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Messages - Shadowgod2

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61
Evolution and Internet Sharing Sims / Re: dule evo sim
« on: June 10, 2016, 07:32:48 PM »
yea especially in such a short amount of time too. it's still going and animal has went to 7 mutations and alga has 16. very slow evo here. i'm thinking on trying to make a 5+ species sim but the 3 that i made before was very unstable and often failed with just a few mutations. definitely going to have to figure how to make more stable bots then.

62
Evolution and Internet Sharing Sims / dule evo sim
« on: June 09, 2016, 11:00:33 PM »
so i made an alga that could survive animal minimal in a thin fluid environment with a decent sim size of 9 so i could run it with a good relative speed (5 cycles/sec) instead of the .1 - 1 a few days ago... day one the alga had around 10 mutations and animal had about half that. looking at the graphs i had going (pop and avg mut) the alga was shooting up in mutations where animal had flat lined  :glare: alga had finaly stalled in mutations at around 15 and animal was still stuck at .. 5 mutations. the pop was at about 500-600 for alga and animal still struggles to stay at around 100. if there was ever a time good mutations to happen it would be now but lack of pop is making that very difficult for the animal. here are the before and after bots.

alga before:
Code: [Select]
cond
*971 0 =
*.nrg 100 >
*.daytime 1 =
start
10 .mkchlr store
stop

cond
*.nrg 20000 >
start
50 .repro store
stop

cond
*.pain 10 >
*971 0 =
start
50 971 store
10 .repro store
314 rnd .aimsx store
stop

cond
*971 0 >
start
*.body 5 sub .fdbody store
10 .dn store
971 dec
stop

cond
*.robage 100 <
start
*.chlr .rmchlr store
stop


alga current:
Code: [Select]
cond
 *971 0 =
 *.nrg 100 >
 *.tieang2 *.mkvirus =
 start
 10 .mkchlr store
 stop
''''''''''''''''''''''''  Gene:  1 Ends at position  15  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  2 Begins at position  16  '''''''''''''''''''''''
 cond
 *.nrg 20000 >
 *.refaim 50 .repro dec
 stop
''''''''''''''''''''''''  Gene:  2 Ends at position  24  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  3 Begins at position  25  '''''''''''''''''''''''
 cond
 *.robage 100 <
 store
 stop
''''''''''''''''''''''''  Gene:  3 Ends at position  30  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  4 Begins at position  31  '''''''''''''''''''''''
 cond
 *.pain 10 >
 *.trefsx *.tin1 *.in1 start
 50 971 store
 10 .repro store
 314 rnd .aimleft store
 stop
''''''''''''''''''''''''  Gene:  4 Ends at position  49  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  5 Begins at position  50  '''''''''''''''''''''''
 cond
 *971 0 >
 start
 *.body store
 *.eye5dir *.eye5 .fdbody store
 *.eye6 .dn store
 971 dec
 *.chlr .rmchlr store
 stop
''''''''''''''''''''''''  Gene:  5 Ends at position  69  '''''''''''''''''''''''


animal before:
Code: [Select]
'Animal_Minimalis
'By: Nums
'Good for mutation sims and for
'newbies to see how a basic bot works.
'Contains everything necessary for it
'to survive and reproduce.

' Gene 1 Food Finder
cond
 *.eye5 0 >
 *.refeye *.myeye !=
start
 *.refveldx .dx store
 *.refvelup 30 add .up store
stop

' Gene 2 Eat Food
cond
 *.eye5 50 >
 *.refeye *.myeye !=
start
-1 .shoot store
 *.refvelup .up store
stop

' Gene 3 Avoiding Family
cond
 *.eye5 0 =
 *.refeye *.myeye = or
start
 314 rnd .aimdx store
stop

' Gene 4 Reproduce
cond
 *.nrg 20000 >
start
 10 .repro store
stop

end

animal after:
Code: [Select]
cond
 *.eye5 0 *.rmchlr *.refnrg *.myeye !=
 start
 *.refveldx .dx store
 *.refvelup 30 add .up store
 stop
''''''''''''''''''''''''  Gene:  1 Ends at position  17  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  2 Begins at position  18  '''''''''''''''''''''''
 cond
 *.eye5 50 >
 *.bodgain *.myeye !=
 start
 -1 .shoot store
 *748 .up store
 stop
''''''''''''''''''''''''  Gene:  2 Ends at position  32  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  3 Begins at position  33  '''''''''''''''''''''''
 cond
 *.eye5 0 =
 store
 *.myeye =
 or
 start
 *.timer rnd .aimright store
 stop
''''''''''''''''''''''''  Gene:  3 Ends at position  46  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  4 Begins at position  47  '''''''''''''''''''''''
 cond
 *.nrg 20000 >
 start
 10 .repro store
 stop
''''''''''''''''''''''''  Gene:  4 Ends at position  55  '''''''''''''''''''''''

all in all not what i expected but hay that's evolution for ya :D

63
Bot Challenges / Re: Bot Challenges: A New Direction
« on: April 20, 2016, 03:47:23 PM »
offtopic: sorry for the silence i was on vacation sense Saturday just got back.


it's not that kind of Nnet. just like the Nnets before it's with a single bot. each neuron of it's Nnet is as realistic as can be in as short of a line as possible. before i can do anything like that i would need a lot more experience in making bots multibots for sure and with my iffy go in this it'll take many more years to get to that lvl. i still struggle with the advanced stuff like >>. to make bots with them is a nightmare to figure out how they work exactly.

64
Bot Challenges / Re: Bot Challenges: A New Direction
« on: April 11, 2016, 07:00:52 PM »
yea i'm definitely messing with pain pleas this time and going from there

65
Bot Challenges / Re: Bot Challenges: A New Direction
« on: April 10, 2016, 10:35:20 PM »
got a fix in the dna it basically skipped age 0 and couldn't figure out what to do.

66
Bot Challenges / Re: Bot Challenges: A New Direction
« on: April 10, 2016, 09:53:18 PM »
well this thread hasn't had anything in a while.

ok so i've been playing with Nnets again with an idea of making it as real of an actual neuron as possible and it has the most potential as i've seen.

although many will not move or react to anything many will act differently at different times as just of a matter of another bot moving or still(same bot triggering the reaction) i will have to develop this further for sure. you'll just have to see it your self.

EDIT: also to see the effects easier i recommend thin fluids.

also i think i found a bug so where it freaks out when adding new bots to the sim while it's playing so add them while the sim is paused.

67
Suggestions / Re: Snapshot for dead robots
« on: April 10, 2016, 06:21:29 PM »
sure i see use in it for zero bot evo and graphing the evo of your bots (although time consuming) and more

68
Bot Tavern / Re: Trigonometry Mathematics
« on: April 10, 2016, 02:42:53 PM »
yea sometimes you just need the full sysvar page to find it. it's not under the ties subsection but in the multibot subsection

69
Bugs and fixes / Re: DB 2.48.27 crashes on Wine under Mac
« on: January 02, 2016, 12:16:50 AM »
have you tried loading the lastran sim?

as for uploading the actual files i think sim files are a bit tricky to upload, (if you don't know) at the bottom of the text box when posting there's a plus with attachments and other options, click to open this menu and there will be an attach section, you can either click browse... for the file or click and drag the file to it. now here's the part that may get confusing, either sim files or setting files you have to put in either a file or zipped file to be able to attach it so it may be easier just to put all those types of sets/sims in a single file when posting them here.

hope this helps. now there won't be a time limit on the post, just in case bots doesn't get back in time to check it out.

70
Off Topic / Re: making my own DB fan-version
« on: December 29, 2015, 12:08:33 AM »
yes store commands can and often times do evolve in the cond start section like the sim i am currently running, and yes the values on the stack do nothing. either they disappear or are untouched idk. however values can gene hop and be executable in later genes(an unused value in gene 1 can be executable in gene 5 for example) this could ably to the cond start values being executable in the start stop section too.

71
Off Topic / Re: making my own DB fan-version
« on: December 15, 2015, 02:01:44 AM »
cool i kinda wanted to make a db type program myself but almost no programming experience and absolutely no time to do so. but what i have learned is keep things organized. once it starts getting messy you may as well start over just to understand the code again(java does make it relatively easy to do so). i may be able to help on how the eyes work but the actual calculations... well i have no clue. good luck

72
Mutations / Re: The_Zerobot
« on: December 15, 2015, 01:30:16 AM »
my guess would be when there's an evasive prey that uses slime to prevent ties so no grabbing. without proper aiming it would be almost impossible to survive.

73
Off Topic / Re: Hi!
« on: November 12, 2015, 11:31:09 PM »
hi LTNS  :)

74
Bugs and fixes / posible vegi repop bug
« on: November 04, 2015, 09:21:13 PM »
dbnovegi is where i killed all vegies to trigger the spawning event and modified the settings to repop every cycle threshold isn't met.
db1vegi is where only one vegi spawned at the spawning event

sets for this example:

100 max chloroplasts
5 threshold
5 bots per spawning
1 cycle per spawning event (to spawn every cycle)

now if i'm right it should have spawned 5 bots (green) rather than just one

75
Bugs and fixes / Re: desablechlr
« on: October 31, 2015, 11:37:03 PM »
found it. when you load in a bot manually using "toggle robot insertion mode" it doesn't have the chlr disabled. put a chlr gene in and put it in the sim as it's running. i just put 100 .mkchlr store in the food finder gene. and it only seems to do the bug as the sim is running not when it's paused.

edit: actually it's random but does do it more running than paused.

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