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Messages - d-EVO

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31
Darwinbots3 / How can I best help
« on: December 07, 2008, 05:22:33 PM »
can I view the code with visual c 2005.
I tried to download 2008 but it gave me 05.
I want to check out the code, not to edit for the moment.
will get 08 but I have download limitations in my current location.

32
Biology / Metabolism
« on: December 07, 2008, 04:13:08 PM »
just an idea

maby add anothere factore like mineral and salt deposits.
plants will grow on them and depending on how much contact they make with the diposit and how much sunlight they recieve. they produce energy.
this will encorage plants to make "roots" in the soil and branches above for both minerals and sunlight.
as well as creating a more dinamic environment encoraging complex behavior to evolve. eg. tuneling ant bots.

plants cant make energy from sun alone. it simple stores the suns energy into molicules "nrg" which can be accesed by the plant or eaten by herbivores.

33
Bot Challenges / Conspec Challenge
« on: December 07, 2008, 01:48:05 PM »
Quote from: Moonfisher
So far the conspec I like the most is the one that was similar to the anti parroting conspec from bascillus. Can't rememebr who posted it, but the idea was more or less the same, except you broadcasted a random value from 0 to 100, and added 10 on the other output.
And the reason I like it is beacsue it can be compressed into one output without too much trouble. (To spend less energy on stores every cycle).
that was me  

one problem I had with the alge using this system.

when the alge simply copy the in/out syvars it doesnt work because my bot attacks bots with the same in/out as it
but when an alge copeys another alge that copys one of my bot it is safe. so aventualy you just have a lot of alge stareing at each other safe from attack.
fond a way around this by seeing if the alges in/out changes each cycle. problem is it takes 2 cycles to evaluate an enemy which is ok when they are just alge but in an f1 match it is kind of useless.

I fixed it by making the ratio between the conspects a syvar which is fixed for a whole species. such as *.totalmyspecies and just through in a *.totalbots
that way the enemy cant reproduce without being vunerable to attack and every time your bot repros eny unupdated enemy becomes vunerable.
very easy to throw in a few other syvars just to be sure

34
F2 bots / BETA-AA-(F2)
« on: December 07, 2008, 08:22:59 AM »
Quote from: bacillus
Thanks. I'll now rerun F1.
I apologise to D-EVo for the lack of silence, and if his bots win, for using an outdated version that misrepresented his bot  
no prob m8.

35
F2 bots / BETA-AA-(F2)
« on: December 05, 2008, 04:30:59 PM »
Quote from: bacillus
Is version 2.43.1L available? I've been using k, that might be the problem.

available !!!! I have had it for 1.5 months now.
Get it and you will be silenced once and for all!!!
was looking for a link for you but couldnt find it.

36
F3 bots / Alpha2.4(F3)(d-EVO)27-10-2008
« on: December 05, 2008, 04:10:58 PM »
Quote from: Moonfisher
As I think about it I'm not so sure it's even usefull... maybe for realy small bots, but they would usualy use mem shot anyway and you can't boost those...
Thing is I think the speed of the shot remain the same, so if you double the range of your shot you still have double the travel time aswell... so your shot isn't very likely to hit anything...
I can think of a few ideas where longer range with the same speed would still be usefull, but all of them involve mem shots so...
Would definately be worth a lot more if the travel time for a shot was constant, so boosting range also gave you faster shots.

that is a realy good idea. must post it in sugestions

would make predictive aiming much easier ( good or bad thing ?).

37
Bot Challenges / simulation fish population evolution
« on: December 04, 2008, 07:06:26 PM »

Quote from: peterb
Great, I think it would be handy to have the last out, out8 or so for identification use.
= 0 its a boat
if its below 50 or so its fish
higher then 50 its a shark or other fish eater

If we all do it we can then use eachothers boats fish sharks

So each bot uses a ID and bots would now what they deal with.

I am using in and out 1 for ID
8041 =
BOAT

4157 =
FISH

57486 =
SHARK

my little fishies are swimming like fish !!!
Will be finished soon.
I had to change some things
Like I made it so a male can only repro with a female that is bigger than him so he doesnt rape her to death !!  



Quote
We could make it non-torroidal, set gravity to "huge", set buoyancy up to make all the big bots go to the top, and make the fishermen non-mutating veggies. The regular veggies will keep themselves small, while the fishermen veggies keep themselves huge to stay at the top, turn on gravity, and whenever a fish gets too big, it will float to the top and get killed by the fishermen instantly (because they're huge, they have huge shots). Turn mutations off, make the fish use only sexrepro, and start with a fish population that has high genetic diversity, at least in relation to body size. Sharks aren't necessary, but if you want to include them, do the same to them. Then, if the fishermen kill only big fish, they'll evolve to become small, and vice versa.. It might just work.

thought about this but I thought it was better to make it with a view from above.
thought it would be more dinamic .

when I am finished I will try it that way though

38
Darwinbots3 / How can I best help
« on: December 04, 2008, 06:57:00 PM »
Quote from: Numsgil
Cool.  Java and C# are actually extremely similar.  I was able to help my sister with her Java programming homework having never programmed in Java before.

Check out the wiki, I have a link to a pretty good introduction to unit testing.

I know.
When I first saw it I thought it was Java.

39
Bot Challenges / simulation fish population evolution
« on: December 04, 2008, 04:46:30 PM »
Quote from: peterb
To keep it simple at first the number of childs shouldnt be depend on fish size.
(so use a counter for example to create 10 ciblings, and try to keep their seize equal)

you know you could just start off with more fish and reduce how much energy they have
Im gonna give this a shot. al ready written the boat. half of the fish is done, just figuring out the repro system.

40
Darwinbots3 / How can I best help
« on: December 04, 2008, 03:32:31 PM »
I would like to help out to

I am learning Java and will learn as much as I can about C#.
will let you know of any developments.

41
F2 bots / BETA-AA-(F2)
« on: December 04, 2008, 03:27:28 PM »
That is quite a serious problem
wonder how that could happen
btw, were can I learn about DB source code. maby I can help out?

42
F2 bots / BETA-AA-(F2)
« on: December 04, 2008, 11:22:27 AM »
I tested it against the bot you posted up and it won easily.
The one starts of with a population greater than BETA, but it quickly dies down and BETA comesthreogh strong.
Costs and every thing are F1 default.
ARE YOU SURE YOU HAVE THE RIGHT VERSION.
ITS NAME IS BETA-AA. make sure please.

Maby the script got messed up when I posted it.
Try this

43
Interesting behaviour bots / gatling gun
« on: December 02, 2008, 05:44:54 PM »
Quote from: peterb
I wanted to put something similair in the bot w6.txt

But what I wondered was, if you change the distance of a shot, what is the effect of the shot?
I mean does it require more nrg to shoot ?
Will shots become less powerfull ?

There should be some restriction on it, but I had not figured out what it might be.
Otherwise everyone would increase his shooting range I asume.

if you store negative values in .shootval, your shots go furthere and more energy is used. strength remains the same. bigger the negative value, more distance, more cost

if you store positive values in .shootval, yoer shots are stronger and mor energy is used. distance remains the same. bigger value, more strength, more cost

this bot does not use shootval. so aditional costs are not needed ( othere then movement, which it uses to get range).

.shootval is reset each cycle so you need to have it perminantly updated each cycle.

.shootval allso specifies the amount of waste that you want to remove from the bot

44
Interesting behaviour bots / gatling gun
« on: December 02, 2008, 04:30:51 PM »
This bot has an uber long rang. and is super accurate!
no shootval was used (except for waste expulsion)
how far it can shoot is not limited by the shot range, but by the longest possable eye distance that can be achieved !
Think it will be interesting to see how it evolves.
The timing was a mission to get right.

Code: [Select]
'gatling gun

def cock 50

cond
*.robage 0 =
start
-34 .eye5width store
stop

cond
*.eye5 0 =
*.refeye *.myeye = or
start
10 .aimdx store
stop

cond
*.eye5 0 >
*.refeye *.myeye !=
start
*.refxpos *.refypos angle .setaim store
*.cock 1 = *.velup 0 <
0 .cock store
1 .fixpos store
dropbool
*.cock 1 = *.velup 0 = and
0 .fixpos store
*.maxvel .dn store
dropbool
*.velup 0 >
*.cock inc
1 .fixpos store
dropbool
*.velup 0 = *.cock 0 = and
0 .fixpos store
*.maxvel .up store
*.nrg 20000 >
40 .repro store
not and
-1 .shoot store
1 .cock store
dropbool
dropbool
stop

cond
*.body 1000 <
start
100 .strbody store
stop

cond
*.waste 40 >
start
.backshot inc
-4 .shoot store
*.waste .shootval store
stop

end

45
Bot Tavern / F2 league standings
« on: December 02, 2008, 12:21:43 PM »
F2league.rar is missing  Caterpillar
just thought you should know

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