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Messages - Welwordion

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61
Bugs and fixes / Numeration of eyef RESOLVED (BY DESIGN)
« on: December 07, 2007, 01:16:14 AM »
Well I know that eyef is read only, but why does it return values larger 0 when I do not change the focuseye?

62
Bugs and fixes / 2.43u delgene defect? RESOLVED 2.43w
« on: December 07, 2007, 01:12:50 AM »
Sorry I did so much testing before that I did really think it had nothing to do with the bot, should have tested a different bot first ^^.

63
Bugs and fixes / Numeration of eyef RESOLVED (BY DESIGN)
« on: December 06, 2007, 05:50:47 PM »
Ok there something seriously wrong with the numeration of .eyef when eye5 is the focus it returns different values, oh and why the heck are the numbers you have to store in focuseye all shifted 4 upwards(eye5 is 9 in focuseye)

used:


cond
*.refeye *.myeye =
*.eye5 0 >
start
1 *.eyef 61 add store
stop

end



and got multiple 1 in values even above 70

64
Suggestions / Bringing back .sexrepro
« on: December 06, 2007, 04:16:55 PM »
Sorry Botsareus but you neither explained what co-mutate means norwhat the actual differences between gender are, you are only properly explaining memory commands which I do not even know why they should be necessary(remember the more commands the more the variet of nonsensical mutations) and what happens to virus but I have no idea what actually happens in your sexrepo concept.

65
Bugs and fixes / 2.43u delgene defect? RESOLVED 2.43w
« on: December 06, 2007, 04:02:07 PM »
http://www.darwinbots.com/Forum/index.php?...=0#entry1373115 the bot attached to my last post, but I do not thing it has anything to do with else, I have put the delgene command even in other genes in order to test it and the result was the same.

66
Bugs and fixes / 2.43u delgene defect? RESOLVED 2.43w
« on: December 06, 2007, 11:09:23 AM »
I tried to make a gene that deletes itself after initializating some values for the first gneration, I placed it at the end of the genome but neither *.thisgene,*.genes, nor 8 .delgene deleted the gene always the previous gene number seven got deleted instead.

67
Evolution and Internet Sharing Sims / Idea: Evolving puppeteer genes
« on: December 05, 2007, 04:35:42 PM »
hmm changed bot to ties added

cond
*.robage 0 =
start
300 971 store
50 972 store
10000 973 store
310 974 store
2 975 store
*.thisgene .delgene store
stop

cause I wanted to make the puppets reproduce.

Note: those who read this previously just had the end command at the wrong point

68
Darwinbots3 / New bot shape
« on: December 05, 2007, 03:45:38 PM »
I think there is not much value in to complicated shapes, exspecially when shape plays such a minor role in most aspects of the game, pivots and capsules give enough function of positioning and keeping together, although I am worried about the topic of equal orientation for bots in order to make their movement commmands compatible, however I do not know mujch abouts darwinbots3 work in this regard.

69
Evolution and Internet Sharing Sims / I have an idea
« on: December 05, 2007, 03:31:07 PM »
There is yet another possibility to speed up evolution, to apply higher mutation rates at specified  places, that way you can keep a certain structure in genes while mutating specific thinks like conditions or values that are  stored, even in real Dna the ends of the chromosome have higher crossover probability so genes that have a higher need or tolerance for mutations are placed there.

70
Evolution and Internet Sharing Sims / Idea: Evolving puppeteer genes
« on: December 05, 2007, 03:20:57 PM »
wellt ties are the easy solution but they also limit the number of puppeteers and consume the possibility of ties for the puppet, I hope there is a way to do it with shots.

71
Suggestions / new tieing text
« on: December 05, 2007, 01:14:06 PM »
Well I do not know why fulizer would want it, buts as for me it would be nice to use the backshoot and aimshoot commands with ties, its rather stupid that tieing which prevents the bot from turning properly actually needs turning the eyepoint towards target to be performed.

72
DNA - General / 360 degree, 9 eye vision, focuseye change plz check
« on: December 04, 2007, 02:32:54 PM »
Ok like the topic says the following are genes fora 360 degree vision seperated into 9 eyes I tried to build a
system that only changes the focuseye if a new possible hostile signal appears in one of its eyes, ignoring signals that are already friendly plz check if everything is correct:

nothing wild only the vision field:

'initializing eye configuration

Code: [Select]
cond
*.robage 0 =
start
 420 .eye1dir store
 315 .eye2dir store
 210 .eye3dir store
 105 .eye4dir store
-105 .eye6dir store
-210 .eye7dir store
-315 .eye8dir store
-420 .eye9dir store

105 .eye1width store
105 .eye2width store
105 .eye3width store
105 .eye4width store
105 .eye5width store
105 .eye6width store
105 .eye7width store
105 .eye8width store
105 .eye9width store
stop

Now this is a little more complicated, 51-59 are used to store the previous sensations of the *.eyeX's
61-69 store 1 for friend and 0 for enemy or unknown:

Code: [Select]
'setting friend "1" or foe "0" status


'if I see my own kind mark the current eye as friend
cond
*.refeye *.myeye =
start
1 *.eyef 60 add store
stop

'eye1 specific

'if there is  a change larger than 5% but  the signal fits within 5% to a friendly neighboor signal(comes from 'the side) this eye field becomes marked as friendly.
cond
*.eye1 *51 5 !~=
*.eye1 *52 5 ~=
*62 1 = and
*.eye1 *59 5 ~=
*69 1 = and or
start
1 61 store
stop

'if there is  a change larger than 5% and the signal comes not from the neighboorhood this field gets
'marked as hostile or unknown
cond
*.eye1 *51 5 !~=
*.eye1 *52 5 !~=
*.eye1 *59 5 !~=
start
0 61 store
stop

'if an eye is empty its marked  as hostile or unknown
cond
*.eye1 0 =
start
0 61 store
stop

.... and so on for all 9 eyes


The .focuseye is set to a non empty hostile eyefield:

Code: [Select]
cond
start
1 .focuseye *.eye1 sgn abs mult *61 1 sub abs mult store
2 .focuseye *.eye2 sgn abs mult *62 1 sub abs mult store
3 .focuseye *.eye3 sgn abs mult *63 1 sub abs mult store
4 .focuseye *.eye4 sgn abs mult *64 1 sub abs mult store
5 .focuseye *.eye5 sgn abs mult *65 1 sub abs mult store
6 .focuseye *.eye6 sgn abs mult *66 1 sub abs mult store
7 .focuseye *.eye7 sgn abs mult *67 1 sub abs mult store
8 .focuseye *.eye8 sgn abs mult *68 1 sub abs mult store
9 .focuseye *.eye9 sgn abs mult *69 1 sub abs mult store
stop

the new eye values are saved:

Code: [Select]
cond
start
*.eye1 51 store
*.eye2 52 store
*.eye3 53 store
*.eye4 54 store
*.eye5 55 store
*.eye6 56 store
*.eye7 57 store
*.eye8 58 store
*.eye9 59 store

attached is a test version with simple aimshoot and fire every 20 cycle genes

73
Suggestions / sysvariables to execute thinks for "every" idea
« on: December 04, 2007, 01:51:14 PM »
It would be nice that if I wanted to do the same thing for all 9 eyes if I could write that in one gene instead of nine.  So a gene that executes itself 9 times and changes the numbers in  eyevariables  etc s by inc mod 9 1 add accordingly:

.eye1---> .eye2 .... .eye9---> .eye1  ;    61 store --> 62 store....  69 store --> 61 store

74
Evolution and Internet Sharing Sims / Idea: Evolving puppeteer genes
« on: December 04, 2007, 07:54:15 AM »
We should try to keep  the puppeteers as simple as  possibly (which will also save computation time) so I vote for letting them reproduce on their own.
Also as we do not mutate their genome, but simple change the numbers in their genetic memory we do not have to fear that they will change their basic behaviour pattern, which however also means this basic behaviour pattern has to be optimized by ourself.

(particulary their speedmatching and staying close has to be optimized, also like I said the gene initialization is yet to random there are just to many possible combinations)

Note: I tested it by giving my puppeteer a non random start configuration giving them 30 .up shoots when *.eye5 0 = , it was quite funny although the puppeteers did not follow fast enough so I changed their approaching speed a little.

75
Evolution and Internet Sharing Sims / Idea: Evolving puppeteer genes
« on: December 04, 2007, 07:15:16 AM »
Well I do not assume a complete and tidy reproduction of the conglomerate, rather puppeteers will reproduce and accumulate around a bot and when another empty bot comes near enough puppeteer will accidently switch their puppets and such be distributed and shared among bots.
Atleast thats the idea.
 
Note: a little mistake I put *971 etc into the intialization instead of 971. It also does not yet behave completely like its supposed to

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