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51
Newbie / Re: coexistence
« Last post by hdggDalton on January 17, 2022, 02:01:25 PM »
yo guys one of the plant colonies split into 2
52
Newbie / Re: coexistence
« Last post by hdggDalton on January 12, 2022, 07:57:43 PM »
yeah, it's all about sustainability, i'm hoping that this little plant will spread to the whole map and i won't even have to repopulate with normal plants, because it is kinda slowly creeping outwards... here is how it's going right now, surprisingly a wholly separate clump of plants have appeared to the left of the main clump, they work by only producing chloroplast when their chloroplast is less than refypos? ill just put it here
Code: [Select]

 cond
 *.chlr *.refypos <
 start
 160 .mkchlr store
 stop
''''''''''''''''''''''''  Gene:  1 Ends at position  9  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  2 Begins at position  10  '''''''''''''''''''''''
 cond
 *.nrg 6000 >
 start
 50 .repro store
 15 .aimright store
 inc
 & sqr stop
''''''''''''''''''''''''  Gene:  2 Ends at position  24  '''''''''''''''''''''''


and this is a size 14 map too
53
Newbie / Re: coexistence
« Last post by Numsgil on January 12, 2022, 01:30:32 PM »
I had a sim once where the plants learned to "vibrate" by storing small random values in .dx and .sx which made them hard enough to eat that they were able to coexist with the animals for the same reason: the feeding animals ended up being quite sloppy because they had a hard time aiming their shots to always hit.  I think it's a viable strategy to get a coexistance going: you need the animals to struggle to feed enough that the plants have an opportunity to survive.  But it can also tip too far in the plants' favor and it can be so hard to feed that the animals die off.
54
Newbie / Re: merry christmas!!!
« Last post by Numsgil on January 12, 2022, 01:26:13 PM »
A bit late but the sentiment is appreciated :D
55
Newbie / coexistence
« Last post by hdggDalton on January 09, 2022, 08:50:37 PM »
so i was running an evolution sim with animal minimalis, i made it huge, with hundreds of bots. i just fed them some really basic algae that doesn't make slime because i was hoping for the bots to take advantage of it (and also so the simulation runs faster ;)) at one point i noticed one particular patch of algae that didn't go away, and had survived for 20 generations, i was super interested because most plants are just there to feed but this one was really spaced out and smaller than normal. i saw that instead of making tons of chloroplasts and trying to grow as fast as possible which would make them really big and easy to eat they just made 1 chloroplast per cycle which slowed their growth but kept them small and hard to eat. the bots seemed to be feeding off of the plants but not killing them off completely, circling around almost like gardeners.

it looked like first the bots were sloppy eaters used to feeding on huge plants with full chloroplasts, then some plant had a mutation that caused them to only make 1 chloroplast per cycle, which made them small and hard to eat, but not impossible, some bots moved in, ate all the big plants, and started circling around the small plants getting a shot here and there, enough to reproduce once in a while, while the plants very slowly grew outward. i believe the bots have to have crappy shooting in order to coexist with the plants and have a reliable food source

i have a photo of it from yesterday, and a new photo from today. there was a small crisis where the area was temporarily infested with max body plants that somehow figured out how to shoot and they would kill everything that intersected their shots but thankfully they died because of waste. of course there's other places in the simulation, where the non-gardener bots are happy to eat huge accumulated stacks of normal plants, and then hope to find more food before they die
56
Newbie / merry christmas!!!
« Last post by hdggDalton on January 07, 2022, 09:03:38 PM »
look at this algae, it kinda arranged itself into a christmas tree
57
The Starting Gate / Timebomb (mutation)
« Last post by hdggDalton on December 17, 2021, 09:42:09 PM »
It doesn't actually explode, but it's interesting enough that its reproduction criteria isn't energy, but age. When it reaches 5000 cycles old, it will reproduce itself to death. If it's lucky, it will have gathered enough energy in its short lifespan to leave behind some offspring with enough energy to survive to find food and do it all over again. The environment this bot evolved in was a pretty dense high energy environment, with harsh aging penalties of 0.001 more upkeep per cycle and base living cost of 1 energy. That's probably why it decided reproducing to death was better, since it's more energy efficient than having a really old bot, like a 50000 cycle old bot has living cost of 6 energy.

Code: [Select]
'#generation: 289
'#mutations: 56

 cond
 *.eye3 *.refnrg >
 store
 start
 313 805 *.body *.trefvelyourup *.eye5 =
 *.tin10 538 *.in2 store
 *.aim 6460
''''''''''''''''''''''''  Gene:  1 Ends at position  18  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  2 Begins at position  19  '''''''''''''''''''''''
 start
 5 .up store
 29003 store
 .memloc store
 *.in4 - sgnstore
 *.eye3 *.aim >

''''''''''''''''''''''''  Gene:  2 Ends at position  32  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  3 Begins at position  33  '''''''''''''''''''''''
 start
 -1 .shoot addstore
 .eye8width absstore
 *.robage 5000 >

''''''''''''''''''''''''  Gene:  3 Ends at position  41  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  4 Begins at position  42  '''''''''''''''''''''''
 start
 50 .repro store
 *.trefvelmydx
''''''''''''''''''''''''  Gene:  4 Ends at position  46  '''''''''''''''''''''''
58
Newbie / Re: Hello?
« Last post by hdggDalton on December 04, 2021, 08:40:38 PM »
man, you're right, i've been too impatient and doing my sims with tiny populations (50-100) and small maps, mostly because it's faster that way. I mean, if I have tons of time, I suppose it's worth having more bots, more plants, bigger population, bigger everything in exchange for slower progress. thanks for replying!

edit: yooo i got a super cool behavior where the bots make flocks and move like amoeba
https://www.youtube.com/watch?v=VJO9eMp81QQ

Code: [Select]
'#generation: 5
'#mutations: 4

 cond
 *.eye5 0 >
 *.refeye .mkchlr store
 start
 *.refveldx .dx store
 *.refvelup 30 add .up store
 stop
''''''''''''''''''''''''  Gene:  1 Ends at position  17  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  2 Begins at position  18  '''''''''''''''''''''''
 cond
 *.eye5 50 >
 *.refeye *.myeye !=
 start
 -1 .shoot store
 *.refvelup 1 *.robage stop
''''''''''''''''''''''''  Gene:  2 Ends at position  32  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  3 Begins at position  33  '''''''''''''''''''''''
 cond
 *.eye5 0 =
 *.refeye *.myeye =
 or
 start
 346 rnd .aimright store
 stop
''''''''''''''''''''''''  Gene:  3 Ends at position  46  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  4 Begins at position  47  '''''''''''''''''''''''
 cond
 *.nrg 20000 >
 start
 10 .repro store
 stop
''''''''''''''''''''''''  Gene:  4 Ends at position  55  '''''''''''''''''''''''
59
Newbie / Re: Hello?
« Last post by Numsgil on December 03, 2021, 02:39:38 PM »
Welcome!

That's a common end scenario myself and others have encountered.  In theory you could avoid a mass extinction by having a very large playfield and population count.  Then there'd be some population left to repopulate after an evolutionary event that left a large die-off.  I think it's also due in part to how simple the environments are compared to real environments: there are only really two niches (plant and animal) so without the diversity of species you have some unstable setups.

Your best bet is probably to save snapshots periodically and when you hit a dead end start up a new simulation with some selected genetic strains from the last good snapshot.
60
The Starting Gate / Algae that shoots back randomly for evolution sims
« Last post by hdggDalton on November 26, 2021, 07:07:43 PM »
Looks like this is the place where i put my bots. Well, here's an algae that just shoots randomly whenever it gets shot at. I wanted to make a plant that was more challenging than alga minimalis because all you had to do was stand there and shoot it, so my evolution sims became boring and devolved into cannibalism and 32000 shell bots. Originally i came up with one that shot back perfectly, but it killed all of the animal minimalis before they could evolve anything cool :( so i just made it shoot randomly to make it kinda dangerous, in the way that a dull, rusted butter knife is kinda dangerous

Code: [Select]
' Algae that shoots back randomly
' Literally just alga_minimalis_choloroplastus but without the slime since that's a huge waste of time
' and that shoots randomly when being shot at. It's pretty simple, I use this for evolution
' sims since alga_minimalis is literally challengeless, but anything resembling a competent defense
' with shells or venom or poison kills poor animal_minimalis outright before it evolves anything cool :(
' This should make hunting kinda dangerous but not lethally deadly

cond 'new gene from Botsareus and Panda
  *.chlr *.light <
start
  160 .mkchlr store
stop

cond ' have BABIES :DDD
  *.nrg 6000 >
start
  50 .repro store
  15 .aimdx store
stop

cond 'shoot randomly when being shot at
  *.shflav 0 <
start
  -1 .shoot store
  1256 rnd .aimdx store
stop
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