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Messages - hdggDalton

Pages: 1 2 [3]
31
Newbie / Re: coexistence
« on: February 26, 2022, 01:16:44 AM »
aha! you thought i was gone, but nah, i got some more pictures for you. it's just been boring because these guys wouldn't mutate at all even tho it's been 17 million cycles, so they're just boring point and shooters. amazing they manage to retain the ability to eat accurately though, i guess the gravity makes it a huge advantage cause otherwise you lose your food D:

32
Newbie / Re: coexistence
« on: February 13, 2022, 01:27:59 PM »
ah crap my last simulation got screwed up... somehow the bots evolved to do absolutely nothing until they died if they're near the top of the map, like absolutely nothing, they were just chilling surrounded by plants on all sides, and they all collected up there... so i started a new one, this time with gravity :o despite running into each other these bots surprisingly don't attack each other, i guess they're just using each other to build speed so they can find food

33
Newbie / Re: coexistence
« on: February 10, 2022, 12:36:19 AM »
aw man bad news all of the lingering plants died, i guess the bots got way better at eating them until there were no more left :(

but i saw some bots chasing each other coherently which is amazing

34
Newbie / Re: coexistence
« on: February 01, 2022, 01:38:44 AM »
Interestingly the first DNA you posted had some junk at the end the second one doesn't.  Otherwise they are remarkably similar.  I'm guessing the mutation rate is pretty low?
Yeah it was 1/16x at first but it was too slow so i increased it to 1/2x. Also the plant dna is only 22 long so it has a super low mutation rate compared to the actual bots which have dna of 150-200 length. Remember the first strain died, then the second strain came from one that was spawned in randomly and mutated.

Ok speaking about the bots, this is the best performing bot with 22 descendants. I noticed when zooming out that a lot of the bots seem to be drifting upwards, probably because of this part: "*.sun .up store"
Code: [Select]
11833 *-860 194 314 *.fixed 302
 start
 800 angle dropbool
 *.sun .up store
 534 *.refaimsx .readtie store
 store
 25450 *.nrg 28396 >=
 .repro store
 .tout10 store
 *.maxvel *.trefaimdx 453 *582 cos *.numties drop *.in5 store
 >
 *.shell *.mkslime *.refypos 14337 *.ypos *.waste 1 *.refmulti *.mass *.trefvelscalar store
 340 31707 store
 *240 store
 410 *.poisoned
''''''''''''''''''''''''  Gene:  1 Ends at position  54  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  2 Begins at position  55  '''''''''''''''''''''''
 cond
 *.tin5 522 *.poisoned *224 *.tin7 30817 store
 *.tin1 *.chlr store
 469 *.totalbots 822 419 *.refnrg store
 store
 .sharewaste store
 >
 *.refypos .eye9width store
 18510 19696 .memloc store
 start
 -6 7 *.chlr inc
 store
 16402 sub store
 *.shdx 28689 over *641 *.body *.eye1width 25811 *.memval *.refdn 526 *.trefsx ~ ceilstore
 divstore
 -5 2 *.veldn .tieang2 store
 ceilstore
 511 *.tin7 add !=
 -143 104 dupbool
 * *.in5 .tielen2 store
 ~ xor
 19485
''''''''''''''''''''''''  Gene:  2 Ends at position  125  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  3 Begins at position  126  '''''''''''''''''''''''
 start
 .aimleft store
''''''''''''''''''''''''  Gene:  3 Ends at position  128  '''''''''''''''''''''''

These are the dark plants near the top/bottom edges of the screen. They have survived for 951 generations (wow), I guess being at the edge helps a lot because it reduces the bots' feeding efficiency allowing the plants to survive.

Code: [Select]

 cond
 *.chlr 16281 <
 start
 .mkchlr addstore
 160 .mkchlr addstore
 add .tout4 store
 store
 28335 *.tin5 ceil 14674
''''''''''''''''''''''''  Gene:  1 Ends at position  18  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  2 Begins at position  19  '''''''''''''''''''''''
 start
 *.nrg 8199 >

''''''''''''''''''''''''  Gene:  2 Ends at position  22  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  3 Begins at position  23  '''''''''''''''''''''''
 start
 50 .repro store
 *.refvelup 15728''''''''''''''''''''''''  Gene:  3 Ends at position  28  '''''''''''''''''''''''


And here is a picture of the map, some bots feeding, and the cool dank vine color of the 951 generation survivor plants

35
Newbie / Re: coexistence
« on: January 23, 2022, 11:02:54 PM »
ok guys bad news the original 2 colonies of coexisting plants and bots are dead D:

but good news is that another has taken its place! unlike the previous ones which were dreadfully slow these new ones just limit their max chloroplasts to stay small, i didn't even think of that :D

Code: [Select]
cond
 *.chlr 16281 <
 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
 stop
''''''''''''''''''''''''  Gene:  2 Ends at position  21  '''''''''''''''''''''''


36
Newbie / Re: coexistence
« on: January 17, 2022, 02:01:25 PM »
yo guys one of the plant colonies split into 2

37
Newbie / Re: coexistence
« 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

38
Newbie / coexistence
« 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

39
Newbie / merry christmas!!!
« on: January 07, 2022, 09:03:38 PM »
look at this algae, it kinda arranged itself into a christmas tree

40
The Starting Gate / Timebomb (mutation)
« 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  '''''''''''''''''''''''

41
Newbie / Re: Hello?
« 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  '''''''''''''''''''''''

42
The Starting Gate / Algae that shoots back randomly for evolution sims
« 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

43
Newbie / Hello?
« on: November 26, 2021, 01:54:01 AM »
I found Darwinbots a few years ago, loved running it in the background while doing other stuff and seeing what monstrosities come out at the end. But sometimes I would return to evolution-halting disappointments. Most of them were straight up mass extinctions and the screen would be filled with horribly mutated plants. But there was also this one weird case where my bots evolved chloroplasts and died slow deaths from wasting all their energy trying to move, but not before killing all of my bots that could still move around  :( I only now noticed there's a forum for it. Is there anyone here? i'd like to share some pictures of my bots going crazy and splitting into a million tiny pieces

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