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Topics - PhiNotPi

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16
Tips and Tricks / Actual Distance Sensing
« on: April 20, 2011, 08:55:44 PM »
Here is code to find the actual linear distance between the bot and the bot that it is looking at, not the inversely proportionate number given by the focus eye, which depends on the width of the eye (I think).  It is based off of the Pythagorean Theorem.

def distance 51
*.refxpos *.xpos sub *.refxpos *.xpos sub mult *.refypos *.ypos sub *.refypos *.ypos sub mult add sqr distance store

17
DNA - General / Newbie question about coding behaviors into DNA.
« on: April 19, 2011, 09:53:49 PM »
Even though I understand how to create genes for simple things (when this happens, do this), I am having trouble coding higher level behaviors into DNA.  The hunting strategy that I wanted to implement was a simple hunting in a swarm behavior.  My bot would form in loose swarms, and when one bot sees food, everyone else in the swarm follows.  I can write a gene telling the bot to follow conspecs.  I can write a gene that tells the bot to back away from conspecs when too close.  I even figure out how to get other bots to follow the bot who sees food.  But when I combine them, the end result does not function as I anticipate.  What happens is that, when feeding, all of the bots become to close to each other, and they all end up shooting each other when they try to feed off of the prey.  This allows the prey the opportunity to destroy the entire swarm, which usually happens.  (the code for my bot is saved on a different computer) Besides just this one example, what is some advice to help me code higher level behaviors?

18
DNA - General / How will DB3 DNA work?
« on: August 17, 2010, 10:13:34 AM »
I have been hearing about how DB3 DNA will be different from DB2 DNA.  I am wondering how it will work and if DB2 robots can still work. Can anyone give me examples or an explanation?

19
Suggestions / Variable Tie Transparency
« on: August 14, 2010, 10:32:40 AM »
After seeing some large multibots form in some of my sims, I decided that it should be possible for bots to change the transparency of their ties.  Transparency from the robot's point of veiw.  Currently, ties can form across other ties and bot can see and move through the ties.  I think that bots should be able to limit this by changing their ties to make a limit on how many ties can go through their tie.  Once this limit is reached, the ties act like phyiscal objects and connot be moved through. 

Here is an example of how this might help.  Take a triangle shaped multibot. If one bot was looking inside the triangle and the transparency was set to 0, it  would only see ties, and not through the ties.  You could program the bot to rotate if it sees a tie the is very close to it.  It would then automatically turn to look out of the triangle.

This could also help to make more organized multibots.

The default for transparency should be what it is currently, so the old multibots can still work.

20
I ran an evosim today and it came up with very interesting results.  I started with 100 alga runawais, but did not check the autotroph box. I set the mutation rate incredibly high on a size 2 sim.  After a few seconds (they had already mutated considerably), I stopped all mutation to see what the new creatures would act like.  I saw that one had started shooting, and I saved it as E1.txt (attached on a later post).  I opened a new sim with 100 of them that were checked unmutatable.  They acted very weird.  First, they moved foward, which is expected of alga runawais.  Then, a few started shooting.  Then, a few started tying with each other.  There were two small multibots formed, one with two bots and another with three.  Then they started changing .refeye and the eye width.  All of these abilities come and go, but are not due to mutations.  E1 has 22 genes, 11 times the number that Alga Runawais has.

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