Darwinbots Forum

Bots and Simulations => Evolution and Internet Sharing Sims => Topic started by: intron on March 14, 2010, 10:01:46 AM

Title: Tie Movement
Post by: intron on March 14, 2010, 10:01:46 AM
Did you ever heard of "Dawin Pond"?
It's a evosim simulating small bacteria like things with a variable number of subdivided tails. after some time, real gliding behaviour evolves.
i think it doesn't seems too complicated to implement this in DB. By setting the volutary movement cost to a high level, cooperation between bots would be crucial for survival.

Try out "Darwin Pond" - this kind of estetic behaviour in DB would be great!

[a href=\'index.php?showtopic=0\']http://www.ventrella.com/Darwin/darwin.html[/a]

Title: Tie Movement
Post by: Houshalter on March 14, 2010, 10:51:36 AM
Sorry, it gave my this:
Quote
The error returned was:
Sorry, the link that brought you to this page seems to be out of date or broken.
Title: Tie Movement
Post by: intron on March 14, 2010, 12:10:54 PM
hmm.. sorry.
don't know, why it won't work.
just copy-paste it.
it's worth it!
Title: Tie Movement
Post by: Houshalter on March 14, 2010, 12:46:39 PM
Quote from: intron
Did you ever heard of "Dawin Pond"?
It's a evosim simulating small bacteria like things with a variable number of subdivided tails. after some time, real gliding behaviour evolves.
i think it doesn't seems too complicated to implement this in DB. By setting the volutary movement cost to a high level, cooperation between bots would be crucial for survival.

Try out "Darwin Pond" - this kind of estetic behaviour in DB would be great!

[a href=\'index.php?showtopic=0\']http://www.ventrella.com/Darwin/darwin.html[/a]
Testing, testing, this link SHOULD work (http://www.ventrella.com/Darwin/darwin.html)
Title: Tie Movement
Post by: Ammeh on March 14, 2010, 01:38:55 PM
I think this could be adapted somewhat. Get rid of .up etc altogether, and make movement dependant on *doing something*.

It will open the door for so many more movement patterns and new behaviours, and become more true-to-life.

For example, firing a shot would send you in the opposite direction (newton's laws), moving a tie would drag through the "water", propelling you forward. Perhaps there could even be a new variable for growing little hairs to manipulate.

This shouldn't be too difficult code, although it would probably require some modifications of DB's physics.
Title: Tie Movement
Post by: ashton15 on March 14, 2010, 01:59:19 PM
Quote from: Sammeh
I think this could be adapted somewhat. Get rid of .up etc altogether, and make movement dependant on *doing something*.

It will open the door for so many more movement patterns and new behaviours, and become more true-to-life.

For example, firing a shot would send you in the opposite direction (newton's laws), moving a tie would drag through the "water", propelling you forward. Perhaps there could even be a new variable for growing little hairs to manipulate.

This shouldn't be too difficult code, although it would probably require some modifications of DB's physics.

Adding a third dimension and more advanced physics and then you might have something like Karl Sims or 3DVCE, with a large simulated envrioment player coding and all the new things that db can offer the combination of the two would proberbly be a hundred times better, more modification still and it could be used as an eingeneering/academic program like some other evolution sims which would give darwinbots the pubility it needs... if ever it gets that far.  
Title: Tie Movement
Post by: Houshalter on March 14, 2010, 06:12:36 PM
Im confused  
What exactly is this topic about?
Title: Tie Movement
Post by: ashton15 on March 14, 2010, 06:54:16 PM
Quote from: Houshalter
Im confused  
What exactly is this topic about?

I belive it's about implementing physics-based fluid dynamics into DarwinBots...   Though I could easily be wrong
Title: Tie Movement
Post by: bacillus on March 15, 2010, 12:57:23 AM
In DB3, there won't be ties as such-each bot will be made of two joined circles, each acting as a pivot for other cells to cling on, so a 'tie' will be sort of sticking two circles together. With the proper physics, this can easily be manipulated into such motion, due to conservation of momentum and energy within the system. Another thing that will be solved by specialization of cells by fat, muscle etc...
Title: Tie Movement
Post by: intron on March 15, 2010, 01:25:24 PM
is there somebody who got darwin pond working?
i think i fucked the link up, so: Darwin Pond Download (http://www.ventrella.com/Darwin/darwin.html)

yea, a better physics engine would be nice and i like the idea about connecting bots with their surfaces. different sorts of "antigens" would be interesting: common ones for feeding and virus adhersion, specified for multibots (and differentiated organs).

muscle simulation would be possible if bots where able to adjust their radius somehow.

and neural networks could easily be simulated with suppressing and amplifying "potential spreading" along MB.
ceck out The Origin of the Brain (http://www.youtube.com/watch?v=6RbPQG9WTZM&feature=channel)
gets interresting in the last quater. it's a counter creationist video lol.
Title: Tie Movement
Post by: bacillus on March 15, 2010, 02:33:03 PM
Basically, each of the cell functions will be enhanced by certain elements that can be built within the cell. This makes DB3 heavily biased towards multibots - howeever, there's been a lot of discussion about how this will be done. Check out the DB3 discussion subforum.
Title: Tie Movement
Post by: Numsgil on March 17, 2010, 04:21:34 PM
Yes, this is something I'll be working on for DB3 and multibots.  I asked Ventrella once how he set up the physics for Darwinpond, but it sounds like it's mostly a hack.  But I've done most of the research necessary to implement a physically accurate, if simplistic, fluid model for swimming for DB3.  I haven't done any proof-of-concept tests with it yet, though.