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Messages - Shasta

Pages: 1 [2] 3 4 ... 14
16
Off Topic / Re: BitLife
« on: December 16, 2011, 08:31:42 PM »
Ah, cool that you're borrowing DB3 code :)  Yay for modularity.  I'll pretend you did that because it's great code an not because you were in a hurry.  It is sexy to see some (simple) bots written in the new language.
Well, I did get approval from the professor to use the library quite early on in the quarter. The fact that we ended up doing our quarter long project in a couple of the days was entirely unrelated :P Everything actually went really smoothly though, we definitely wouldn't have been able to crank it out as fast as we did with out Sunweaver. Ran into a couple of snags, but they were manageable; fun one: != can not be parsed currently, but hey, = not does the same thing.

Quote
The attachment link wasn't working in my Firefox, but it's fine in Chrome.  Not sure what that's about.
Works fine here, will poke around for what may be the cause though.

Quote
I think there's a x86/x64 type issue.  When I try to start a sim I get a "this program has performed an illegal operation" windows box.  Debugging it, I see this exception:

...
Well that's rather embarrassing, I had just specifically fixed that problem, and then I upload the wrong files :wacko: Check the top post for an updated zip.

On the subject of exceptions, you might want to wrap the entire program in a try/catch block and spit out a dialog box with exception information if one gets thrown.  Makes debugging in the wild slightly easier.
Even better, in WPF you can set a property on your Application: DispatcherUnhandledException that raises an event when an exception is unhanded. I threw a window I wrote for that purpose a while back in to the new version.

17
Off Topic / BitLife
« on: December 16, 2011, 03:44:33 AM »
Hey guys, thought some of you might be interested in this. Myself and a classmate wrote an artificial life sim in a few of days. It uses slightly modified version of Sunweaver (DNA library from DB3), and is based around a hex grid as a world. We were in a bit of a hurry, so stuff isn't very polished, it works though, for the most part. Mutation rates and costs are incredibly finicky, I would recommend keeping them low.

List of sysvars:
Code: [Select]
move ' direction to move, goes from 1-6 in order listed for the eyes below
eat ' direction to eat, goes from 1-6 in order listed for the eyes
eatval ' ammount of energy to try and eat
repro '  works like you expect, store % of energy to give to child

 ' eyes have a value > 0 if something is there, number correlates of type (only one type implemented)
eyeul ' up left
eyeur ' up right
eyel ' left
eyer ' right
eyedl ' down left
eyedr ' down right
focuseye ' current eye to focus for the ref and in/out commands goes in order listed above 0-5

myenergy '  current energy
mypain ' ammount of energy lost in a cycle, cant remeber if it works
mypleasure ' amount of energy gained in a cycle cant remember if it works.
myage ' current age

refenergy ' energy the bot under the focuseye has
refage ' age of the bot under the focuseyey

in1 ' in#/out# work just like in DB2, uses focuseye
in2
out1
out2

mkchlr ' # of chloroplasts to create, 10 energy per I think
mychlr ' # of choloplasts you have, 20 at max, which is a dumb limit, but oh well

Source code:
https://bitbucket.org/Shasta/bitlife

Requires .net 4 to run and Visual Studio 2010 (any version, express should work) to build.

Executable attached in zip

Edit: The program should actually work now.

18
Off Topic / Re: rainmeter help
« on: December 12, 2011, 10:45:09 AM »
I've never used it before, but posting on the Rainmeter forums would probably get you a better response.

19
Bugs and fixes / Re: Runtime Error 62
« on: December 03, 2011, 09:26:03 PM »
2.44 is actually quite old at this point. You should checkout the downloads page.

20
Bugs and fixes / Re: Runtime Error 62
« on: December 03, 2011, 09:01:39 PM »
What version of Darwinbots is it specifically?

21
DNA - General / Re: Global Variables?
« on: October 17, 2011, 04:42:18 PM »
Another problem with large multibots is the propagation delay between them. As you increase the number of bots, the amount of time (cycles) a "message" takes to propagate is equal to the length of the path between the first bot and the last.

22
Off Topic / Re: How do I post introduction?
« on: October 17, 2011, 05:39:45 AM »
Thanks for the information. It should be sorted out now. I have no bloody idea what the problem was though, maybe something with the transition to SMF.

23
Off Topic / Re: How do I post introduction?
« on: October 16, 2011, 05:03:43 PM »
Are you sure you can't post new topics in the Newbie forum? As far as I can tell, you should be able to post.

Quick edit: You may have collapsed the "Welcome to DarwinBots", check to make sure this is not the problem (far right of the blue section).

24
Off Topic / Re: what does this do?
« on: October 13, 2011, 10:07:57 PM »
That is a bit of crust from the old forums. The code tags, like this:
Code: [Select]
this is monospaced! and I scroll!didn't get translated very well. and so we get that. If you send me a link to any bots you find it on, I can fix it.

25
Off Topic / Re: Can not edit wiki
« on: September 17, 2011, 06:04:35 PM »
That was on my end. You should be able to edit pages now. If we start getting a ton of spam again, stuff may get rolled back to how it is at this second.

26
Off Topic / Re: Operating Systems - Updating Without Shutting down?
« on: August 27, 2011, 04:13:58 PM »
Search hot swapping for literature on what you are asking about. The current darwinbots server can update pretty much everything but the kernel without a full system restart, services do have to be restarted though.

27
Bugs and fixes / Re: no graphs?
« on: August 13, 2011, 12:53:37 AM »
Welcome to the forums!

There actually is graphing in 2.45.01 (and all the others), but it isn't quite as obvious as it probably should be. To open any graph, you'll need to click on the button that has a little line graph shape on it (to the right of the crown). Click that drop down and you can select a graph to open, just repeat the process to open multiple graphs.

I've circled it on the attached picture.

28
Off Topic / Re: A minimalistic yet powerful simulator
« on: July 14, 2011, 12:09:04 AM »
I don't see any .exe files other than the server and redistributables. Specifically, alife_gui.exe is not there.

29
It got halfway through an update and I have not had time to fix it. I'll get around to fixing it at some point, but I have finals next week.

30
DNA - General / Re: DNA language
« on: May 10, 2011, 12:00:08 AM »
Ok, so the goal is to take these three genes:
Code: [Select]
cond
*.eye5 0 =
start
'look around
stop

cond
*.eye5 0 !=
*.refeye *.myeye !=
start
'jump at the foe
stop

cond
*.refeye 0 =
start
'eat the lettuce
stop
end
and turn them into one.

So, lets look at the shared conditions. *.eye5 0 = and *.eye5 0 != will always be opposite one another, one true, one false. This means we actually only need one of them, the other two conditions are similar, but have a large enough twist that they must be computed separately. Now lets set up the first condition.

Code: [Select]
start
*.eye5 0 =
    'look around
stop

Now, to add in the next conditions / actions we are going to reuse the value that is already on the boolean stack.
Code: [Select]
start
*.eye5 0 =
    dupbool not 'duplicates and inverts the top value on the stack
        *.refeye *.myeye != and 'adds a new value to the top of the stack and combines it with the inverted value
            'jump at the foe
    dropbool 'remove the top value from the stack, we now only have the value of *.eye5 0 = on the stack
    dupbool not 'duplicate and invert our initial condition again
        *.refeye 0 = and 'same as before
            'eat the lettuce
    dropbool 'returns to initial condition
        'look around
stop

This code can be simplified a touch by using a single != and removing some of the nots but that's not a big deal.

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