Darwinbots Forum

Bots and Simulations => Bot Tavern => Topic started by: maheshjr2000 on May 21, 2006, 01:28:06 PM

Title: Intelligent Plant
Post by: maheshjr2000 on May 21, 2006, 01:28:06 PM
So far all ive seen in the autotroph section is algae(feel free to correct me if im wrong). So I wanted to create a plant autotroph. It would involve using ties to feed a central cell which would be responsible for most of the reproduction till another cell was pushed out of the "plant" and started reproducing itself. If you guys have any advice itll be most helpfull.
Title: Intelligent Plant
Post by: PurpleYouko on May 22, 2006, 09:49:14 AM
There have been a few multi-cellular plants designed but nothing with any real structure.

There has been talk of making plants with roots, trunks, branches and leaves but so far nobody has made one. It is certainly an area that could use some development.
Title: Intelligent Plant
Post by: Testlund on May 22, 2006, 10:03:26 AM
Yeah, that sure whould be cool if you could develop plants that grows from the bottom and then make multicellular organisms that feed from the plants.  ...and predators.   If there whould be any advantage for a plant to grow in this environment it might evolve on it's own from single cellular algea maybe. ...if I keep running this evosim for a few years. *Sigh*    Not very likely.
Title: Intelligent Plant
Post by: Elite on May 22, 2006, 10:43:33 AM
There's Plant v1.0 (http://www.darwinbots.com/Forum/index.php?showtopic=1019) in the Beastiary

And the associated Bot Tavern post (http://www.darwinbots.com/Forum/index.php?showtopic=1012) - There's quite a lot of ideas in there actually

Maybe once cell specialisation and metabolism are introduced we might se some plants with specialised parts, but for now all parts of an autotroph can photosynthesize

The idea of a multibot-veg is quite intreguing though ...
Title: Intelligent Plant
Post by: maheshjr2000 on May 22, 2006, 09:06:27 PM
Well that bot only consisted of three cells. This one will be a lot more cells with each cell passing energy to the central cell responsible for most of the repro considering the amount of energy it gets. I tried to do that with ties but the result was alga_parasite. So this time I was thinking shots or an intelligent system of ties.
Title: Intelligent Plant
Post by: maheshjr2000 on June 18, 2006, 04:21:10 PM
I know I may be double posting but I just got a new idea is there anyway to destroy a childs dna before it activates? Like make it an empty shell?
Title: Intelligent Plant
Post by: Numsgil on June 18, 2006, 09:20:04 PM
Not the very moment it's created.  You could have the child delgene all its genes.
Title: Intelligent Plant
Post by: maheshjr2000 on June 19, 2006, 11:18:56 AM
how long would that take?
Title: Intelligent Plant
Post by: Numsgil on June 19, 2006, 03:54:34 PM
A cycle for every gene, but the child would have to do it itself, so you'd need to add that condition into the genome of your species.
Title: Intelligent Plant
Post by: maheshjr2000 on June 19, 2006, 04:32:28 PM
could it delete the delete gene?
Title: Intelligent Plant
Post by: Numsgil on June 19, 2006, 05:03:23 PM
Yes
Title: Intelligent Plant
Post by: maheshjr2000 on June 19, 2006, 05:11:05 PM
how would I get it so that only the sons delete themselves and not the parent? because then I might have an idea for a multicell veggie.

it uses four sons to gather energy cus they are still technically veggies and once it has a certain amount of energy it pumps dna into the first son breaks the tie and sends him off to start a new plant.
Title: Intelligent Plant
Post by: Numsgil on June 20, 2006, 12:29:18 AM
First you need to specify some way to identify soon to be DNAless cells.  Say, *50 = 1.
 
 Then a gene like this (at the end of the genome) would delete all the genes in the bot:
 
 cond
 *50 1 =
 start
 .delgene inc
 stop
Title: Intelligent Plant
Post by: maheshjr2000 on June 20, 2006, 11:35:03 AM
so for the father cell I would make it so that location 50 was equal to 0 and for the sons it would be equal to 0
Title: Intelligent Plant
Post by: Numsgil on June 20, 2006, 04:38:26 PM
I assume that's a typo and you really meant:
 
Quote
for the sons it would be equal to 1

 Which would be right.
Title: Intelligent Plant
Post by: Elite on June 20, 2006, 04:46:51 PM
Then how about something like:

cond
*.in1 77 =
start
1 50 store
stop

And so when a parent wants to give birth to a 'blank slate' baby it just has to put 77 in .out1 before reproducing
Title: Intelligent Plant
Post by: maheshjr2000 on June 22, 2006, 02:19:44 PM
Numsigil youre right about the typo.
Elite thats a good idea! Originally I had thought to use the existing blank slates and insert dna in but that would make them old. However instead of the .in method I was going to use 2 different repro genes.

Also any ideas on how to accelerate the baby at birth?
Title: Intelligent Plant
Post by: maheshjr2000 on July 05, 2006, 09:35:35 PM
One final question do the memory locations reset each cycle?
Title: Intelligent Plant
Post by: EricL on July 05, 2006, 10:24:41 PM
Depends on the location.  So do, some don't, some are read only, some are write only.
Title: Intelligent Plant
Post by: maheshjr2000 on July 07, 2006, 12:32:19 PM
Thanks guys! I should have the first version out soon .
edit: do birth ties count as part of numties?
Title: Intelligent Plant
Post by: Light on July 26, 2006, 03:15:40 PM
as far as I remmember no
Title: Intelligent Plant
Post by: EricL on July 26, 2006, 03:45:21 PM
Quote from: maheshjr2000
edit: do birth ties count as part of numties?

1) They do in 2.4X.

2) This is trivial to check via the bot console...
Title: Intelligent Plant
Post by: Jez on July 27, 2006, 08:56:32 AM
Quote
Also any ideas on how to accelerate the baby at birth?

This gene
32000 .tielen1 store '( 'Endy's gene from Elite's post somewhere )

I don't think it's going to work in 2.4+ so the work around would use the same gene but have to use (1 .tie) or (.tie inc) to tie to parent first.

When it comes to birth ties, overlaying and extending seems to be as competitive as overlaying and cutting anyway.
Title: Intelligent Plant
Post by: PurpleYouko on July 27, 2006, 09:15:16 AM
As we have discussed previously, this gene should not work in 2.37.6 either. If it does then it is a big bug that needs to be squished pronto.

Tielen should only work on hardened ties.
Title: Intelligent Plant
Post by: Endy on July 27, 2006, 09:41:12 AM
Don't think it's that much of an issue and it is nice for the bots to have a sort of "natural" method of deleting ties/avoiding attacks.

Off topic:
Weird how we're all on at the same time  

Really strange since I'm sitting in Japan right now  

Going to be gone for a bit again, I'll post when I return

Endy
Title: Intelligent Plant
Post by: scood on April 08, 2007, 10:54:32 PM
awsome!!!!!

can you guys post here when its in the bestiary?
Title: Intelligent Plant
Post by: Jez on April 09, 2007, 07:59:40 PM
It should get posted in the starting gate first, plus you should see it under 'view new posts' if it ever appears.
Title: Intelligent Plant
Post by: fulizer on December 07, 2007, 06:16:37 AM
Quote from: PurpleYouko
There have been a few multi-cellular plants designed but nothing with any real structure.

There has been talk of making plants with roots, trunks, branches and leaves but so far nobody has made one. It is certainly an area that could use some development.
you should you made working ants so plants should be easy