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Topics - Peksa

Pages: 1 [2] 3
16
I noticed that there are some VOIDs in mutated DNA in my bots and they seem to be connected to insertion mutations inserting more than one bp per mutation.

17
Bugs and fixes / Bug in pond mode settings
« on: February 10, 2008, 01:54:00 PM »
Energy scaling factor seems to automatically reset to 40, at least after re-entering the settings. I'm using 2.43.1c, but I think I've seen this happen in older versions too.

18
Simulation Emporium / How does pond mode work?
« on: February 10, 2008, 01:51:14 PM »
There isn't any wiki-entry on it and ingame help is rather lacking, so it'd be nice to have short explanation on it.

Basicly, what do sediment level, energy scaling factor and light intensity do?

19
Bugs and fixes / Weird DNA thing OPEN
« on: February 07, 2008, 12:10:02 PM »
It may have been present before, but I just noticed this:
Code: [Select]
start
'You have some extra energy...
*.nrg 2000 >
'...and not so much poison!
dupbool
*.poison 300 < and
25 .mkpoison store
dropbool
'...and not quite enough body!
*.body 800 < and
  100 .strbody store
Works like it is supposed to work, but...

Code: [Select]
start
'You have some extra energy...
*.nrg 2000 >
'...and not so much poison!
dupbool
*.poison 300 < and
25 .mkpoison store
dropbool
'...and not quite enough body!
*.body 800 < and
  100 .strbody store
...doesn't take notice of the second condition, and just produces poison until nrg is 2000 The empty spaces are made with tab (the button next to Q).

20
Bugs and fixes / Resizing graphs RESOLVED 2.43.1
« on: February 05, 2008, 05:24:14 PM »
When slowly-ish resizing any graph window vertically to minimum I get a runtime error 380: "Invalid property value" and the sim freezes. Sometimes I need to enlarge the window a bit again for the error to pop out, but it never fails to show up.

21
DNA - General / A question
« on: November 24, 2007, 09:42:31 AM »
What happens if you try to store a value in location above 1000? Is the location modded (12345 1000 mod)?

EDIT:
Can you store memory location into a memory location?
Eg.
Code: [Select]
start
blah blab >
400 *971 store

22
Evolution and Internet Sharing Sims / Some thoughts on autocosts
« on: October 23, 2007, 05:21:46 PM »
First off, I think autocosts are wonderful feature and I've so far used it in my every sim. However, I think it should be used carefully.

A couple of my first evosims all evolved conditionless reproduction very quickly, it probably spread at the first time repro-gene mutated. After some pondering on why that happened, I realized that I had set autocost sensitivity pretty high, in the center section of the slider. Because a quick (or continous) reproducer increases population extremely fast, costx skyrockets. Quick reproducers get more coverage to find energy to fight rising costs than their slower cousins and their generation time is shorter allowing faster mutation to cope with the changes. (By the way, don't bacteria too benefit from short generation times in exterme conditions?). As this happened, the original strain died out. Now that I've set sensivity lower (the lowest possible) in my never sims none of this has happened. The bots still hold on to conditional reproducing after 1000 generations and nearly 500 mutations in the latest sim.

Another thing that I thought of, is that doesn't autocost hamper adaptation? For example: When a bot mutates in a way that allows it to save energy and not to lose it's effectiveness it probably has more energy for reproducing, resulting in higher population. But as population rises, so do the costs so that the mutation loses much of it's significance. My point is, doesn't that cut "the reward" for adapting to situations compared to sims where costs stay the same?

One effect this has is that program puts constant evolutionary pressure on saving more energy. In real life (as far as I know), better times that come with higher population size, allow DNA to be more sparing with energy - or food or whatever - and when times are hard, there's pressure to use energy more effectively. In darwinbots this could mean when there's been some beneficial mutations evolving new, more complex features could be easier to develop than "normally". Reason for this being that some of more advanced actions (think viruses or tie feeding) require a number of stores, which are not all directly useful.

I'll stop now or I'll ramble on forever.

Any thougths?

23
DNA - General / Feeding and body
« on: October 18, 2007, 05:15:09 PM »
Feeding with -1 shots from veggies seems to increase body too or am I just seeing things?

None of my bots are using -6 shots (as far as I can tell, evolved dna can be a pain in the ass), but my bots body keeps increasing without body management commands (again as far as I can tell) when fighting.

24
Bugs and fixes / What exactly does the 15c/sec limit button do?
« on: September 20, 2007, 10:01:10 AM »
I might be imagining it, but whenever I have c/sec limiting on, cycles per sec on my evosim seem to go from 2.5 to around 3.2. I'm running it on about five years old computer and it has around 600 bots and veggies on it. If this is real, I certainly like this "bug".

25
Well, title says it all. When I loaded a sim of mine and started some graphs, I accidentally started Internet Populations graph and I got the following error:

Run-time error '76':
Path not found

I'm using version 2.43h, I have set up an internet nickname but haven't run any internet games.

Edit: I forgot to mention that DB crashed to desktop because of this.

26
Suggestions / Graphs for average body?
« on: September 14, 2007, 11:29:48 AM »
As a form of energy it'd be great to see avg. body graph. Specially effects of changing energy/body per cycle distribution rate and energy in corpses would be nice to see. Also someone (Nums? EricL?) spoke of graph for total energy, ie. nrg + body + shell etc, which would also be good to have.

27
Bug reports / What the...?
« on: August 19, 2007, 02:51:55 PM »
Hey, it's been a while.
This weekend I started playing around with darwinbots again and started a couple of evosims. In all of them same behaviour emerged: some bots started shooting ties around, as if reproing conditionlessly. I looked closer on the crazy tie-shooting bots and I saw something quite weird. Check the bugrep.png. Eyes going crazy, huge values in slime and poison and most interestlingly, no mutations. Also, the values seem to change randomly every few cycles.

I've seen the tie-shooting behaviour in most of my evosims, but I havent bothered to check the causes since it ewlooked much like conditionless reproing. I guess I'm not paying enough attention

Only possible explination I can come up is waste, but it shouldn't be problem becouse waste treshold is set to 1 and the sim has been running only for couple of thousand cycles. Waste doesn't cause that big problems so soon, does it?

I attached also the save. The screenshot's a few hundred cycles forward from the save. The tie-shooting bots should start briefly on the left side of screen, just run it for a while.

-P

28
DNA - General / Info shots
« on: April 17, 2007, 01:07:43 PM »
Few questions on info shots, or so I remember storing positive values in .shoot called.

Are they allowed in F2?
Do they overwrite DNA's commands? For example, would the following work to any degree

cond
blahblah
start
-2 .shootval store
7 .shoot store
stop

29
DNA - General / About stack
« on: April 02, 2007, 07:39:28 PM »
I'm trying to decipher some evolved dna and it seems to use stack in very, very complicated ways. I think it just puts some numbers in dna and uses them much later, so I'd like to know some things about stacks and about what you can or can't do in different parts in dna.

Wiki says that there's two stacks, correct me if I got anything wrong.
1. Conditional stack, which gets anded together, as far as I understand, at the next start or else command. I found some post in the forum that says that empty condition stack is considered true to all condition-commands.
2. Integer stack, which is zeroed after DNA execution. Empty stack is considered 0.

So the questions:
Does the anded conditions, 1 or 0, stay for the next conditional stack or is the stack considered empty, ie true to everything?
What happens to conditional stack if there is no start or else command before next conditions command?
When comparing a value to empty comditional stack, is it also considered true?
Is it possible to compare (or use any conditional commands like and or xor) in integer stack?
If not, what happens if you try to do it anyway?
Is it possible to do math in conditions?
What happens to store command when it's not between start, else and stop?
What happens to input between genes?

30
Evolution and Internet Sharing Sims / Effects of friction on evosim
« on: March 25, 2007, 07:34:18 AM »
I'm running an evosim currently at 1,4 million cycles and I'm wondering how the increase of friction would affect it.

Originally it had a really simple bot capable of hunting and reproducing only and Cirgumgirans with the shoot gene removed as a veg (Circumveggie). Now it has walls and areas made with shapes and both have somewhat evolved to live with them.

The problem is that cirgumveggie moves allways at maxvel and the bots have hard time catching them. So now I'm wondering will slowly increasing friction slow veggies and bots, or just bots. It's clearly an advantage to run at maximum speed so that no one can outrun you, but would the bots' decreasing "will" to move also slow down the veggies, making them slightly more potential prey for bots?

When worded like that, it seems unprobable, at least without really radical increase in movement costs or friction. Plus it would probably affect bots more than veggies. However, as it is, bots' evolution is more dependant on change of who gets close enough to shoot than invidual bot's ability to chase veggies.

I allready have extremely small friction applied.

As a sidenote, what are the the friction coefficients in preset friction levels? (Metal, teflon, sandpaper)

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