Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - spike43884

Pages: 1 ... 3 4 [5] 6 7 ... 43
61
Mutations / Re: Swimy(F1)(Darwinbots)4-11-2016
« on: April 28, 2016, 11:35:08 AM »
As expected it is working a bit worse even with the effect of body reduced by 3/10. I am not taking body out completely but I might end up reducing it to 1/10. I can also try the other way and revert both the fittest and the survival fitness to normal body.
What about factoring in kills per bot.
So the fittest function records the kills each bot has, till it dies, which that becomes a fixed figure, the average tells you how successful a species is, for individual bots look at their individual kills?

62
Mutations / Re: Swimy(F1)(Darwinbots)4-11-2016
« on: April 27, 2016, 02:38:12 PM »
I ended up reverting the fittest code as you suggested. It really has little impact on how much the robots seem to lose in survival mode and if anything fittest can be configured to only favor population so that solves that little problem. However, I am still keeping my fitness function based on energy for now. I might reverting it as well as a last resort. Lets see what happens and sorry for the long wait between version drops if I had more computing power it would go allot faster.

Ok. Np.
OFFTOPIC: I'm not sure if I mentioned this in a post, but I was thinking, we could try moving to a new, shinier forum (there has to be some fancier one out there now), and then It'll be lovely and clean for any newcomers. This forum could then be a sort of archive.

63
Mutations / Re: Swimy(F1)(Darwinbots)4-11-2016
« on: April 27, 2016, 11:41:05 AM »
[Bump]

I need a couple more days to figure it out. Maybe you are right Spike.

edit: A note that leagues are strictly based on population. And that is really the main idea behind this change. Can you show me any 'Tanks' on top of the leader board? :sarcastic:

Small robots working together are always stronger than large robots working alone. When you finally figure out fruitfly code you will understand what I mean.

Theoretically speaking, if a tank was made strong enough. It could be 'better'. It would still lose though, but its more to do with the bias probably effecting bots ranking in the middle of the leaderboard (say 6th, or 10th place).
It could also mean that a slightly less small bot than fruitflies, might possibly top fruitflies (and it generally adds a new element of mystery to the results, I think everyone knows that fruitflies will always win unless some of the mechanics change).

64
Mutations / Re: Hive(Moonfisher_Darwinbots)(F1)4-25-2016
« on: April 26, 2016, 12:21:01 PM »
Sorry dude can not help.
I am actually running experiments, checking on them once in a while and studying for the ACT test.
Damn, I was hoping because you know the code best you might be able to work it out.

65
Mutations / Re: Swimy(F1)(Darwinbots)4-11-2016
« on: April 26, 2016, 12:20:19 PM »
No, body is still there. I am just experimenting with not having body in fitness calc. so population is favored more.
I actually do not mind viruses because after talking to a med student and some proofs of concept we figured out that viruses could be beneficial to evolution. They are like a cheap way to do sexrepro. But if you hate them that much you can always run F2 settings. A note that you can not tie feed in F2 though.

Surely in fitness calc factoring in body is beneficial, (same for league victory determination), as you could have so to speak a "tank", or really fat, strong bot, which would lose against 10 smaller weaker cancerous bots in the calculations.

66
Mutations / Re: Hive(Moonfisher_Darwinbots)(F1)4-25-2016
« on: April 25, 2016, 12:07:45 PM »
This robot sucks against itself but literally strangles fruit fly to death. It is my first attempt to evolve fruit fly.

Code: [Select]
'#generation: 82
'#mutations: 15

 cond
 *.nrg 15 >
 *.numties 0 !=
 or
 start
 .fixpos dec
 *.robage 0 =
 314 .aimright store
 .deltie inc
 300 .eye5width store
 336 *.numties 1 >
 or
 and
 *.numties .deltie store
 *.numties 0 !=
 *.robage 1 >
 and
 *.trefxpos *.trefypos angle .setaim store
 99 .sharenrg store
 dupbool
 *.memval 13 =
 and
 *.trefxpos *.xpos sub abs *.trefypos *.ypos sub abs pyth 5 div 10 sub 0 floor *.maxvel ceil .up store
 *.velsx .dx store
 dropbool
 dupbool
 *973 1 =
 and
 .tieval store
 -1 .shootval store
 dropbool
 dupbool
 *973 2 =
 and
 8 .tieloc store
 -31999 .tieval store
 dropbool
 dupbool
 *973 3 xor
 =
 and
 452 .tieloc store
 -6 .tieval store
 *.memval 13 =
 and
 453 .shoot store
 3200 .shootval store
 dropbool
 *973 3 >
 and
 452 .tieloc store
 -1 .tieval store
 *.memval 13 =
 and
 453 .shoot store
 3200 =
 *.memval *.dnalen =
 or
 and
 350 .aimright store
 dropbool
 *.eye5 0 !=
 and
 *.memval *.dnalen !=
 and
 *.refbody 20 >
 pow 602 >=
 or
 and
 *.refxpos *.refypos angle .setaim store
 .tie inc
 *.memval 13 =
 and
 *.velsx .dx store
 *.refvelup 15 add *.maxvel .tieloc store
 3200 .tieval store
 *.memval 13 =
 and
 452 .shoot store
 -1 .shootval store
 dropbool
 dupbool
 *973 2 =
 and
 8 .tieloc store
 -31999 .tieval store
 dropbool
 dupbool
 *973 3 =
 and
 452 .tieloc store
 -6 .tieval store
 *.memval 13 =
 and
 453 .shoot store
 3200 .shootval store
 dropbool
 *973 3 >
 and
 452 .tieloc store
 -1 .tieval store
 *.memval 13 =
 and
 453 .shoot store
 3200 .shootval store
 *.numties 0 =
 *.body 1 =
 and
 dupbool
 *.eye5 0 =
 *.memval *.dnalen =
 or
 and
 .memloc store
 336 .tmemloc store
 15 rnd 110 store
 *110 5 <
 and
 *973 0 =
 5 rnd 973 store
 *.body 5 >
 *.nrg 80 >
 and
 *.totalmyspecies 1000 2 mult <
 and
 *.maxvel .dn store
 50 .repro store
 *.totalmyspecies 1000 <
 *.nrg 200 >
 and
 50 *.body 10 mult sub 0 floor .strbody store
 not
 *.body 1 >

''''''''''''''''''''''''  Gene:  1 Ends at position  327  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  2 Begins at position  328  '''''''''''''''''''''''
 else
 and
 *.body 10 mult 10 sub 0 floor .fdbody store
 *.tieang4 0 !=
 *.tiepres .tienum store
 *.tmemval *.dnalen =
 *.numties 1 >
 or
 and
 *.numties .deltie store
 1 >
 and
 *.trefxpos *.trefypos angle .setaim store
 99 .sharenrg store
 dupbool
 *.memval 13 =
 and
 *.trefxpos *.xpos sub abs *.trefypos *.ypos sub abs pyth 5 div 10 sub 0 floor *.maxvel ceil .up store
 *.velsx .dx store
 dropbool
 dupbool
 *973 1 =
 and
 453 .tieloc store
 3200 .tieval store
 *.memval 13 =
 and
 452 .shoot store
 -1 .shootval store
 dropbool
 dupbool
 *973 2 =
 dropbool
 dupbool
 *973 1 =
 and
 453 .tieloc store
 3200 .tieval store
 *.memval 13 =
 and
 452 .shoot store
 -1 .shootval store
 dropbool
 dupbool
 *973 2 =
 and
 8 .tieloc store
 -31999 .tieval store
 dropbool
 dupbool
 *973 3 =
 and
 452 .tieloc store
 -6 .tieval store
 *.memval 13 =
 and
 453 .shoot store
 3200 .shootval store
 dropbool
 *973 3 >
 and
 452 .tieloc store
 -1 .tieval store
 and
 8 .tieloc store
 -31999 .tieval store
 dropbool
 dupbool
 *973 3 =
 and
 452 .tieloc store
 -6 .tieval store
 *.memval 13 =
 and
 453 .shoot store
 3200 .shootval store
 dropbool
 *973 3 >
 and
 452 .tieloc store
 -1 .tieval store
 3200 .shootval store
 *.numties 0 =
 *.body 1 =
 and
 dupbool
 *.eye5 0 *.trefypos *.ypos sub abs pyth 5 div 10 sub 0 floor *.maxvel ceil .up store
 *.velsx .dx store
 dropbool
 dupbool
 *973 1 =
 and
 453 .tieloc store
 3200 .tieval store
 *.memval 13 =
 and
 452 .shoot store
 -1 .shootval store
 dropbool
 dupbool
 *973 2 =
 and
 8 .tieloc store
 -31999 .tieval store
 dropbool
 dupbool
 *973 3 =
 and
 452 .tieloc store
 -6 .tieval store
 *.memval 13 =
 and
 453 .shoot store
 3200 .shootval store
 dropbool
 *973 3 >
 and
 452 .tieloc store
 -1 .tieval store
 *.memval 13 =
 and
 453 .shoot store
 3200 =
 *.memval *.dnalen =
 or
 and
 350 .aimright store
 dropbool
 *.eye5 0 !=
 and
 *.memval *.dnalen !=
 and
 *.refbody 20 >
 *.totalmyspecies 600 >
 or
 and
 *.refxpos *.refypos angle .setaim store
 .tie inc
 *.memval 13 =
 and
 *.velsx .dx store
 *.refvelup 15 add *.maxvel ceil 0 floor .up store
 216 .shoot store
 1 .shootval store
 stop
''''''''''''''''''''''''  Gene:  2 Ends at position  689  '''''''''''''''''''''''

'#hash: 4HywD{m=a:Yp6"(Jqxad
'#tag:Fruit Flies v0.21 (F1) (Moonfisher) 28-09-08.


Hey a couple of things...
1) Could you help run me through fruitflies code a bit... Maybe then I can get a hang of however its code is set out, and properly edit it....
2) I was thinking, do you know a sure-fire way to make a bot turn into a corpse, with extracting as little of its body as possible? (I don't mind if its not actually a corpse, I just need it to be able to do nothing, and to use no nrg, after its attacked). I'm thinking of making an Xylem-like bot

67
Mutations / Re: Swimy(F1)(Darwinbots)4-11-2016
« on: April 25, 2016, 12:04:40 PM »
The only difference between this and my 3 month version is I do not fittest or handycap for body. Plus the fix for CopyError and CopyError2 that was minor.

I decided to get rid of body because of big birthas and robots like fruitfly benefit from having as little body as possible.

Tiny changes make big impacts. E.G. Charity, or Trigonometry, or Politics/Law.

Also, When you say you decided to get rid of body....do you mean you've removed body from DB (because it was quite a fun thing to utilize).
Next we might as well remove viruses because some robots benefit from having viruses to shoot at other bots :P

68
Off Topic / Re: Maths
« on: April 23, 2016, 12:49:11 PM »
Q: Prove the ratio of integers to rationals is/isn't a 1:1 relationship?

Answer 1: Yes as integers and rationals go on infinitely so the ratio is infinity:infinity which simplifies to 1:1

[socratic question]Can this proof be used to show that the real numbers have a 1:1 relationship with the integers?  If so, consider reading this[/socratic question]

Quote
Now I have a feeling this is wrong, as these are mathsy people who did answer 1, and I'm a secondary school'er.

Your #1 is wrong, so whoever gave it to you probably shouldn't be trusted on this stuff.  See, problem is, not all infinities are equal.  See, there are infinities and then there are infinitiesThe hotel paradox is a good introduction to the idea that not all infinities are equal.  Infinities don't cancel.  You have to find other ways to get rid of them, usually involving some form of induction (prove it's true for n, then prove it's true for n+1 assuming it's true for n).

You're on the right track of breaking down the rationals to y/x, but you need to find an explicit formula that maps a given rational number to a unique integer (or natural number if you want to feel smart.)  That is, find a way to give each rational number y/x a single integer n that uniquely defines it.  Not every integer n needs a rational to go with it, though.  It's okay to have holes.  Also don't use the term "number" in your proofs, because it's necessarily ambiguous when you're talking about different kinds of numbers.  Better just to say something's a rational or an integer.

It's not an easy proof.  If you're interested in this stuff, you might pick up a book on Real Analysis.  It's a grad level course, and the later stuff gets in to calculus, but the early stuff is all about building the notion of numbers from first principles, assuming as little as possible except a basic knowledge of proofs (proof by induction especially).  The one I used for my class had sections about the history of civilizations and their concepts of what was or wasn't a number, which is also quite interesting.

I wish we had the ability to display fractions on this forum clearly (rather than having to go /).
I might be able to display the y/x utilizing inequalities. (Considering they can have numerous values, its probably the clearest display for them).

69
DNA - General / Re: TriangleBot sourcecode?
« on: April 22, 2016, 11:19:29 AM »
The problem with creating such bots is that all bots must be in position before all three ties fire. That means alot of velocity hacks. It was easyer back in the old days when less factors effected velocity. In general, it is really hard to build such a bot one tie at a time.
Long time no reply, But I was thinking, surely using epigenetic memory, you can give each both a value from 1 to 3, they each will only ever fire 1 tie, which has the value of that epigenetic memory. Then they use that as the tie they try to affect, and set stifftie to 100 (or close to that) then set tielen to a similar length for all of them, and set tieang to whatever our equivilant of 60o is?

70
Off Topic / Maths
« on: April 21, 2016, 12:21:44 PM »
Q: Prove the ratio of integers to rationals is/isn't a 1:1 relationship?

Answer 1: Yes as integers and rationals go on infinitely so the ratio is infinity:infinity which simplifies to 1:1


I came out with an alternative solution.
Take the range between 0 and 1, inclusively.
All the rationals can be expressed as y/x (y over x, aka fractions) where x is any number between 1 and infinity, as y is any number between 1 and x (so in turn, can be 1 to infinity).

So to work out all the fractions we could have, we should do x*y, or infinity * infinity, which is infinity squared.
So the ratio is 1:infinity for integers to rationals.

This holds up when extrapolated to infinite integers, as you multiply both sides by infinity, getting a ratio of infinity:infinity cubed
as we found the rationals for any increment of integers by 1, we can do this double-sided multiplication.

Now I have a feeling this is wrong, as these are mathsy people who did answer 1, and I'm a secondary school'er.
Please find me error for me!

71
Bugs and fixes / Re: Ugly Copy Error Logic
« on: April 21, 2016, 10:59:10 AM »
I guess you are talking about port changing how sell phone towers work? They keep switching the frequency so people can not tone in and listen to the call?
Well, I wasn't thinking of it like that, but I guess that is kind of analogous in a slight way to this?
Cell phone towers change it within the connection constantly, whereas we wouldn't. We'd have whichever port we wish to connect via defined at the start of the 'session'. I guess more similar to how radios (AKA walkie talkies) work. Tune into a chosen frequency and keep that the same throughout the call.

72
Mutations / Re: Swimy(F1)(Darwinbots)4-11-2016
« on: April 21, 2016, 10:56:17 AM »
Speaking of fruitfly, I am actually spending a core to evolve it  >:D in survival evo. Just for a kick because I think I fixed what was wrong with my algorithm.
Hey bot, think you might be able to write me up some code for like, just moving in an indefinitely long seasnake?
I don't need any handling of food or stuff, just an as simple to read bit of code for at the birth event, adding to the snake, and then moving along like that.

73
Mutations / Re: Swimy(F1)(Darwinbots)4-11-2016
« on: April 20, 2016, 11:09:58 AM »
I am about to make some changes and run this experiment again. My 3 month version is currently stuck. That is why I am making major changes and trying stuff. Funny how more coherent mutations and more intuitive evolution logic seems to produce results more slowly. The one posted here simply maxed out the oscillation reduction before I had enough of it. Just look at the log:

Code: [Select]
Evolving robot never changed, increasing difficulty. 04-10-2016 14:37:05
Evolving robot lost, decreasing difficulty. 04-10-2016 14:54:43
Evolving robot changed, testing robot. 04-10-2016 15:07:29
Evolving robot lost the test, increasing difficulty. 04-10-2016 16:07:53
Evolving robot changed, testing robot. 04-10-2016 16:41:26
Evolving robot won all tests, setting up stage 1 04-10-2016 17:53:41
Evolving robot lost, decreasing difficulty. 04-10-2016 18:56:14
Evolving robot lost, decreasing difficulty. 04-10-2016 19:36:22
Evolving robot lost, decreasing difficulty. 04-10-2016 19:41:24
Evolving robot changed, testing robot. 04-10-2016 20:14:40
Robot is currently under test against stage 0 04-10-2016 21:23:16
Evolving robot won all tests, setting up stage 2 04-10-2016 21:45:28
Evolving robot lost, decreasing difficulty. 04-10-2016 21:52:16
Evolving robot lost, decreasing difficulty. 04-10-2016 22:18:23
Evolving robot lost, decreasing difficulty. 04-10-2016 22:42:51
Evolving robot lost, decreasing difficulty. 04-10-2016 23:10:54
Evolving robot lost, decreasing difficulty. 04-11-2016 00:29:24
Evolving robot lost, decreasing difficulty. 04-11-2016 01:06:29
Evolving robot lost, decreasing difficulty. 04-11-2016 01:47:54
Evolving robot lost, decreasing difficulty. 04-11-2016 02:25:45
Evolving robot lost, decreasing difficulty. 04-11-2016 03:32:09
Evolving robot lost, decreasing difficulty. 04-11-2016 04:43:37
Evolving robot lost, decreasing difficulty. 04-11-2016 05:35:07
Evolving robot changed, testing robot. 04-11-2016 05:52:17
Robot is currently under test against stage 1 04-11-2016 06:14:52
Evolving robot won all tests, setting up stage 3 04-11-2016 06:44:41
Evolving robot lost, decreasing difficulty. 04-11-2016 07:17:20
Evolving robot lost, decreasing difficulty. 04-11-2016 07:19:00
Evolving robot lost, decreasing difficulty. 04-11-2016 08:19:30
Evolving robot lost, decreasing difficulty. 04-11-2016 09:31:35
Evolving robot lost, decreasing difficulty. 04-11-2016 10:07:18
Evolving robot lost, decreasing difficulty. 04-11-2016 11:21:51
Evolving robot lost, decreasing difficulty. 04-11-2016 12:59:12
Evolving robot lost, decreasing difficulty. 04-11-2016 13:55:50
Evolving robot lost, decreasing difficulty. 04-11-2016 15:33:49
Evolving robot lost, decreasing difficulty. 04-18-2016 14:20:52
Evolving robot lost, decreasing difficulty. 04-18-2016 15:49:37
Evolving robot lost, decreasing difficulty. 04-18-2016 17:18:21
Evolving robot lost, decreasing difficulty. 04-18-2016 19:06:41
Evolving robot changed, testing robot. 04-18-2016 21:08:34
Evolving robot lost the test, increasing difficulty. 04-18-2016 21:09:32
Evolving robot changed, testing robot. 04-18-2016 21:22:20
Evolving robot lost the test, increasing difficulty. 04-18-2016 21:24:11
Evolving robot lost, decreasing difficulty. 04-18-2016 21:58:17
Evolving robot lost, decreasing difficulty. 04-18-2016 23:20:27
Evolving robot lost, decreasing difficulty. 04-19-2016 00:53:18
Evolving robot lost, decreasing difficulty. 04-19-2016 01:31:47
Evolving robot lost, decreasing difficulty. 04-19-2016 02:12:36
Evolving robot lost, decreasing difficulty. 04-19-2016 03:00:16
Evolving robot lost, decreasing difficulty. 04-19-2016 03:49:40
Evolving robot lost, decreasing difficulty. 04-19-2016 04:35:52
Evolving robot lost, decreasing difficulty. 04-19-2016 06:19:57
Evolving robot lost, decreasing difficulty. 04-19-2016 08:11:34
Evolving robot lost, decreasing difficulty. 04-19-2016 09:14:19
Evolving robot lost, decreasing difficulty. 04-19-2016 14:02:59
Evolving robot lost, decreasing difficulty. 04-19-2016 14:49:54
Evolving robot lost, decreasing difficulty. 04-19-2016 14:50:18

Code: [Select]
'Evolved from zerobot in about a week to test my new mutation algorithms
'Works best if you cap body at 2.5K in global setting cheating prevention and
'Enable delta2 mutations in global settings, then disable mutations species tab. (Alternatively you can select disable all mutations via the mutations tab.)

'#generation: 41
'#mutations: 2235
 *.fixang <
 *430 *.eye1width *.trefvelyourdx not
 1 -16 *.aimleft ^ *.refbody .reftie store
 store
 *.shoot *.eye3 add floorstore
 <
 *.focuseye and
 and
 xor
 angle -5 *.dn pyth *.dx *.tin2 0 *.setboy * -5 stop

 cond
 *.in7 -3 *.tmemval 11 angle dec
 store
 *.tin4 *.tin7 *.mydx dupbool
 logx *.ypos *.paralyzed *.tielen1 ~ *.memloc -12 add 1 and
 start
 clearbool
 substore
 *.vel .shoot dec
 *.ypos store
 *.refage ^ *.genes .in3 store
 *.in8 *.shup *.dx *.vel *31 add *.tie *.trefvelmysx *.memval
''''''''''''''''''''''''  Gene:  1 Ends at position  78  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  2 Begins at position  79  '''''''''''''''''''''''
 cond
 store
 >
 *.timer <
 *.refup *391 *.refveldn dist *33 addstore
 *.myeye *.tout4 *.myvenom *.tin5 .aimleft store
 store
 837 *.venom rnd *.fixlen .aimleft store
 *.refsx 2 3 *.repro 5 *.eye8 *.eye1 *.focuseye -- -9 store
 *0 *.vtimer clearbool
 !~=
 *.tielen2 pow 24 !=
 swapbool
 *.trefage *.refvelup add .slime store
 %=
 *.refveldx drop *.shareshell *.sexrepro *.refpoison 7 *.ypos 1 27 27 * *.mkvenom *.trefsx ~ not
 >> substore
 ++ *.refbody *.repro *.eye7width -16 *.shareslime
''''''''''''''''''''''''  Gene:  2 Ends at position  151  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  3 Begins at position  152  '''''''''''''''''''''''
 cond

''''''''''''''''''''''''  Gene:  3 Ends at position  152  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  4 Begins at position  153  '''''''''''''''''''''''
 cond
 div angle *.mrepro <=
 *.poisoned div *.aimright 0 angle angle *.hitang pyth *.refup .velsx multstore
 *.tout4 store
 *.availability 301 *.setboy *.eye5
''''''''''''''''''''''''  Gene:  4 Ends at position  174  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  5 Begins at position  175  '''''''''''''''''''''''
 cond
 699 | -17 0 ~ .tin8 store
 *.mkshell *.refveldx *.eye7width -22 *.eye4width *.myup *.tin2 *.out9 or
 store
 *.eye3dir *.shell 768 store
 -11 0 add and
 29 *.aimright 41 store
 9 *.eye7width 2 !=
 7 9 else
 .dn store
 mod *.mkvirus *.tin5 11
''''''''''''''''''''''''  Gene:  5 Ends at position  217  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  6 Begins at position  218  '''''''''''''''''''''''
 start
 *.aimleft store
 sub store
 %=
 !=
 1 *.trefaim %=
 xor
 *.mkvirus *.up *.chlr 12 *.dx -6 dup *.in2 store
 rndstore
 0 !=
 .venom store
 .up store
 divstore
 --
''''''''''''''''''''''''  Gene:  6 Ends at position  246  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  7 Begins at position  247  '''''''''''''''''''''''
 start
 cos 8 add <
 *.tout6 -- *.tout3 -10 mod angle >=
 *.out1''''''''''''''''''''''''  Gene:  7 Ends at position  259  '''''''''''''''''''''''

'#hash: Go%}Jum'p7.3^(6y;!Zj
'#tag:zbstage386.txt                               

Interesting I might test it out.
You know what'd be really useful.
A "Code De-Jargon-ifier".
I mean, the code that is evolved is probably more efficient, computing-capacity-wise, and probably less fragile, but It should be possible for a program to re-organise code to make it 'more' readable.
OFFTOPIC: In a PM or something do you think you could teach me this code that breaks the "Cond [conditions] Start [actions] Stop" DNA setup? (I believe It was referred to as inline conditioning?)
Then I might actually be able to understand fruitflies.

74
Bugs and fixes / Re: Ugly Copy Error Logic
« on: April 20, 2016, 11:06:15 AM »
It is not using any port so far...

offtopic:
What is the big deal about using just one port anyway?
Compatibility
Thats the deal with it.
Normally programs have say a default port, then ports you can route it through.
Its because anyone with any knowledge of how the internet works n' stuff knows that boosts your security on your machine quite a bit, as computer viruses usually use the same ports over and over. Its also because if a very popular program, lets say "Internet Explorer" (excluding the fact theres better browsers, and ports are more complex then that), used 1 port, and only ever 1 port, and the same port for everyone every time, If someone wanted to make a virus or malicious program which fed back information to its creator, or allowed remote control of a machine, they could use the internet explorer port, and have a good chance that any computer they infect has that port open.


In reality ports, connections, packets and security is far more complex. But as a simple model, thats kind of why...
Alternatively it may be commercial products allowing port changing, to aid in internet traffic management, as X, Y and Z ports could be for the browser on their computers, they don't need to check every port when they know a virus was downloaded via the browser, to find the instance of the virus downloading, or it makes it easier to track people going on things they shouldn't be using the workplaces computers.

75
Suggestions / Re: Catch-up mutation
« on: April 20, 2016, 11:01:09 AM »
They do tend to sit there reproduce and fixpos don't they? Something for me to look at.

edit: Did you get any complete zerobots yet? You should have the following message: "Zerobot evolution complete."
Nah I've not had much time to focus on them.
GCSE's.

Pages: 1 ... 3 4 [5] 6 7 ... 43