Darwinbots Forum
Bots and Simulations => Bot Tavern => Topic started by: Shadowgod2 on March 06, 2015, 12:17:57 AM
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observing my 0 bot evo sim i found a bot that actually reacted to what it sees, but when i looked at the dna i found absolutely no direct reason for it.
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*493 *.pwaste *.refage 526 *.up 522 *.eye7 *.tieang .vtimer store
floorstore
<
-11 *.pleas -40 *.trefvelmysx *.shootval *.tielen store
'''''''''''''''''''''''' Gene: 1 Ends at position 20 '''''''''''''''''''''''
the only thing i could come up with was the floorstore was affecting the *.eye7 in the previous line. i tested and found that only when something was in eye7 that it moved. this puts a whole new spin on how the dna really works and how bots can be built. too bad this bot doesn't repro. come to think of it all the other bots i have no idea how they repro either. they do all kinds of things like shooting viruses and deleting their dna. i'm confused :wacko:
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*493 *.pwaste *.refage 526 *.up 522 *.eye7 0 .refxpos store
*.refvelscalar store
-11 *.pleas -40 store
*.shootval *.tielen *.shang'''''''''''''''''''''''' Gene: 1 Ends at position 20 '''''''''''''''''''''''
this was just the best chosen by the program which was a virus infection as the last mutation. 50 bots optimal for start with feeder vegies if you want to watch/evo yourself.
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What does .floorstore do.
Also could you give us an upload of your zerobot sim, maybe we could all work on it...running instances when we have time :D
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here you go just today they evoed into blobs near the feeder veggies.
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here you go just today they evoed into blobs near the feeder veggies.
K. I'll see what they evolve to now :D
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This is interesting. I might want to watch this too. I think it's so cool how the bots use the DNA in ways we've never thought of before.
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indeed i think knowing this i can shorten some of me bots considerably.
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Are the bots bouncing in this way because of their DNA or is there a change in the motion settings?
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there's nothing to slow them down so they just bounce around. not dna
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Ah.
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I had an idea while blindly watching this...A bot which attacks out of its edge vision, so *.eye2 and *.eye8 (so that eye9 and eye1 can detect the opponent side-shifting)
Now Not many applications would be available for this, but I have found one possible application, I have a caterpillar-like bot which I have posted I think in the DNA section, possibly bot tavern which needs a bit of bugfixing and an update to the DNA could allow it to then fight using edge-vision, this means that the one infront of it wont stop it hunting.
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I, too, think that your caterpillar snake bot has potential, and I understand what you want. I always imagine pirate ships with those cannons on the side. Most real-life caterpillars have poison spikes on their side, so I think it would work very well.
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Also, does anyone know what the RGB Memory Monitor is and what a good setting for it is?
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I, too, think that your caterpillar snake bot has potential, and I understand what you want. I always imagine pirate ships with those cannons on the side. Most real-life caterpillars have poison spikes on their side, so I think it would work very well.
I just need it fixing, theres an unusual bug...to be honest, a few of my latest bots have weird bugs that the code shouldn't be making them do, like my veggie just dies, no reason for it, it just dies.
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That may be due to settings or something.
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That may be due to settings or something.
I use default F1...
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you could be making too much chlr too fast in your veggies so try putting an nrg limit on it.
cond
*.nrg 1000 <
X Y <>=
start
100 .mkchlr store
stop
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you could be making too much chlr too fast in your veggies so try putting an nrg limit on it.
cond
*.nrg 1000 <
X Y <>=
start
100 .mkchlr store
stop
That would explain it probably...Whats the X Y line?
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that's where any other conditions you want go. it doesn't really matter. oh i just realized the *.nrg 1000 < should be *.nrg 1000 >
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Ah.