Darwinbots Forum

Bots and Simulations => Simulation Emporium => Topic started by: Botsareus on August 30, 2014, 03:26:08 PM

Title: Ecosystem evolution (Unsupervised)
Post by: Botsareus on August 30, 2014, 03:26:08 PM
For a true ecosystem evolution experience, ecosystem evolution is available now.
Make your settings as crazy as possible, just make sure the robot you select can survive in your own settings.

Get the 2-48-11 installer and follow the following instructions to configure (picy attached)
Title: Re: Ecosystem evolution
Post by: vrukt on August 30, 2014, 07:55:50 PM
I'm in, I see your bots, get that strange message every so often though. The "int() base 10"

I now have 2 computers up and running the eco-evo mode :D

Hopefully we get a lot more people in.
Title: Re: Ecosystem evolution
Post by: Botsareus on August 31, 2014, 11:13:05 AM
This is looking cool already, I got some real nasty repopulating robots from everyone. Hopefully will eventually cause the mutate robots to form chloroplasts. Vrukt , thank you for helping me test. As I envisioned, most of the robots are from you as you did not slow down your CPU in any way. Seasnake hydra evolved into a single bot that runs horizontal across the screen. At some point I have to select all these buggers and tag them 'runners'
Title: Re: Ecosystem evolution
Post by: Botsareus on August 31, 2014, 11:21:19 AM
Out of interest, I want a general assessment of what settings people are running in eco_survival_evo mode. Personally, I did not go too crazy with it. Kill anything above 2.5K, kill greedy parents. Wrap around, mutation rate flux 8K by 8K, and all my mutation mods.
Title: Re: Ecosystem evolution
Post by: spork22 on August 31, 2014, 12:58:14 PM
I wonder what would happen if I introduced zombies to an ecosystem evolution.
Title: Re: Ecosystem evolution
Post by: Botsareus on August 31, 2014, 01:25:09 PM
Actually, go ahead. I greatly overestimated the power of your viruses. I was expecting at least 4rth place on the leagues.
Title: Re: Ecosystem evolution
Post by: vrukt on August 31, 2014, 03:30:31 PM
I was running mostly the same simulation. F1 league rules, mutation rate of 16x 100cycles, 1/16x 1000 cycles. Have corpse mode on for NRG, weather on, 2000cycle day, 1000cycle tide. Then I ran a thick fluid, thin fluid, and no fluid resistance sim, with speed and bounce at about 75% the no fluid resistance had 100% speed.

No fluid resistance and high speed looks great with tidal mode :D like popcorn!
Title: Re: Ecosystem evolution
Post by: Botsareus on August 31, 2014, 03:47:26 PM
Alright, restricted seasnake to be MB and restarted the simulation. You MUST have darwin2.48.11 dated August 31, edit: 6:29pm. Lets see what happens.
Title: Re: Ecosystem evolution
Post by: Botsareus on August 31, 2014, 07:44:52 PM
I have decided to add some more potent stuff to the soup just to see what is going to happen.
Title: Re: Ecosystem evolution
Post by: Botsareus on August 31, 2014, 08:07:29 PM
Unbelievable! seasnake figured out how to bypass the MB restrictions. Unless vrukt loaded in a seasnake w/o restrictions.
Title: Re: Ecosystem evolution
Post by: Botsareus on August 31, 2014, 08:15:22 PM
The efficiency of this thing is off the charts! considering how little it mutated.
Title: Re: Ecosystem evolution
Post by: spork22 on August 31, 2014, 08:33:43 PM
Wait, I didn't know you put them in the leagues. What place did they get?
Title: Re: Ecosystem evolution
Post by: Botsareus on August 31, 2014, 08:37:50 PM
off topic: they did not make the finals :/
Title: Re: Ecosystem evolution
Post by: spork22 on August 31, 2014, 08:38:34 PM
Oh. Ok then.
Title: Re: Ecosystem evolution
Post by: spork22 on August 31, 2014, 08:42:44 PM
I THINK I got it to work, but all I see is red and blue bots drifting about. Not sure if they're my viruses, or what I should do, but I think I got it to work.
Title: Re: Ecosystem evolution
Post by: spork22 on August 31, 2014, 08:47:44 PM
I'm not seeing any bots coming from the teleporter.
Title: Re: Ecosystem evolution
Post by: Botsareus on August 31, 2014, 08:52:46 PM
That is an outbound teleporter. The inbound teleporter is random. Go to DNA and see the label on top. That will give you the name of the robot. You can start classifying the robots if you like. Currently should say sea snake hydra. Change the name by double clicking it. Please slow down the simulation first to catch them all.
Title: Re: Ecosystem evolution
Post by: Botsareus on August 31, 2014, 09:23:03 PM
Ok, I know what happened, I ran a 'BotsareusTestin' with sea snake allowed not to be MB. Apparently they flooded vrukt.
Title: Re: Ecosystem evolution
Post by: Botsareus on August 31, 2014, 09:30:04 PM
off topic:  Spork, what happened? He was about to post another message, probably to further try to slow my momentum. I just put the dude to work. He is a biologist after all.
Title: Re: Ecosystem evolution
Post by: Botsareus on August 31, 2014, 09:34:02 PM
I need more variation in the simulations to produce more interesting results, the more Sims the better. It should not be an issue on Peters side at this point so you are welcome to join.
Title: Re: Ecosystem evolution
Post by: Botsareus on August 31, 2014, 10:24:52 PM
I have to stop manipulating people like this. I an beginning to enjoy it being it is pure evil. Apparently the third person to join the party is 'BotsareusTestin' the user is running a version of sea snake with no V2 mutations.
Title: Re: Ecosystem evolution
Post by: vrukt on September 01, 2014, 12:04:52 AM
Ok, went out and left it on. When I left there were some seasnakes drifting about eating veggies.

Now there is a massive fruitfly, seasnake battle going on.
Title: Re: Ecosystem evolution
Post by: spork22 on September 01, 2014, 03:36:19 AM
Well, I put the zombies in, and put at least one in the teleporter. It must have failed at infection. Sometimes it needs more than one. The virus should be able to work in any situation, but that's just pure hope. I don't have my side running right now, though. I might try it tomorrow.
Title: Re: Ecosystem evolution
Post by: Botsareus on September 01, 2014, 03:47:57 PM
OK!, Just restarted ecosystem evolution with a fresh version of Darwinbots and Billy's Einstein. Please get version 2.48.12 now. Thx for keeping up!
Title: Re: Ecosystem evolution
Post by: vrukt on September 01, 2014, 04:09:36 PM
I switched to the new one about half an hour ago. So I should be in now.

I see some of your testin bots botsareus.
Title: Re: Ecosystem evolution
Post by: Botsareus on September 01, 2014, 05:39:29 PM
It is still favoring the base robot a little more then I like, but I think it is safe to call for now.
I'll play with it more next time.
Title: Re: Ecosystem evolution (Unsupervised)
Post by: Botsareus on October 18, 2014, 12:45:10 PM
All problems with Einstein and viruses are now fixed. Join up and have fun.