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Messages - Peksa

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46
I think that mod for negative values returns negative. Ie. -23 5 mod would be -3.

47
The Gene depository / Timerless timer
« on: April 29, 2008, 04:47:00 PM »
Quote from: EricL
ahem

Code: [Select]
5 rnd 1 =
ahem


Haha, agreed.

48
Bugs and fixes / Courrupted .sim files RESOLVED 2.43.1k
« on: April 29, 2008, 04:36:50 PM »
I think this too might have something to do with sexrepro. The sim I posted in the last bugrep ran stable for more than 15 hours. At that point I had to restart my computer. After trying to load the sim again and I got the following error after a long while of loading:

"An Error Occured. Darwinbots cannot continue. Sorry. Invalid procedure call or argument Darwinbots 5 0"

And when trying to load any other sim I got the same error again. When I quit darwinbots to restart it, I get this error:

"Unable to save settings: some error occured"

And after pressing ok, this:

"Run-time error '55': File already open"

After pressing ok again, darwinbots closes.

After restarting, other sims run fine, but I still can't load this sim. All the autosaves from the sim act the same way.

Another cause I can think of could be the amount of mutation details. The sim has about 1000 bots and every reproduction event has added a line in mutation details, so the .sim file is bloated at 43 MB unzipped.

49
Suggestions / fear and courage
« on: April 29, 2008, 01:56:45 PM »
You can already make a bot flee with

cond
conditions here
start
.dx .shoot store
*.maxvel .shootval store
stop

or you could  make the enemy put more effort into killing you with (or potentially kill themselves with high enough value)

cond
blah blah
start
.shootval .shoot store
64 .shootval store
stop

50
The Gene depository / Timerless timer
« on: April 28, 2008, 06:01:29 PM »
Quote from: bacillus
Why would synchronized behaviour pose a problem? Besides, you can always make your custom timer.

This is just a guess, but I I magine that if multiple bots attack the same bot and periodically shoot venom, it'd be more useful if venom was "adminstered" randomly. The difference - if there is one - wouldn't be big though.

Secondly I love the simplicity of

   *.robage 5 mod 1 =

It looks much nicer than creating a new timer and using it instead

51
Suggestions / Work List
« on: April 28, 2008, 02:08:37 PM »
Looks great.

I've got one low priority feature request: Average body graph.

52
Interesting behaviour bots / Communitus_Friendlius
« on: April 28, 2008, 10:25:49 AM »
Yeah. It's quite possible to run sims with smaller populations though. It just takes a while longer to get over the conditionless reproducing bits with slower computer.

53
The Gene depository / Timerless timer
« on: April 28, 2008, 10:11:54 AM »
Quote from: fulizer
cond
*.robage 20 10 rnd sub mod 1 =
start
stop

would this work

Not with *.robage over 32000. That's the reason to use .timer instead of .robage. There's no need for rnd with trigger with robage as condition. And while I'm at, probably not too much with .timer either. It could cause slight problems in leaguebots when eg. all periodical venom shooting happened during one cycle as opposed to nearly even spread that can be archieved by .robage. League matches rarely last over 32 kcycles though.

54
Bugs and fixes / Crash to desktop
« on: April 28, 2008, 10:03:01 AM »
This error is killing my .sexrepro sim. I can't run one for more than couple of hours without it. Could it be system spesific? Ie. could replacing ntdll.dll fix the problem? I don't like to fiddle with .dll files needlessly.

55
Interesting behaviour bots / Communitus_Friendlius
« on: April 28, 2008, 08:24:17 AM »
Quote from: Gambit
okay what kinda computer are all of you running?

it did help like EricL suggested to make the room larger but only for a bit. it locked up after 1000 offspring and about 4 seconds...

theres no time to see if its "more advantagous" because it just freezes.

I'm running with 2,4 GHz dual core. The sim's got 400-700 bots most of the time with quite evem spread on size 12 sim and some veggies too. It run's at 8-16 cycles per sec, depending on bot and veggie density and sometimes drops to 1 c/s when veggies start to reproduce conditionlessly.

The conditionlessly reproducing veggies die out pretty fast though. The sim is set so that veggies get no body at all for free. As the veggies are fed by the kilobodypoint, small veggies get so little energy that they don't live long enough to trigger the body creating genes and never get to reproduce.

56
Interesting behaviour bots / Communitus_Friendlius
« on: April 28, 2008, 08:02:35 AM »
Often the conditionlessly reproducing bots kill themselves pretty quickly, you just have to wait a while. Other option is that it's simply more advantageous to be very small and have a large number of offspring and the bots with "nasty mutational disease" will take over the sim.

After seeing the latter happen in so many sims, in my more recent sims I've used bots that has no conditions for reproing in the first place. I'm hoping that if the enviroment calls for it some conditions will evolve on their on. Also it allows nice big stable populations to avoid problems with mutations in asexual populations (muller's rachet).

But actually conditionless reproing isn't conditionless. A bot with under 2 body can't reproduce, so bot's can't actually reproduce to death, it's the costs that get the small ones.

57
The Gene depository / Timerless timer
« on: April 28, 2008, 07:38:07 AM »
The problem with using timer is that it's the same for every bot. If bot relies on *.timer X mod Y =, all bots of the same species trigger at the same time. Of course you could add some randomness with rnd command, but that needs a new gene or some extra lines of code.

58
Newbie / Evolution sims
« on: April 25, 2008, 06:26:05 PM »
Out of curiosity, how many cycles did it run in the ~8 months?

59
Bugs and fixes / Random ties at total population 9999 RESOLVED 2.43.1k
« on: April 25, 2008, 02:46:39 PM »
The picture and topic should say it all.

EDIT
Sigh, but they didn't. The ties disappear the next cycle and don't seem to cause any movement in the bots.

60
I've got a size 12 sim running with around 9200 bots and 800 veggies at dazzling 0,4 c/sec but the total population never seems to climb over 9999. Is this hard coded or just pure chance?

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