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Topics - Nitus

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Bugs and fixes / why do some bots become stationary RESOLVED 2.43.1M
« on: August 02, 2008, 12:54:07 AM »
Despite having zero friction and having 0.2 gravity, I notce bots becoming immobile. They're moving around, then suddenly they stop and stay fixed in place.
 
They're not doing anything to remain immobile, so gravity should be making them at least fall. But they are expending no energy and remaining fixed in place. What could be causing this?

2
Newbie / question about costs / evo
« on: July 27, 2008, 07:12:21 PM »
I've been having some difficulties in my evo sims in recent versions, specifically the bots expend very little energy doing anything, and absorb energy from feeding at a furious rate.
 
This leads to a situation where there's no evolutionary pressure.
 
In old versions of darwinbots, you could control the costs of movement, of executing a condition, and etc - unfortunately, when I try to bring up the "set costs" menu, darwinbots crashes with a "you need msstdfmt.dll on this machine."
 
I tried downloading it and placing it in the darwinbots directory, and in windows/system32, to no effect.
 
Is there some way to manually configure the costs? Or rather, what lines in the settings file contain those variables?
 
I'd really like to be able to make the cost/consuption ratio more balanced - bots speeding around with little to no expenditure just isn't conducive to evo, and playing with friction and viscosity just isn't balancing it out enough.

3
Bug reports / few random bugs
« on: March 30, 2006, 03:36:37 AM »
First, I want to say awesome work, dudes. You've brought this thing a long way in the last couple years.
 
I've noticed a few minor things so far.
 
Running a pondmode sim with veggies set to kilobody point mode, slightly higher than usual gravity, low viscosity.
 
1. Veggies which are checked as "blocked" periodically become unblocked and drift to the bottom. Usually big ones, though I'm not sure if that's supposed to make a difference.
 
2. With top/bottom wrap off, some veggies and corpses manage to pass through the bottom of the field into a limbo area beneath.
 
3. Since veggies can occupy the same coordinates as one another, using the "planet eaters" function with unblocked veggies will cause the veggies to form into a superattractive clump which, like a black hole, sucks in every veggie in the field once it gets dense enough. This happens even with low settings for the "planet eaters" field [0.2, for example], and a side effect is that a "black hole" of veggies stops falling through the field and becomes "stuck in place".
 
I think that part of the problem is that veggies are permeable - if they were able to bounce off one another it wouldn't be possible for enough of them to cooccupy the same space in order to create a "black hole".
 
I wonder if problem #2 might be related as well.

4
DNA - General / some minor help
« on: April 16, 2005, 01:25:34 PM »
I'm working on a movement script that makes the bot accelerate when it's going too slow and let itself drift once it gets going too fast - when its drifting it rotates 360 degrees once in awhile to scan for targets.
 
My question is what are the values for movement, I.e., how fast is 1, how fast is 2, etc.

5
Newbie / Newbie
« on: April 15, 2005, 03:39:56 AM »
Hello.

I discovered DB a few days ago at HotU, and I've spent most of the last two days evolving a strain of bots through natural selection. Basically keep hand-populating veggies all over until a few generations have gone by with huge populations, then let it stabilize into a small population feeding at a small cluster of veggies, then repeat. Then repeat with un-blocked veggies a few times. Then back to blocked veggies.

Every so often I would let the veggie population dwindle until only the hardiest five variants of my bot were left, then start the whole process over again with all five of those competing at the start.

After a few days of this, my bot's code doubled. The intense competition seems to have worked for it.
 
Anyway, I just started learning the bot code, and it looks like most of mines' is junk.
 
My question is simple. The help files say that the sysvars utlilize memory cells, but it doesn't say which ones. I am assuming that if I use one of them by mistake it will throw everything off.
 
Thanks!

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