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Messages - ashton15

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16
Off Topic / My simulation: Evolving social bots
« on: April 30, 2010, 11:57:49 AM »
Quote from: Botsareus
This stuff is CRAZY!
I want the source code!  

Nice decided to click the link as I don't normally bother with them to what it was seems like a pretty alright thing you've made there... could probably help darwinbots a bit...

17
Off Topic / My simulation: Evolving social bots
« on: April 29, 2010, 03:03:47 PM »
Nay, darwinbots definitely isn't black&white at all, I personally find though that genrally most bots have no need for specializing, hopefully in the upcoming version of darwinbots more emphasis will be placed on speciality, the idea is to encourage multi-cellular creatures though hopefully it will also help provide abit more structure to the ecosystem. Not to much though

18
Darwinbots3 / Idea for the physics of bots environment.
« on: April 29, 2010, 02:22:36 PM »
Quote from: peterb
Might split by shooting into smaller rocks.
If implemented I'd say conglermerations of rock should be able to recombine (in DB3 there I heard phargmotis was bieng made which would probably be the best way to do it (eek can't spell)) thus you will not have many smaller rocks eating up processing speed

19
Bot Tavern / Spider Bot
« on: April 28, 2010, 02:47:09 PM »
Quote from: Sammeh
Was contemplating this the other day, making a bot that replicated the behaviour of a spider. IE: set up a web, hide in the corner of the web, wait for something to get caught in said web, kill and eat thing.

Now, obviously bots can't (at the moment *glances at DB3*) produce anything that changes the environment. By that I mean, a bot can't leave behind a trail of slime that other bots stick to. The only way to create a web then would be to create offspring that just tied to other bots that weren't the spiderbot.

Okay, so once that's done, you've got a sticky web. Now you need a way of detecting that something is stuck in the web. The way I was thinking of doing this is having the web cell's refpos be put into tout, so that anything reading tout would know what the cells where seeing. So spiderbot reads tout's, and webbot fills them with refpos and repeats any other touts for other web cells it happens to be connected to, so that the whole web knows when something has been seen.

Kay, so spiderbot knows where food is, food is trapped by ties with the web, then kicks in basic feeding/repro routines.

Penny for your thoughts?  
x

inserts virus into veggie so it also has an extra source of food and it isn't sacrificing too much when it goes pear-shaped  

20
Newbie / hello
« on: April 28, 2010, 02:43:38 PM »

21
Suggestions / veg energy extraction
« on: April 27, 2010, 04:45:05 AM »
Quote from: deoxymoron
new suggestion.

make an option so it is harder to extract energy from a veg as its energy lowers.

There you go, quick little thing I made with simulated adrenline which goes up when in pain and down when not in pain, at first it shrinks, then polifirates madly and finally begins to attack the agressor whilst running away... I haven't tested it yet though so there's a possibility it won't work


start

.dn inc

*.pain 50 >
100 * 46 <= and
100 * 4 add 100 store
*.pain 1 floor <
100 * 1 >= and
100 dec

100 * 1 <=
*.nrg 500 > and
2 .aimdx store
*.eye5 0 = and
50 .repro store

100 * 10 >
*.body 100 * > and
100 * .fdbody store
100 * 25 >
*.nrg 100 * > and
50 .repro store
314 rnd .aimdx store

100 * 40 >
*.shang .setaim store
-1 .shoot store
8 .shootval store
20 .dn store

stop

22
Bot Challenges / Evolved Neural Network
« on: April 26, 2010, 04:24:59 PM »
Quote
... We try to make neural nets inside a single bot, thats the problem i think.
Another aprouch is to Design (outside of DB ?) a multibot in which each bot equals a single neuron.
Still it is complex (because of all connected ties (and getting them connect to the right other neuron).
But if you can do that .... maybe its possible.
Would be more realistic but problem is for that kind of thing surely you would need loads of bots as in 100s and we know how much that can cripple performance, perhaps each but could contain a small neural net within a single cell and link to another bot which was like a small compartment of the brain.

Quote
I think this rather requires some kind of external multibot editor.
who can put it in a safe game format.
And in which each bot we can put specific DNA.. well let call it protains functions )
Me likey...  A lot, would help because take a person for example and take it apart and then expect the individual cells to re-assemble, just doesn't work when you start from scratch

Quote
As to safe such multibot (like .repro) we would need a new repro command to put such advanced bleuprint trough..
hmm... I'd agree that probably agree that the hardest thing about multibots is assembly... though a function like that just seems to plastic to me

Quote
.... thinking futher.. maybe all these DNA codemay exist then in each cell (just as our DNA) but only have the right ones active..
Still then we ned another way of repro (to build at once the same complex child with a repro)
Isn't this bieng worked on for DB3?

Quote
..
hmmm.. then if you got it... how to train it ?  (is food enough to train it?)

What about possesion? Also why train it? Surely partially it would be instinctive behaviours and then others it would learn from it's enviroment and parent natrually.

23
Darwinbots3 / Idea for the physics of bots environment.
« on: April 25, 2010, 05:16:40 AM »
Quote from: bacillus
Seems like a good idea if you have a supercomputer handy, but I think any ordinary computer would break down with all the calculations involved. Step one would be to get the core functions running with minimal calculations before anything that spectacular can happen.
As for the idea itself, I could see how it could help with some details such as drag etc., but otherwise I don't see how it would differ from just using simple viscosity simulations.

that said the falling game of sand which seems to be some kind of CA runs well enough, just things like water flowing acurately don't tend to work well (see algodoo and oe cake) so I suppose I agree with mr green tentacle monster really . Another thing is why can't the advantages you described be simulted easily by areas anyway? And if you were to employ particles like that I'm not entirely sure it would actually be realistic as most cells are many times larger than particles which I think you mean to represent at a moleculur level. I definitely think things need to flow though which might be slightly harder to do.

P.S: sorry to disagree with you the first time I spoke to you

24
Newbie / hello
« on: April 23, 2010, 04:15:01 PM »
I like drawing manga and stuff a little, yet I've never opend an anime or maga book/film... actually I read a tutorial book on how to draw manga... and maybhe some of the cartoons I used to watch might be called manga but hey, can't avoid the influence of Japan - grand as it is.

25
Untagged bots / Smarter algae
« on: April 19, 2010, 01:37:33 PM »
Hmm... fruitflies and early webfungus beats it, bother maybhe I went wrong with the testing, I found the rebublican bee does okish as well in the same simulation as it. I reckon I might give making a multi-cellular algae a try.

26
Newbie / Darwinbots replacement/clone
« on: April 18, 2010, 10:06:47 AM »
Quote from: Pascal666
The problem you're having with feeding is in this gene:

condition
sight 50 >
gene
1 eat
endgene

The sight range is the distance it is away from the bot, you're feeding when its farther than 50, it should be closer than 50 "sight 50 <".

Opps, I assumed it would be based on apparent size like in darwinbots, sounds like an improvement you made then... maybhe not entirely realistic, but lets just say they can sense using ultrasound

27
Untagged bots / Smarter algae
« on: April 16, 2010, 04:51:07 PM »
Quote from: Houshalter
This gives me an idea. () What if you just make alga_minimalis tie to everything. It won't share nrg, just shoot ties at anything in range.
Code: [Select]
cond
*.eye5 0 >
start
.tie inc
stop

yeah... I'm trying to make an alga that ties to everything, fixes it's position and then forces the other to increase .fixlen through .tieloc and .tieval essentially making it so they can't reach the algae but they're still attached and evntually forms a defensive circle of bots constantly fighting each other... also I've noticed another uncoded behaiviour in Effero Sero, when it migrates the colony will leave a string of smaller algae which hangers-on enemies will attach to peeling away from the main colony... It's strange, this algae seems to have a more complex behaviour than it appears... me bieng the guy who coded it I propably should understand it, reminds me of Conways game of life with the emergent behaiviour thing. Couldn't be botherd to recolour this screenshot  by the way like the new avatar sammeh, looks way better than the radioactive sign, did you draw it yourself?

28
Newbie / Darwinbots replacement/clone
« on: April 16, 2010, 12:20:32 PM »
Quote from: peterb
Quote
And do you really think you can simulate human intellegince in darwinbots? That would be weird.


If it scales, currently cats are simulated.. see link
But i'm rather into smaller networks, first try XOR in a neural net for example, thats a good starter.

Aye, afterall what is a human human brain and nervous system: a giant neural net, of course there are some chemicals involved as well for things like hormones but I'm sure a neural net can easily match those kinds of capabilities, I'm more than ceratin that a computer has the potential to be more intelligent than any human who has been born narually and ever will be born for once a robot can learn it can become more inteligent than a human in theory, and better intelligence, is better at making even more improved inteligence and so on in a cycle until you have an indefinitetly inteligent machine, if you look on wikipedia there's a tonne of stuff on it... it's also been suggested as a solution to the fermi paradox, as for the reading code what i wrote does roughly that change ++ to 1 sub and it'll read the location stored last 2 sub will look at whatever was put in 2 cycles ago, it's pretty shaky though and could use some expansion but it's simple enough to do yourself I'm sure.

29
Untagged bots / Smarter algae
« on: April 16, 2010, 08:34:37 AM »
Well alga_minimalis is pretty pathetic really... I mean it'll just let itself get shot, what kind of plant would do that? Wait, don't awnser that... but anyways here we have two algae with the inteligence to actually do something... first ligamen lentesco meaning stringy and sticky... that's pretty much it, entangles other bots, if there's enough of them they may be able to kill a weaker bot like animal_minimalis though it's unlikely.

[div class=\'codetop\']CODE[div class=\'codemain\' style=\'height:200px;white-space:pre;overflow:auto\']'By:       Ashton15
'Name:       Ligamen lentesco
'Description:    Tangles other bots up and
      forms large colonies
               
start

 *.robage 0 =
 .fdbody .tieloc store
 100 .tieval store

 *50 0 =
 1 .dn store
 50 .sharenrg store
 *.nrg 8000 > and
 30 .repro store
 .tie inc

 *.shflav 0 !=
 *.shflav -2 != and
 *.refeye *.myeye != and
 25 .aimright store
 0 .shflav store
 *50 0 = and
 50 inc
 0 .timer store

 *50 1 =
 *.trefnrg 10 mult *.nrg > and
 99 .sharenrg store
 *.refeye *.myeye != and
 *.eye5 0 != and
 *.refxpos *.refypos angle .setaim store
 .shoot dec
 *.nrg 200 > and
 50 .repro store
 *.refeye *.myeye =
 *50 1 = and

 100 *.timer <
 *50 1 = and
 50 dec
 *.eye5 0 !=
 .tie inc

stop

And then there's effervo sero or swarming plant, basically it makes this big moving ball like a shoal of small fish, it can throw enemies just through centrifrugal force... a large colony can tear seasnake apart, and will change direction frequently to confuse... many animals die in the middle of the swarm because they can't get their energy... very hard to thrive on this algae, oh and it only works in sims larger than 32000 in both directions. It's highly unrecomended but you can add this gene near the end to make it shoot, so far I've not found anything that can survive in an enviroment with the shooting variety. I'm not entirely sure how but on two seprate occasions the colony has split with no apparent cause, not even a mutation it's not coded anywhere to split either though I've tried to code it in a way so that it splits when there are 250 in any one colony though I got impatient and gave up, a viable batterybot animal using this as a base would be intresting though probably quite hard to code bearing in mind this throws out any attacking bot should it lack viligance.

*.refeye *.myeye !=
*.eye5 10 > and
*.refxpos *.refypos angle .setaim
*.refxpos .tout1 store
*.refypos .tout2 store
*.refeye 0 != and
-6 .shoot store
*.eye5 50 <
-2 .shootval store
not
4 .shootval store


[div class=\'codetop\']CODE[div class=\'codemain\' style=\'height:200px;white-space:pre;overflow:auto\']'By:       Ashton15
'Name:       Effero Sero
'Description:    Makes a large moving ball
      to confuse animals

start
 
 *.timer abs 4000 mod 4 mult 8000 add 6000 8000 *.daytime -- - mult add angle 628 add .setaim store

 *.eye9 0 !=
 4 .focuseye store
 *.eye1 0 !=
 -4 .focuseye store
 *.eye8 0 !=
 3 .focuseye store
 *.eye2 0 !=
 -3 .focuseye store
 *.eye7 0 !=
 2 .focuseye store
 *.eye3 0 !=
 -2 .focuseye store
 *.eye6 0 !=
 1 .focuseye store
 *.eye4 0 !=
 -1 .focuseye store
 *.eye5 0 !=
 0 .focuseye store

 *.refeye *.myeye =
 *.eye5 0 = or
 *.tin1 0 = and
 *.tin5 0 = and
 *.numties 2 < and
 *.timer abs 4000 mod 4 mult 8000 add 6000 8000 *.daytime -- - mult add dist *.totalmyspecies 300 add > and
 *.timer abs 4000 mod 4 mult 8000 add 6000 8000 *.daytime -- - mult add dist 2000 div 3 add .dn store true
 *.timer abs 4000 mod 4 mult 8000 add 6000 8000 *.daytime -- - mult add dist 1000 div 2 pow - 21 add 0 floor .dx store

 *.tin5 1 =
 -4 2 *.daytime mult store
 *.eye1 0 !=
 *.eye2 0 != and
 *.eye3 0 != and
 *.eye4 0 != and
 *.eye5 0 != and
 *.eye6 0 != and
 *.eye7 0 != and
 *.eye8 0 != and
 *.eye9 0 != and
 *.timer abs 4000 mod 4 mult 8000 add 6000 8000 *.daytime -- - mult add dist *.totalmyspecies 500 add < and
 1 .tout5 store

 *.eye5 0 !=
 *.timer abs 4000 mod 4 mult 8000 add 6000 8000 *.daytime -- - mult add dist *.totalmyspecies 2600 add < and
 .tie inc
 200 .fixlen store

 *.timer abs 4000 mod 4 mult 8000 add 6000 8000 *.daytime -- - mult add dist *.totalmyspecies 6000 add >
 *.numties 0 > and
 .deltie inc

 *.tin1 0 !=
 *.tin1 *.tin2 angle .setaim store

 *.robage 0 =
 7 .ploc store

 *.shflav -1 =
 *.poison 100 < and
 20 .mkpoison store
 1 .tout3 store
 0 .shflav store
 *.tin3 1 =
 *.poison 100 < and
 20 .mkpoison store

 *.shflav -6 =
 *.shell 100 < and
 20 .mkshell store
 1 .tout4 store
 0 .shflav store
 *.tin4 1 =
 *.shell 100 < and
 20 .mkshell store

 *.eye5 0 =
 *.nrg 5000 > and

 50 .repro store
 *.timer 400 mod 360 >
 *.timer 400 mod sub 355 - .dx store
 *.timer 900 mod 890 >
 *.maxvel - .dn store
 *.maxvel 2 div .dx store

 .deltie inc

stop

Anyways I figured I might upload some images to go with them (false colour), I even resized them so as not to use much space on the server , so first two creatures... algaes... plants that I've made, knew I'd get there.  They're pretty ineffcient because I figured afterall hey, they're plants, they don't need to be.

30
Newbie / Darwinbots replacement/clone
« on: April 16, 2010, 05:15:06 AM »
def last_read 971

start
70 .last_read store
.delgene inc
stop

start
'condition
*.last_read ++ *
'whatever you want to use the number for
.last_read inc
*.last_read 91 = and
70 .last_read store
stop


Like that? That's the simplest way I can think of... really hope that's what you mean this time.

Quote
Also, for your neural nets, how do you find two events that are related. There could be millions of possible connections and relations, not to mention the farther in the future the reaction happens, the harder it is to identify what caused it.

number of varibles to the power of two, 250ish sysvars and lets say 100 custom varibles which makes 122,500 but not every varible depends on every other varible for instance shot travel distance depends only on body and shootval so to make up for this I divided that by 5.5 (could be any number) to get 22,000, thus using the 25,000 memory locations I proposed ealier, 22,000 are part of the neural net, 350 are varibles and leaves 2,650 for genreal memory and if that memory is spread over how ever many cells are in the brain it should be sufficient to allow for human intelignence, right?

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