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Messages - Shen

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16
DNA - General / Out of interest...
« on: June 26, 2005, 01:02:26 PM »
*.shflav returns the value of the last shot to hit the bot. So if its being shot by venom it will give you -3. Note, this doesnt reset each cycle.

*.velscalar gives you the magnitude of your velocity disregarding your heading. So you can be traveling backwards at 50 and *.velscalar will give 50 whereas *.vel will give -50. Incidently is *.velup the same as *.vel? Why have a duplicate?

Same as *.pain the difference between last cycles body and this cycles.

*.thisgene gives the number of the gene its used in. So using it in the first gene will return 1, second gene 2 etc..

vtimer is the time till another virus shot is ready. Vshoot fires the virus.

17
Evolution and Internet Sharing Sims / Shvartz, can you help me out?
« on: June 25, 2005, 10:58:04 AM »
I ran FirstBot last night for a laugh. Field size 4, veg repop 175, veg starting nrg 5000, mutation rate 1000. I have about 5 different varients running around each with a dozen or so bots per species.

Im suprised I havnt got any gene splits or duplicates at all. I did get an increase in nrg required for reproduction via *.nrg 20000 > being duplicated and the > changing to a !%=, effectively increasing the nrg needed to 22000.

Also 10 .up store changed to 10 rnd .up store, presumably reducing the nrg required to accelerate when tied to babies/bumping veg. Maybe once its built up some junk and a few surplus store commands it will start to do interesting stuff.

18
Bugs and fixes / Virus Bug and The One defeated :)
« on: June 20, 2005, 07:02:17 PM »
Did you alter The Ones AntiViral? It only works when its infected with one other gene. Maybe vtimer is set at the start of a bots life and when it deletes its own gene vtimer is still set very low? Num could confirm this.

Oh yeah. And even though the vtimer is way to high, its hilarious to virus veggies with One. You end up with 25 invincible veggies (they are still veggies and so cant repro past 25) with 32000 nrg.

19
Evolution and Internet Sharing Sims / Evolution tale!
« on: June 17, 2005, 05:44:42 PM »
I wouldnt agree with the most frequent being the best. In my sims bots tend to increase the nrg required for reproduction, so higher nrg bots would be better but less frequent and thus not be saved as the best.

20
Evolution and Internet Sharing Sims / Evolution tale!
« on: June 17, 2005, 11:02:21 AM »
IMO the best bot is the one which has the most energy invested in nrg+body+offspring. A users formlua would be a good one though, just make it simple if you can for us dummies :)

21
Off Topic / Default settings and bots
« on: June 17, 2005, 10:36:59 AM »
We should have a selection of different things showing off various cool settings and bots. PYs AntBot would be a good one. Maybe a bunch of MBs in a huge arena. An Ecosystem in pondmode. A bunch of F1 bots.

Though I think the default should be an evolution setting. I could post my basic bot and settings, I tweaked them loads to get good results.

Edit: Hrm Ant Bot doesnt seem to work in the latest version. Anyway Attached is a setting showing a Basic bot evolving, and another file showing a heavily evolved bot vs its unevolved rival (evolved wins of course :) ).

22
Suggestions / Auto snapshot?
« on: June 13, 2005, 01:02:46 PM »
On that note, are there any plans to expand the triggers? I have a feeling they could be a powerful tool if there where more options.

23
Off Topic / General question!
« on: June 09, 2005, 09:52:42 AM »
Dont you know us DB'ers havn't evolved sexual reproduction yet?  :lol:

24
Evolution and Internet Sharing Sims / Project: New Ancestor
« on: June 08, 2005, 02:25:14 AM »
Nums Server IP 24.151.208.144 in folder NewAncestor
Im using 2.37.2 but it still has a few minor bugs with reporting mutations, I read somewhere they are fixed in the next version though so it shouldnt make a huge difference to switch when its released.

Attached are the settings I'm using. Its tricky to get a stable population as the bots require so many vegs you cant have alarge field size without alaso having several thousand vegs. That said in my experiments I had it evolve into a C_filans like bot which was much better at hunting and I was able to boost up the size and reduce the veg repop level. If you babysit your bots and ajust the settings we should be able to produce some real killers  :devil:

25
Evolution and Internet Sharing Sims / Project: New Ancestor
« on: June 07, 2005, 02:17:04 PM »
Arnt the various mutation rates based on what there is to mutate? If theres more variables the bot will mutate more? So if you have 10 genes making up 100 variables both with 1 in 10,000 chance of mutating, you get a 1 in 1,000 for whole gene alterations and 1 in 100 for variable changes? At least thats what I assumed.

On the project note. Ive been messing with C_Ancestralis and decided it is possible to get it surviving in the new settings, its just hard. Might be fun to try and get it up to date purely through mutations. Are you interested in joining in Carlo, the more the merrier :)

26
Evolution and Internet Sharing Sims / Project: New Ancestor
« on: June 07, 2005, 01:26:08 PM »
The most important thing is the amount of energy going in and out of the field, which is turn related to how good your bot is at feeding and burning up its energy. The only thing I can suggest is to experiment with the bot your going to use and try and get a good balance. You want to try and make the enviroment as harsh as possible while still letting your bots survive. Apply some common sense to your sets, veg constantly being repopulated obviously needs more energy, veg constantly maxed out needs less.

I'd suggest using KE mode or possibly Zero Momentum (havnt tried that at length yet, might fun). As large a field size as you run at a reasonably speed. Around ~5 nrg for vegs though adjust it to suit. Also the mutation rates as slow as you can stand, the higher numbers the better chance of bad mutations being killed off leaving decent ones, I use around 25,000 to 50,000.

27
Evolution and Internet Sharing Sims / Project: New Ancestor
« on: June 07, 2005, 09:29:48 AM »
I cant get C_Ancestralis to survive at all in the latest versions without boosting veggie to over 200 in the smallest field size. Maybe we need a new bot :D

28
Bugs and fixes / Shots Collisions
« on: June 06, 2005, 05:00:26 AM »
Yes I have noticed this. Specifically when advancing cycle at a time to test venom and gene activations and suchlike. If you use ? .shflav in the console of the bot that has been shot you get a -2 value when it should be -1/6. Seems that the bot that gets shot seems to absorb its own -2 shot.

29
Evolution and Internet Sharing Sims / Project: New Ancestor
« on: June 05, 2005, 11:34:51 AM »
Im in! I've been testing out my own basic bots, might have seen a few Progenitors floating around the ftp but Ive havnt setup a folder.

By default conditons do you mean F1? I'd advise against that. For a start DB runs a lot faster these days and allows for larger field sizes which can only be a good change. Also lower the veg energy. Post your settings and I'll tell you what I think. Any ideas on mutation rates?

30
Evolution and Internet Sharing Sims / Canni sim
« on: June 02, 2005, 05:16:03 PM »
Its pretty heavily modified really, I just took the idea of spreading the veggies out and ran with it. I merged the two genes. I also added an element of randomness to the repro nrg to stop the spikes you get when veggies repop.

cond
  *.nrg 6000 >
start
  25 50 rnd add .repro store
  500 rnd .aimdx store
  30 .up store
stop


Im trying to think of a way to stop them turning cancerous though as it would screw up the population cycles with veggies always being at max, or maybe I need to tweak the max

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