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Messages - Peksa

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106
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?

107
Evolution and Internet Sharing Sims / Effects of friction on evosim
« on: March 29, 2007, 10:34:45 AM »
Quote from: Endy
Could you start feeding the veggies more body/cycle? That'll should slow them down enough for the bots to catch.

Might also want to turn corpses on. That way even if the veggies do escape; when they die their corpses could be fed on by the bots.

The bots should eventually evolve/discover how to use ties, that way they can easily match speed with the veggies and/or slow them down enough.

I never thought of that. I have doubts if that will slow them down, but it should be interesting how the veggies react to that. Increasing movement costs put pressure towards slowing down, but on the other hand slowing down could be quite fatal. Also, energy intake slightly decreases which favors energy conservation.

Developement of ties could take time though.

108
Evolution and Internet Sharing Sims / Effects of friction on evosim
« on: March 26, 2007, 07:48:15 AM »
Quote from: Jez
You could switch veggie repro off...

But that ends in static enviroment. I'd imagine more interesting behaviours would come up if veggies tried to out-evolve bots. I've got pretty stable ecosystem with veggie population ranging from 200 to 300 (exluding the occasional spikes) and bots range from 150 to 400. At the moment I think there are two or three different kinds of bots around. Not very different, but still a difference.

One thing I do is that I set maximum and minimum energy when sun goes up or down.

109
Tips and Tricks / A cou... A lot of questions
« on: March 26, 2007, 07:42:51 AM »
Oh... I better start using the search before bugging you guys with questions

110
Evolution and Internet Sharing Sims / Effects of friction on evosim
« on: March 25, 2007, 03:56:40 PM »
How do you keep veggie population in bay? In my sims veggies evolve conditionless reproducing every 1000k cycles or so. I thought it was the friction combined with movement costs that kills them.

And just to clarify, my concern isn't that my heterothrops can't survive, they have evolved another ways to hunt. Some just float about and hope that they run into veggie and slow them down enough to catch them and some run in short lines behind veggies until they all hit a wall where they all can be stupid together. I think most of the veggies die of old age, not becouse the bots are so incredible hunters. This is what I'd like to see, some real hunting.

I've reduced body upkeep costs a hundred thousand cycles ago and it seems to be working. Some bots have gained a little body to have more effective shots. As bot's mass is allways 1 or higher, change of body from 10 to 900 doesn't affect movement costs.

My hopes for slowly (over the course of hundreds of thousands of cycles) increasing friction would be that everyone moved less, but more meaningfully. As you said, at first probably heterotrops would have a hard time, but I'm pretty sure they'd adapt somehow and survive. I'm just not sure if I'd like the way they adapt

111
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)

112
Tips and Tricks / A cou... A lot of questions
« on: March 25, 2007, 06:52:34 AM »
ok. Thanks.

113
Tips and Tricks / A cou... A lot of questions
« on: March 22, 2007, 05:16:35 PM »
Thanks everyone! I'll try to spice up my evosims a bit

One more though: How long it usually takes for zerobot-sim to evolve anything?

114
Tips and Tricks / A cou... A lot of questions
« on: March 18, 2007, 05:20:47 PM »
So movement costs are .up/.dn/.dx/.sx * mass * cost/bang?

115
Bugs and fixes / Overflow errors RESOLVED 2.43.1M
« on: March 18, 2007, 10:19:40 AM »
DB doesn't like very big numbers. In settings you get overflow error in Species inviduals and starting energy, waste treshold, corpse decay perioid, every setting in population control and league rounds if you put value above 32767. Also, if you pute insanely large (several millions or hundreds of millions) in mutation oscillation frequency, nrg/round or in nrg management window sun up/down if-box, you get the same error. Otherwise settings seems to handle big numbers.

116
Tips and Tricks / A cou... A lot of questions
« on: March 18, 2007, 10:06:40 AM »
Forget about question 3, I found the scripts

117
Tips and Tricks / A cou... A lot of questions
« on: March 18, 2007, 09:52:05 AM »
Hey! I've been playing with DB for couple of months and reading the forums for almost as long. I've tried my hand in pretty much everything. I've been writing about 10 bots for F2, but I usually get bored or get better ideas before I can finish them. The latest is a SG bot that has got up to Zebedee, but the ones before it are mostly outdated. It needs still a lot of work.

I've got so many questions that they might be too much for one thread or forum, but what the heck.

1.
I've used wiki a LOT when writing bots, but it lacks info on the new .eye commands I've read about on the forums. What are the new .eyecommands and how do they work? (I've read at least of .eyeXwidth and .focuseye)

2.
In leagues, what is a statistical draw and how many rounds it takes to determine the winner?

3.
I read that someone had a way to stop their zerobot sim when .repro evolved. Is this doable in DB or do I need some kind of external program?

4.
In costs the movement cost is XX per bang. What's a bang?

5.
In my evosims almost allways either veggie or bot, or even both, start's to reproduce wildly becouse mutation in repro-gene. I've gathered that movement cost is dependent on mass, so if I use dynamic costs, it draws more heavily on the bigger bots and kills them faster than the miniscule ones. I've ran an evosims where a continuosly reproducing bot had actually adapted to dynamic costs and the costs had got up to 20X. It had very low amount of veggies. The tiny bots just floated around until they found a veggie, reproduced to thousand or so bots that drifted in every direction. The costs eventually killed most of them causing the population to drop, but some survived and found another veggie and this happened again and again. SO, the question I had is: What can I do to stop the conditionless producing? I have thought that I might be using too low costs, but it's hard to find costs where the big ones survive and the little ones dont.

6.
Is there any speed difference in toroidal and bordered sim?

7.
How do databases work?

Uhh... I think that's about it. For now
Thanks in advance.

-Peksa

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