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Messages - De-Maskus

Pages: [1]
1
F3 bots / Big (F3) (Moonfisher) 19-10-08
« on: October 20, 2008, 01:02:33 PM »
Quote from: bacillus
Don't forget Animal Minimalis.
XD

2
F2 bots / Hydra(F2MB)(Bacillus)
« on: October 17, 2008, 06:16:41 PM »
Quote from: bacillus
It doesn't make a difference, it just snaps the ties.
That's strange.

3
F2 bots / Hydra(F2MB)(Bacillus)
« on: October 16, 2008, 07:00:38 PM »
Quote from: bacillus
Looks pretty unstable to me, not even a multibot (in theory it is, but it doesn't have any permanent ties). Got mashed by the original version.
True. It seems I may have mistaken it as a multibot when it simply didnt get rid of birth ties.

What if you re-inserted the tie-ing gene into the mutated DNA and ran it?

4
F2 bots / Hydra(F2MB)(Bacillus)
« on: October 15, 2008, 10:01:22 PM »
Quote from: bacillus
It is a very stupid bot, but I wanted to avoid the mess of figuring out and dealing with the turning effects of tie physics with more than two ties, so I just skipped it altogether.
Post the mutation, I really want to see a version of this gone good  

I wouldn't say 'gone good', it just hauls relatively more ass than the regular version.


Hydra Velocans

Code: [Select]
'Hydra Velocans
'A multibot by Bacillus
'Mutation observed by DeMaskus
'Creates erratic movement
'#generation: 8
'#mutations: 3
 cond
 *.robage 0 =
 start
 348 inc
 1 990 store
 stop
''''''''''''''''''''''''  Gene:  1 Ends at position  11  '''''''''''''''''''''''
 start
 500 *.body sub dup .strbody store
 - 312 *.vel sub .up store
 333 .out1 store
 333 .tout1 store
 *990 .out2 store
 *990 .tout2 store
 50 .sharenrg store
 50 .sharewaste store
 *.in1 *.out1 sub sgn abs *.eye5 30 sub sgn 0 floor mult .fixpos store
 stop
''''''''''''''''''''''''  Gene:  2 Ends at position  57  '''''''''''''''''''''''
 cond
 *.nrg 6000 >
 *.numties 3 <
 *.eye5 30 <
 start
 50 .repro store
 2 990 store

''''''''''''''''''''''''  Gene:  3 Ends at position  74  ''''''''''''''''''''''' else

''''''''''''''''''''''''  Gene:  4 Ends at position  75  '''''''''''''''''''''''
 cond
 *.in1 *.out1 !=
 *.eye5 30 >
 start
 16 .shootval store
 *.refxpos *.refypos angle .setaim store
 -6 .shoot store
 *.vel 2 sub .dn store
 stop
''''''''''''''''''''''''  Gene:  5 Ends at position  100  '''''''''''''''''''''''
 cond
 *.in1 *.out1 =
 *.shflav 0 =
 start
 314 .aimright store
 stop
''''''''''''''''''''''''  Gene:  6 Ends at position  112  '''''''''''''''''''''''
 cond
 *.in1 *.out1 =
 *.eye5 0 =
 or
 *.shflav 0 !=
 start
 *.shang .aimright store
 0 .shflav store
 stop
''''''''''''''''''''''''  Gene:  7 Ends at position  131  '''''''''''''''''''''''
 cond
 *990 2 =
 *.waste 100 >
 start
 *.waste .shootval store
 -4 .shoot store
 stop
''''''''''''''''''''''''  Gene:  8 Ends at position  146  '''''''''''''''''''''''

'#hash: <EQs7R%40B}#+$ha7%x$

EDIT: Oh wow, I didn't completely look at the DNA before now. It seems as if a few genes were exposed to a major deletion. Perhaps if you combine the two DNA files into one, just back-to-back and copy-pasted it a few times into the file to ensure DNA integrity you might be able to evolve a better functioning version. Overall, it seems to be pretty mutation proof when you look at it's behavior. By mutation proof of course I mean maintaining its general characteristics. A few plug-and-play genes, a few hundred thousand cycles of evolution, and we may have a valid competitor here.

5
F2 bots / Hydra(F2MB)(Bacillus)
« on: October 12, 2008, 01:51:21 PM »
Quote from: bacillus
An attempt to make a multibot that uses more than two ties in an organized fashion, whilst trying to keep it simple and effective. You be the judge if it worked or not  
Code: [Select]
'Hydra
'A multibot by Bacillus
'Uses no steering system, instead relies on fixed cells acting as
'pivot for other bots. Very basic in its workings, basically a
'branching animal multi. Pretty stupid, but can get VERY nasty
'very quickly if it finds a field of veggies.

def type 990

def head 1
def main 2

cond
 *.robage 0 =
start
 .tie inc
 .head .type store
stop

start
 500 *.body sub dup .strbody store - .fdbody store
 10 30 rnd *.vel sub .up store
 333 .out1 store
 333 .tout1 store
 *.type .out2 store
 *.type .tout2 store
 50 .sharenrg store
 50 .sharewaste store
 *.in1 *.out1 sub sgn abs *.eye5 30 sub sgn 0 floor mult .fixpos store
stop

cond
 *.nrg 6000 >
 *.numties 3 <
 *.eye5 30 <
start
 50 .repro store
 .main .type store
stop

cond
 *.in1 *.out1 !=
 *.eye5 30 >
start
 16 .shootval store
 *.refxpos *.refypos angle .setaim store
 -6 .shoot store
 *.velup 2 sub .dn store
stop

cond
 *.in1 *.out1 =
 *.shflav 0 =
start
 314 .aimdx store
stop

cond
 *.in1 *.out1 =
 *.eye5 0 = or
 *.shflav 0 !=
start
 *.shang .aimdx store
 0 .shflav store
stop

cond
 *.type .main =
 *.waste 100 >
start
 *.waste .shootval store
 -4 .shoot store
stop

I tried it, and I wasn't very impressed with it's behavior. Mainly in it's lack of coordinated locomotion. However, I was impressed by a certain unforeseen effect of accidentally leaving mutations enabled. It developed more eccentric movement routines in only 1 total mutation, which was really impressive. I'm gonna let that sim run a while longer and see if anything else develops.

EDIT: While I was making this post, four more mutations happened, creating a particularly virulent strain. I haven't smiled this wide in a while.

6
Multi-Bots / Seasnake 1.0 (MB)(EricL) - 23.04.08
« on: October 05, 2008, 06:14:09 PM »
I've found that the seasnake's behavior doesn't use it's full compat potentioal. the seasnake best performs in combat when it's head ignores the preay, and passes by or circles it, allowing it's body to "broadside" the prey not unlike battleships of old. Also, when running through territory filled with swarms of strong and dangerous predators, it's tendancy to try to turn tail actually gets it killed when simply jinking around the threat coming in from the front would have saved it's life. But, as far as I can tell, the seasnake is quite powerful as it is.

7
DB Art / Seasnake
« on: October 05, 2008, 05:41:54 PM »
Does anyone have the unmutated seasnake 1.2? Im running 1.0 against the republican bees, and the results are disappointing. seasnake should be able to decimate the bees but they get in front of it making it stop, and the slower, larger bees then have enough time to get to the snake and eat it like algae

8
DB Art / Seasnake
« on: October 05, 2008, 03:23:21 PM »
Have you posted the Seasnake 1.2 DNA yet? I'd love to run it on my machine sometime.

9
Bug reports / IM Forces DBII to crash RESOLVED 2.43.1M
« on: September 20, 2008, 05:57:47 PM »
When I run IM, I get a "subscript out of range' error and the program promptly ends. Im not sure if it made an error report, but if its deemed necessary, I'll post the sim it saved when it crashed.

10
Off Topic / Current state of the DBII community?
« on: September 20, 2008, 04:56:47 PM »
Well, I tried running IM today, and it didnt crash. Yay!

BUT....


9/20/2008 3:55:06 PM: Time out disconnecting
9/20/2008 3:55:36 PM: Time out disconnecting
9/20/2008 3:56:07 PM: Time out disconnecting

   


EDIT:

Oh wait...

9/20/2008 3:57:12 PM: Time out disconnecting
9/20/2008 3:58:44 PM: hive.txt sent to internet.
9/20/2008 3:59:07 PM: hive.txt sent to internet.
9/20/2008 3:59:27 PM: hive.txt sent to internet.
9/20/2008 3:59:57 PM: hive.txt sent to internet.
9/20/2008 4:00:15 PM: hive.txt sent to internet.
9/20/2008 4:00:52 PM: Time out disconnecting
9/20/2008 4:00:52 PM: Spiral (IB)(F2)(abyaly)-16.06.07.txt teleported in from TooManyMasks



YAY ITS WORKING


BUT... (Again)

Im only getting bots that id previously sent out... And it says 4 sims are online! What gives?


11
Off Topic / Current state of the DBII community?
« on: September 20, 2008, 02:58:36 PM »
On the topic of IM,

the specific problem im having is that only 1 or 2 cycles after I enable IM, I get runtime error 9, subscript out of range. my short-term goal for IM was going to be developing a bot than can efectively hunt Shrinking Violet and poses a significant threat to the current iteration of that damned Seasnake.

But if IM wont work, I cant do that.

Are there any specific ports that IM uses? Also, does it work if I'm behind a LAN?

One more thing

Im planning on building a junker PC or dusting off an obsolete laptop to run DB off in a corner of the room, and I plan on installing an old, cheap NVidia card and using it to supplement the CPU (NVidia released a utility a while back that allows you to use an NVidia card for things other than video games, it was intended for use by small laborotories and universities that cant afford a real supercomputer) and I was wondering how good of a processor or NVidia supplement it would require for a machine quite literally made out of scrap parts to run DB comfortably

12
That just gave me an idea for when I learn to code bots...

A swarm that can recognize teleporters, and when it sees one and has enough swarm members, they all tie together into a blob and go through, then they break the ties and swarm once on the other side... Brilliant! Now, if I can only figure out how to make it happen... And get IM to work so I can test it...

13
Off Topic / Current state of the DBII community?
« on: September 20, 2008, 02:08:49 PM »
How many people would you say frequent this board? I would really love to learn to code the bots, and look forward to getting my computer to connect on IM without crashing DB, but it looks like the latest posts are from half a month ago, and to only active users I can really call active are the moderators. Did the community die?

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