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Topics - Reiyuki

Pages: [1]
1
Interesting behaviour bots / Battlestar bot 4-28-08
« on: April 28, 2008, 11:14:48 PM »
I never thought I'd waste this much time and have so much fun doing so.  I rebuilt the battlestar bot from scratch and made it into a fairly reliable setup.  (launch them at 5000nrg or above, preferably 30k)

Nifty features:
 - Battlestar (mothership) randomly spews tiny drone ships to scour the land for resources
 - When drones gather 2500 nrg, they will return to base and dump their cargo
 - If drones see each other, they will trade parent locations and return to the stronger parent when full
 - Eyetracking algorithm results in minor flocking patterns


Future ideas:
 - Virus delivery (cause robots to zombie toward the mothership)
 - Inter-mothership communication/coordination  (motherships congregate and share power)
 - Tie-proofing and/or tie feeding
 - Proper poison/venom swarming


Something tells me I'll be at this all week until I can get it to withstand spinners
have fun



 cond
 *.out1 3 =
 *.pleas 1 <
 *.nrg 2500 >
 start
 4 .out1 store
 stop
''''''''''''''''''''''''  Gene:  1 Ends at position  15  '''''''''''''''''''''''
 cond
 *.out1 4 =
 *.eye5 60 >
 *.in3 *.out3 =
 *.in4 *.out4 =
 start
 *.nrg 2 div .shootval store
 -2 .shoot store
 stop
''''''''''''''''''''''''  Gene:  2 Ends at position  38  '''''''''''''''''''''''
 cond
 *.out1 4 =
 *.in2 *.out2 !=
 *.in1 1 !=
 start
 *.out3 *.out4 angle .setaim store
 5 .up store
 stop
''''''''''''''''''''''''  Gene:  3 Ends at position  58  '''''''''''''''''''''''
 cond
 *.out1 3 =
 *.out1 2 =
 or
 *.robage 2 >
 *.vel 40 <
 *.eye5 10 <
 start
 15 .up store
 10 rnd 5 sub .aimright store
 stop
''''''''''''''''''''''''  Gene:  4 Ends at position  86  '''''''''''''''''''''''
 cond
 *.out1 3 =
 *.out1 4 =
 or
 *.out1 2 =
 or
 *.eye5 20 <
 *.eye1 0 >
 *.eye9 0 >
 or
 *.eye3 20 >
 or
 *.eye7 20 >
 or
 start
 *.eye1 1 ceil *.eye9 1 ceil sub 140 mult .aimleft store
 *.eye8 *.eye2 sub *.eye7 add *.eye3 4 div sub .aimright store
 stop
''''''''''''''''''''''''  Gene:  5 Ends at position  140  '''''''''''''''''''''''
 cond
 *.out1 3 =
 *.out1 4 =
 or
 *.out1 2 =
 or
 *.eye5 10 >
 *.eye5 200 <
 *.refeye *.myeye !=
 start
 *.refveldx .dx store
 *.refvelup 90 add .up store
 *.refxpos *.refypos angle .setaim store
 stop
''''''''''''''''''''''''  Gene:  6 Ends at position  176  '''''''''''''''''''''''
 cond
 *.out1 3 =
 *.eye5 0 >
 *.in2 *.out2 =
 start
 *.refveldx .dx store
 *.refvelup 20 add .up store
 *.refaim .setaim store
 stop
''''''''''''''''''''''''  Gene:  7 Ends at position  199  '''''''''''''''''''''''
 cond
 *.out1 3 =
 *.out1 2 =
 or
 *.eye5 80 >
 *.refeye *.myeye !=
 *.in2 100 <
 *.in3 100 <
 start
 *.pain 2 div 1 floor 4 add 25 ceil 3 *.out1 mod 1 ceil mult 1 add .shootval store
 -1 .shoot store
 *.refxpos *.refypos angle .setaim store
 *.refvelup 1 add .up store
 stop
''''''''''''''''''''''''  Gene:  8 Ends at position  253  '''''''''''''''''''''''
 cond
 *.out1 3 =
 *.in2 *.out2 >
 *.myeye *.refeye =
 start
 *.in2 .out2 store
 *.in3 .out3 store
 *.in4 .out4 store
 stop
''''''''''''''''''''''''  Gene:  9 Ends at position  274  '''''''''''''''''''''''
 cond
 *.out1 3 =
 *.out1 2 =
 or
 *.in1 4 =
 start
 *.refaim 618 add .setaim store
 stop
''''''''''''''''''''''''  Gene:  10 Ends at position  292  '''''''''''''''''''''''
 cond
 *.robage 3 =
 start
 -2 .venval store
 7 .vloc store
 30 .strvenom store
 stop
''''''''''''''''''''''''  Gene:  11 Ends at position  307  '''''''''''''''''''''''
 cond
 *.in3 100 <
 *.eye5 60 >
 *.robage 4 mod 0 =
 *.refeye *.myeye !=
 *.refshoot 0 !=
 start
 19 .vloc store
 *.refxpos *.refypos angle 628 add .venval store
 5 .shootval store
 -3 .shoot store
 5 .strvenom store
 stop
''''''''''''''''''''''''  Gene:  12 Ends at position  346  '''''''''''''''''''''''
 cond
 *.in3 100 <
 *.eye5 60 >
 *.robage 4 mod 1 =
 *.refeye *.myeye !=
 *.refshoot 0 !=
 start
 8 .vloc store
 800 .venval store
 5 .shootval store
 -3 .shoot store
 5 .strvenom store
 stop
''''''''''''''''''''''''  Gene:  13 Ends at position  381  '''''''''''''''''''''''
 cond
 *.in3 100 <
 *.eye5 60 >
 *.robage 4 mod 2 =
 *.refeye *.myeye !=
 *.refshoot 0 !=
 start
 7 .vloc store
 -2 .venval store
 5 .shootval store
 -3 .shoot store
 5 .strvenom store
 stop
''''''''''''''''''''''''  Gene:  14 Ends at position  416  '''''''''''''''''''''''
 cond
 *.out1 3 =
 *.robage 1 >
 start
 *.genes .delgene store
 stop
''''''''''''''''''''''''  Gene:  15 Ends at position  428  '''''''''''''''''''''''
 cond
 *.robage 1 =
 *.nrg 5000 <
 start
 3 .out1 store
 330 *.robage 1 add mult inc
 .deltie inc
 618 .aimright store
 *.in2 .out2 store
 *.in3 .out3 store
 *.in4 .out4 store
 *.body 10 mult 100 sub .fdbody store
 stop
''''''''''''''''''''''''  Gene:  16 Ends at position  467  '''''''''''''''''''''''
 cond
 *.robage 1 =
 *.nrg 3000 >=
 start
 2 .out1 store
 330 *.robage 1 add mult inc
 .deltie inc
 618 .aimright store
 stop
''''''''''''''''''''''''  Gene:  17 Ends at position  490  '''''''''''''''''''''''
 cond
 *.out1 2 =
 *.robage 100 >
 *.nrg 10000 >
 start
 *.vel -1 mult .up store
 1 .out1 store
 *.nrg .out2 store
 *.xpos .out3 store
 *.ypos .out4 store
 7 .ploc store
 stop
''''''''''''''''''''''''  Gene:  18 Ends at position  522  '''''''''''''''''''''''
 cond
 *.out1 0 =
 *.out1 2 =
 or
 *.nrg 10000 >
 *.refeye *.myeye !=
 *.vel 0 =
 start
 1 .out1 store
 *.nrg .out2 store
 *.xpos .out3 store
 *.ypos .out4 store
 7 .ploc store
 stop
''''''''''''''''''''''''  Gene:  19 Ends at position  556  '''''''''''''''''''''''
 cond
 *.out1 1 =
 *.eye5 20 <
 *.eye1 0 >
 *.eye9 0 >
 or
 *.eye3 20 >
 or
 *.eye7 20 >
 or
 start
 *.eye1 1 ceil *.eye9 1 ceil sub 140 mult .aimleft store
 *.eye8 *.eye2 sub *.eye7 add *.eye3 4 div sub .aimright store
 stop
''''''''''''''''''''''''  Gene:  20 Ends at position  602  '''''''''''''''''''''''
 cond
 *.out1 1 =
 *.eye5 30 >
 *.refeye *.myeye !=
 *.in2 100 <
 *.in3 100 <
 *.refbody 4 >
 start
 *.pain 2 div 1 floor 4 add 25 ceil .shootval store
 -1 .shoot store
 *.refxpos *.refypos angle .setaim store
 stop
''''''''''''''''''''''''  Gene:  21 Ends at position  642  '''''''''''''''''''''''
 cond
 *.out1 1 =
 *.robage 5 mod *.pain add 4 >=
 *.eye5 30 <
 *.in1 0 !=
 or
 start
 120 .aimright store
 stop
''''''''''''''''''''''''  Gene:  22 Ends at position  665  '''''''''''''''''''''''
 cond
 *.out1 1 =
 *.nrg 16000 >
 *.body 30000 <
 start
 100 .strbody store
 stop
''''''''''''''''''''''''  Gene:  23 Ends at position  680  '''''''''''''''''''''''
 cond
 *.out1 1 =
 *.nrg 10000 <
 start
 100 .fdbody store
 stop
''''''''''''''''''''''''  Gene:  24 Ends at position  692  '''''''''''''''''''''''
 cond
 *.out1 1 =
 *.nrg 11000 >
 *.slime 500 <
 start
 50 .mkslime store
 stop
''''''''''''''''''''''''  Gene:  25 Ends at position  707  '''''''''''''''''''''''
 cond
 *.out1 1 =
 *.nrg 16000 >
 *.shell 10000 <
 start
 100 .mkshell store
 100 .mkpoison store
 stop
''''''''''''''''''''''''  Gene:  26 Ends at position  725  '''''''''''''''''''''''
 cond
 *.out1 1 =
 *.waste 1000 >
 start
 1000 .shootval store
 -4 .shoot store
 stop
''''''''''''''''''''''''  Gene:  27 Ends at position  740  '''''''''''''''''''''''
 cond
 *.out1 1 =
 *.out3 *.out4 dist 50 >
 start
 *.out3 *.out4 angle .setaim store
 1 .up store
 0 .dx store
 stop
''''''''''''''''''''''''  Gene:  28 Ends at position  762  '''''''''''''''''''''''
 cond
 *.out1 1 =
 *.robage 50 mod 1 =
 *.eye5 50 <
 start
 2 .repro store
 stop
''''''''''''''''''''''''  Gene:  29 Ends at position  779  '''''''''''''''''''''''
 cond
 *.out1 1 =
 *.out1 2 =
 or
 *.mkvirus 0 !=
 start
 *.mkvirus .delgene store
 stop
''''''''''''''''''''''''  Gene:  30 Ends at position  795  '''''''''''''''''''''''

2
The Gene depository / Timerless timer
« on: April 27, 2008, 01:07:20 PM »
cond
*.robage 20 mod 1 =
start
stop

Activates gene every 20 cycles


(change to *.robage 50 for 50 cycles, etc)


Took some tinkering to figure out, but was beautiful once I got it.

3
Untagged bots / Battlestar bot 04-27-08
« on: April 27, 2008, 12:26:29 PM »
Long time listener first time botter...

Battlestar galactica.  Experimental version


It's only about half finished but here's the gist of how it works:

The mothership is where everything starts.  From birth, it sits in place.  Thanks to this, it can gather as much body and defenses it needs and not worry about moving.  In fact, the more massive, the better.

Every 30 cycles, it fires off a .1 repro 'drone' that flies off in a somewhat straight line

The drone has little energy (<800) and only 8 body, so it deletes its own excess genes to limit nrg draw.  If it finds food, it eats a couple thousand nrg.   Then it uses stored memory to return to the mothership and 'deliver' the nrg, sacrificing the drone in the process.  If a drone sees another drone that was born from a stronger mothership (more nrg), it will shift its return port to the stronger or the 2.  Supply of the fittest.


'''
''Run at 32000 nrg in thin fluid or metal
''

Pages: [1]