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Messages - atrop

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1
Bugs and fixes / Re: .hit ? (2.42.1
« on: January 30, 2012, 05:46:53 PM »
yep, everything seems to work fine again. thanks!

2
Bugs and fixes / Re: .hit ? (2.42.1
« on: January 30, 2012, 04:17:18 PM »
wow, that's great thanks! To be honest I fully expected to be ignored.

However (and I feel kind of bad about bringing this up) I noticed that .shflav isnt set back to zero each click as mentioned in the sysvar documentation. I built in a quick workaround but then I noticed that my bots showed more odd behaviour, unrelated to .shflav - I did some testing and found out that one of the .in sysvars isn't being set back either (I'm using .in3 812 for silbling recognition - the poor fellows see brothers and sisters everywhere now)

so my guess is that some routine that you are using for setting back certain sysvars each click is broken in this version.

kind regards
atrop

3
Bugs and fixes / Re: .hit ? (2.42.1
« on: January 29, 2012, 07:01:09 PM »
I did some more testing and it turns out that only shang, shflav and the directional shot detection seem to be broken (I didn't realize that .hit is for "body" contact only). I put the following genes in veggie DNA:

cond
  *.shflav 0 !=
start
  100 .up store
stop

I would excpect that the veggie would move whenever it is hit by a shot, but nothing happens and I dont see anything going on in memory location 202. Nothing happening in the 209+ range (the directional shot values like .shup) either for that matter.

The version I use is DarwinBots 2.45.01, allthough it says 2.44 somewhere in the version pop up as well, not sure what that is about.

I'd really appreciate if you could take a look at this. Let me know if you'd like a postcard from Austria in return or something (no sexual favours).

4
Bugs and fixes / Re: .hit ? (2.42.1
« on: January 27, 2012, 06:38:13 PM »
Hi Numsgil, it seems that at some point during those last five years .hit got broken again. I don't think .shflav and .shang are working either - in fact I don't see anything happening in that 210 range at all.

Do you still fix bugs in the 2.x version? I hope you do...

5
so all the bots sharing the same DNA would look the same, right? that's kind of cool - there's no way for me to use it in the actual program though, is there?

6
DNA - General / Re: Some sort of nueral system idea
« on: October 21, 2011, 01:03:47 PM »
I had a somewhat similar idea some time ago - basically what I wanted to do was to recreate the social structure of ants. I had a queen sitting around, reproducing and being fed by non reproductive workers. I think I had soldiers too at some point (basically big berthas sitting around the queen, but they're not in the code I found (see below) for some reason. The concept doesn't really work well but at least the "colony" can survive for some time with well meaning environment settings. It would be cool if the queen could tell new workers to head to the direction from where she was last fed, but I suppose that would be very hard to do.

Code: [Select]
cond
*.totalbots 50 <
*.robage 2 =
start
7 .out1 store
stop

cond
*.totalbots 100 >
*.robage 2 =
start
1 .out1 store
stop


' Find food
cond
 *.eye5 0 >
 *.eye5 50 <
 *.out1 7 !=
start
 *.refveldx .dx store
 5 .up store
stop

' Eat
cond
 *.eye5 50 >
 *.refeye *.myeye !=
start
-1 .shoot store

stop

'  Feed
cond
 *.eye5 50 >
 *.refeye *.myeye =
 *.in1 7 =
 *.out1 7 !=
 *.nrg 100 >
start
-2 .shoot store

stop

' Looking at queen but no food left -> turn away
cond
 *.eye5 50 >
 *.refeye *.myeye =
 *.in1 7 =
 *.out1 7 !=
 *.nrg 101 <
start
400 .aimdx store

stop


' Reproduce
cond
 *.nrg 2000 >
 *.out1 7 =
 *.totalbots 100 >
start
 10 .repro store
stop

' Turn Turn Turn
cond
 *.eye5 0 =
start
 100 .aimdx store
stop

' Turn Turn Turn
cond
 *.out1 7 =
 *.robage 10 mod 0 =
start
 100 .aimdx store
stop

end

7
Bot Tavern / Re: My bot kicks but
« on: October 10, 2011, 02:58:05 PM »
somehow it just explodes into little bot heaps that immediately die.

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