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Messages - Peksa

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91
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.

92
Bugs and fixes / What exactly does the 15c/sec limit button do?
« on: September 20, 2007, 01:00:27 PM »
I thought it looked too good to be true  Thanks for the explanation.

93
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".

94
Simulation Emporium / Maca's ecosystem challenge
« on: September 18, 2007, 05:52:16 PM »
I suppose using .totalbots and .totalmyspecies isn't allowed?

95
Suggestions / Graphs for average body?
« on: September 15, 2007, 09:10:32 PM »
Quote from: EricL
I'm not very ambitious I'm afraid....  
I was afraid that was the case

Quote from: EricL
I think the right way to do long term graphs or fancy post-processing of collected data is via the so called database logging feature using something like Excel or perhaps by enabling a graph itself to log its data to file.  Graphs arn't free from a perf perspective.  They take memory and cpu cyles to update.  Early on, I implemented code so that only those graphs currently being displayed get updated so as to not take the perf hit for all graphs all the time.  I don't think taking the perf hit for all sims for all graphs all the time just in case someone may want to look at historical info in the future is a good idea.
I was afraid that that also would be the case. And probably savegame size.

Quote from: EricL
The things I think are reasonable to do (meaning I'll probably implement them) are graph "features" (e.g. buttons to elect to show/not show zero valued series, change series color, etc.) additional graph types as requested, Internet mode enablment or Internet mode versions of current graphs where appropraite,...
These all seem to be basic but very useful features, especially being able to change almost white, imperceptible (woah, quite a word - I had to use a dictionary for that one) colour to something more useful.

Quote from: EricL
...mutliple graph instances of the same type that can run at different update intervals, more in-memory data points per graph for longer histories (say 1000 instead of the current 300) and decent long term logging to comma seperated format for off-line graphing and manipulation via excel or similar either via the current logging paradym or by logging enablment on a per graph basis.  I like that latter since it gives us a paradym for choosing what data we want to calculate and save (and what we don't) and at what interval.
This would pretty much remove the need for continuous graphing. Being able to choose different update intervals for same data does exactly the same thing I was hoping for (even more if combined with ~1000 or more data points). It would allow graphs for long term and also for current events. Also, automated interval based logging for user defined data would be interesting. Everyone could construct the graphs they wanted to based on saved data. Hard drive space could be an issue here, but if it was optional it would be okay, especially when hard drives have become generally Huge.

Quote from: EricL
The things I am unlikely to implement anytime soon include a graphing scripting language, super flexible runtime graphs with mix and match data types, that kind of thing.
Well those would anyway be something extra, like cacao powder on top of whipped cream on top of hot chocolate. Mmm... Not really necessary (though it'd taste damn good).


A couple of things you didn't mention but would be nice to have are sort of grid of values of graph on y axis and timeline for x axis and... Well, for now that'd be everything I can come up with graphs.

96
Suggestions / Graphs for average body?
« on: September 15, 2007, 02:25:54 AM »
Oh, and imagine data being stored for whole sim history. Imagine seeing developement for hundreds of thousands or even millions of cycles instead of tens of thousands and still being to see graphs for last few thousand cycles if needed. Imagine being able to change something and see in the graphs' numbered x axis after days and days how it affected populations/energylevels/mutations in the long run.

Such a sweet dream.

97
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.

98
Suggestions / Graphs for average body?
« on: September 14, 2007, 04:35:26 PM »
Thanks, I'm looking forward to it and other updates.

99
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.

100
Bug reports / What the...?
« on: August 20, 2007, 06:20:53 AM »
Ohh... I allways thought that smaller the waste treshold, smaller the effect would be. Well that explains a lot  Thanks.

101
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

102
DNA - General / Info shots
« on: May 01, 2007, 09:56:36 AM »
Allright, thanks.

103
DNA - General / Info shots
« on: April 19, 2007, 07:10:18 PM »
So at worst it would just change a value after DNA has excecuted and get changed back before it has time to affect anything in DNA? But the shot would be -2 for the round the info shot hits the target? Or is it dependant on the processing order and it might or might not work?

104
DNA - General / Info shots
« on: April 17, 2007, 02:04:37 PM »
Oh, and does it force a store or just a value in a location?

105
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

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