but in our case we can just use the input from eyes to determine this. The bot should be dead center if your bot constantly tracks its every movements. You can assume that the number is not all, but each focuseye would have to cycle to accurately show whats in the area. We know the angle of them from us based on our aim, and the amount our eye has turned. The purpose of Sin Theta was to find a length to use, or a vector of velocity. One way to avoid the bot from getting away, would be to shoot two shots, one towards the left by some measurable value, and one in the direction it is already moving plus another measurable value. If that fails reproduce a leach and through it with a tie to the victim and have it feed and erturn nrg through the tie to the parent.. Either one is difficult, aiming or leaching, but are very effective.

What if we added Sin and Cos? The functions exsist in nature.

37
The Gene depository / Smooth population control
« on: April 06, 2008, 11:23:36 PM »
Sounds like a vicious cycle...

38
Suggestions / Touch senses?
« on: April 06, 2008, 11:21:25 PM »
I see a symboitic multi-bot potential.... Using a universal tranlsator, a bot could take a blind bot and thrash it into other bots to see what it is. A Universal Translating Farmer Bot that was territorial..... excellent.

39
Suggestions / Touch senses?
« on: April 06, 2008, 08:22:17 PM »
hmm.... but can a tie be read while either eye or touch are active?

40
Darwinbots3 / Elemental Out/In Trace
« on: April 06, 2008, 04:44:29 PM »
I think if a bot could control waht information went into the waste it would be nice. Especially if its something like a waste shot, a bot should have some control over it. But for something like old slime, or shells, or dead bodies, the information should only have one value and var.

41
Suggestions / Touch senses?
« on: April 06, 2008, 04:42:17 PM »
Can a bot touch one bot while tied to another and looking at another and read the refs for each in one cycle?

42
Suggestions / disable different shot types
« on: April 06, 2008, 04:40:30 PM »
Quote from: Testlund
If you want a fixed behavior for certain bots then disabling mutations would be enough I think, like veggies that are just there to be fodder for other bots.  Personally I don't see a need for a disabling shot feature, but others might like the idea.

Except now bots can rape other bots, and a pred bot could cross with a veg. The child may be a veg with shooting genes... Since reproduction is no longer as simple as cell division, mutations may not be prevented if sexual reproductive genes are introduced early on in a Sim. Disapling cerrtain commands may be a good idea, such as virus production.

43
Suggestions / Varying sight distance as a function of eye width
« on: April 06, 2008, 04:36:00 PM »
Sounds fair enough to me.

If I recall, the inverse square law requires no interference. So what if we added heat vectors? This would change the speed of light and cause a bot to see further in some places.

44
Darwinbots3 / Nutrients, Vitamins and Minerals
« on: April 06, 2008, 04:30:48 PM »
There should also be a size value for waste. Strong smelling waste, meaning it has more of one type of flavor that, would mask weaker odors, and possibly blend the two wastes together. I'm sure this would really take away from small bot identity, but for Mutlibots this shouldn't make much difference.

Flavors: There are different categories of each; Minerals tend to be less pleasurful, and can be toxic in large doses. Vitamins tend to be sweet and aromatic, sort of like fatty-acids or oranges. Nutrients are neutral and only enhance smells of other smelly particles.

So Minerals overpower Vitamins when =or>.
Vitamins can't overpower minerals, but can be blended if Vitamins are greater per particle than Minerals.
Nutrients blend Minerals and Vitamins.

Each level can be detected and interpreted to decide which waste contains what informaiton about which bot. So if two smells enter a bots' nose, it can use information about what minerals, nutrients or vitamins it may contain.

As far as bio-synthesis is concerned, I think Minerals should only come from veggies, since they eat from the earth. Vitamins and nutrients can be made from fat.

45
Suggestions / .tin / .tout sysvars
« on: April 06, 2008, 04:23:20 PM »
Wow. Communications has just become 100xs easier. Now a bot can talk to two bots and hold a lucid convo and exchange information twice as fast. Instead of pushing memvals through the ties one at a time. Now 10 things can be said at once. Looks like everyone has the same goals here, nice game is developing.

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