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Messages - Welwordion

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46
Bugs and fixes / Some bots are immortal? OPEN
« on: December 18, 2007, 10:55:22 AM »
Hm I also once tried to fire large amounts of energy in order to kill a bot and it shoot only small amounts no idea why it does that.


Also for the other stuff might have to do something with
http://www.darwinbots.com/Forum/index.php?showtopic=2387

There is an inconsitency in the counting of genes for different sysvar

P.S.: its funny when one of the immortals is constantly feeding a virus infected bot making it stay alive

47
DNA - General / Top bots who are still build truely modular?
« on: December 17, 2007, 04:30:37 AM »
Ah no, animal minimalis is not really top notch you can not polish or test your bots if you use bots that are under the current standard that has to be overcome.

So I will now do what I rather would like to not do, work trough every single gene of multiply and identify its function. Maybe I will even create some documentation.

On that note

cond
*.val20 !=
*.loc2 0 !=
start
*.val2 *.loc2 store
stop

I think thats wrong ----> *.val20 !=  
Anyone has a current version of multiply to check if that was ever corrected?

cond
*.robage 0 =
start
.tie inc
.shoot .memloc store
.venval -2
.shoot .vloc store
.myeye .ploc store
stop

A store is lacking? ---> .venval -2

Attached my first run over the code, was easier than I thought, oh and yeah I realize I am one whiney complaining bastards.

48
DNA - General / Top bots who are still build truely modular?
« on: December 16, 2007, 07:09:19 PM »
Personally I tend to focus on  certain aspects of bots I try to realize, improve or test and have not much interest in other parts (for example I never did much work considering the control of shoottype and strenght).

However I have certain problem to test this cause there seems to be few bots around that are goodly  documented or neatly seperated turning, movement, feeding genes, repro genes etc and such where I could just replace the old genes with the genes I thought up and then let the bots compete with each other.
So as I have not much interest in building all those fighting gimmicks myself, my bots never ever get into bestiary or competition with other bots.

The result is that genes/ideas that might be a potential improvement or an interesting addition to the current ones are never seen by anyone but the creator and can not be tested reliable.
(For example I would like to attach my beholder movement and aiming system onto multiply's metabolism and shooting regulation system to see which one survive)

Originally the gene depository was supposed to be something like that search the genes together you need add your own genes and test it out but see what became of its seem you can not find one normal shoot feeding gene in there.(atleast I could not)

49
The Gene depository / Moving without Turning
« on: December 15, 2007, 09:11:07 AM »
Hit me I just used to many "dup" and at the wrong places.
So the first correction is hereby

cond
start
1221 .eye5width store *.refxpos *.refypos angle -1 mult *.aim add
1256 add 1256 mod

dup dup dup dup dup 314 ceil swapint
314 floor 942 ceil 314 sub sub swapint
942 floor 942 sub add 2 div
dup  0 swapint 3 pow 600 div 100 div sub add
2 div *.veldx sub .dx store


628 ceil -1 mult 314 add swapint
628 floor 628 sub add 2 div
dup 0 swapint 3 pow 600 div 100 div sub add
2 div *.velup sub .up store

stop

50
The Gene depository / Moving without Turning
« on: December 13, 2007, 01:25:29 PM »
Well first I also had tried this  once before back in the day, and it was the number limitation that made me stop it then, second I known that the stack is meant with the 2 billion range I had divided numbers after calculation but like I tried to say darwinbots gave me an error message nevertheless.
(maybe something was wrong wih the input mechansim  that was supposed to produced input values between -157 and 157 ? ...However I had test stored the numbers to chack this and nothing seemed wrong)
Well I will take alook into it again but do not promise yourself to much.

Edited: ok found out what was wrong the I divided trough 120000 seems I am not allowed to write numbers in the code that are larger than 32000 so I have to write 120 1000 mult now lets  see If this increases the precision a little.
Hm something still is wrong I will continue tommorow to search for mistakes.

51
The Gene depository / Moving without Turning
« on: December 13, 2007, 12:07:22 PM »
I tried to do the row for cos: 1 + x^2/2! +x^4/4! +....
I only used these first 3 parts of the sum due to the fact that large potencies have to be divided to fit in the number range , nevertheless it complained and I had to use 2 pow 100 2 pow instead of 4 pow 10000 div
even though the wiki claims:
As of 2.4, you are allowed to place numbers as large as +/-2000000000

The zigzag function was used to keep the absolute of x small so that the error from abandoning larger potencies would be small( y! grows faster than x^y when x<y)
However what was retuned for some reason was rougher and more abrupt than the zigzag, and I can not afford using larger potencies due to rounding mistakes.

52
The Gene depository / Moving without Turning
« on: December 13, 2007, 09:59:06 AM »
This gene enables you to  move towards an object without rotating, combine this with an .aimshoot gene and you can actually face in any direction to do other stuff like tieing or repro.

For test reasons you can use:
1221 .eye5width store *.refxpos *.refypos angle -1 mult *.aim add
In the place where  'Insert angle here * is written.
Remember this gene worls only in fields smaller than 32000
(refvar can not store numbers greater than that)


cond
start
'Insert angle here *
1256 add 1256 mod

dup dup dup dup dup 314 ceil swapint
314 floor 942 ceil 314 sub sub swapint
942 floor 942 sub add 2 div *.veldx sub .dx store


628 ceil -1 mult 314 add swapint
628 floor 628 sub add 2 div *.velup sub .up store
stop


Note1: originally I wanted to make sine and cosine curves and this was only part of the formula, but the result was terrible compared to the zigzag functions this gene uses.

Note2: I developed this gene for my Beholder project and I use
*.focuseye 9 mod 140 mult
70 500 *.focuseye 4 add 9 mod add * *.eyef sub abs sgn 1 sub abs mult add
70 500 *.focuseye 6 add 9 mod add * *.eyef sub abs sgn 1 sub abs mult sub
in the insert place, which with my eye geometry works even in fields larger then 3200
compared to the refeye formulas

53
Bugs and fixes / .mrepro description wrong? RESOLVED (2.43y)
« on: December 08, 2007, 03:17:16 PM »
Well It would be nice to have a tool in order  to selectively mutate, for example if you have a multibot or a bot using smaller bots as servants you do not really want mutation to occur during "construction", but when the "main body" reproduces you want to have it. Also like I said this gives a way to transmit certain genes as unmutated viruseses.

54
Bugs and fixes / .mrepro description wrong? RESOLVED (2.43y)
« on: December 08, 2007, 10:49:10 AM »
Wiki:
Mutational Reproduction

Virtually identical to normal reproduction is .mrepro, the primary difference is that mutation rates are 10 times the normal values. This reproduction method will cause mutations even if all mutation settings are disabled.


Me:
I disabled the mutations of my bot and run it with .mrepro no mutations whatsoever. The idea was to run a zerobot which however has a virus (with 10 store commands beside its own code), which deletes itself before reproduction  in order to keep its DNA clean.
Use attached bot to test.

55
Bot Tavern / Need a shepherd! league bots behave dumb?
« on: December 08, 2007, 10:23:33 AM »
http://www.darwinbots.com/Forum/index.php?showtopic=1755 better should have linked me there
     

56
Bot Tavern / Need a shepherd! league bots behave dumb?
« on: December 08, 2007, 07:46:00 AM »
Found out one mayor factor was my viscosity of 2, cause I feed all bots with negative body cost(my starting bots are to stupid to take care of themself) the shepherds  became overfeed and could not move anymore.

Where can I get raticus? Also to be honest I have not really used internet mode yet, no idea how its supposed to work (on another topic the same is true for leagues ^^)

57
Bot Tavern / Need a shepherd! league bots behave dumb?
« on: December 07, 2007, 08:33:45 PM »
I wanted to use some  of the F2 league bots as shepherds for an evo sim, but all bots I tested ended up rotating around and not killing enough, some even starved to death by shooting constantly or did miss with their shooting even though the other bot did not move.
So whats up with aura excalibur etc? And anyone has a functioning shepherdbot  for 2.43u?

58
Bot Tavern / Incomplete constructed Mb individuals?
« on: December 07, 2007, 11:42:26 AM »
I am using a generational system that relies on genetic memory and conditions in the first few cycles to distribute roles among my bots, for example

cond
*.robage 0(or 1 when I sensorial information) =
....( sometimes a second condition like *972 0 >, or *.refbody *.body div 3 >)
start
971 inc
stop

59
DNA - General / 360 degree, 9 eye vision, focuseye change plz check
« on: December 07, 2007, 04:51:09 AM »
Ok the eye systems seems finally to be working, however I still have some problems  with the movement sytem due to the fact I am not sure what value exactly angle returns  (angle between what?)

tried to write a movement gene like this which did not work correctly:

*.refxpos *.refypos angle dup dup 314 ceil swapint
314 floor 942 ceil 314 sub sub swapint
942 floor 942 sub add
.sx store

*.refxpos *.refypos angle dup 628 ceil -1 mult 314 add swapint
628 floor 628 sub add
.dn store
stop

If I get the movment working next I will try to build swarming behaviour into them.

60
Bugs and fixes / Numeration of eyef RESOLVED (BY DESIGN)
« on: December 07, 2007, 03:06:47 AM »
I really have a tendency to make an idiot out of myself right? ^^
Thought .eyef was meant to return which eye you focus on, but your right if I carefully read the link you gave me I would have understood that alone.  
Ah well some people are just born hasty    hahaha

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