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Topics - JossiRossi

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RANT / Sick of people posting in old topics.
« on: January 23, 2008, 12:46:29 PM »
Certain people have been posting in topics that are months or even YEARS old. I don't know why it bothers me so much but really it's annoying the crap out of me. I just want it to stop, why won't he stop? I DON'T UNDERSTAND! STOP IT. STOP IT. STOP IT.

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Suggestions / Phermones/Chemical Markers
« on: December 07, 2007, 01:40:08 AM »
I was at work today (awesome job, really mundane and repetitive that gives me time to think and with sweet pay) and I was thinking about the idea of using chemical markers. Essentially you'd have a number of chemicals. Basically just numbered "chem 1" "chem 2" ect. A bot can drop a chem where it is or a short distance away and that marker stays where it is. Any bot when it reaches within a distance of the chemical will "smell" it. Basically to a bot without the right dna it will not do a thing, won;t even notice it. But lets say "chem 1" means danger. A bot recently was attacked and it released this chemical as a response, any bot with the right set up will smell the chem and enter flee mode.  I'm not very good at explaining this idea, it'd be neat but whether it'd even be worthwhile is an entirely different matter. I think the basics of it would be like this though:

drop Chem X
drop chem X strength (distance in which it can be detected from point of origin)
drop chem X distance (how far from bot center to place chem, probably which way the eye is facing too)

cond detect chem X

also an environment setting would be how fast the chemicals fade after being dropped.

Since it's pretty complex it might be only really usable in designed bots, I don't know if anyone has the lifespan to see something like this used by evolved bots =p There might be easier ways to pass information between bots as well, but it'd be a neat thing to see used to mark off territories. Have safe areas where bots like to stay and they mark it as safe with chemicals.

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Evolution and Internet Sharing Sims / 200 Hour Zerobot Sim
« on: December 04, 2007, 01:54:41 AM »
I decided to start up a zerobot sim on my computer for the many hours a day I'm not using it. After a few false starts I think I have everything all set and going well.

I decided to do everything as default as I could and try to stick to what I could gather EricL had done. I created a zerobot dna file, which I think I did right, and started it up. First time I did something dumb I can;t recall now, but I restarted it. The second time I disabled eyes to speed the sim up, I then attempted to turn eyes back on and either due to me missing something, or the option not being available I was unable to and started fresh.

Other info I have is that I do hourly saves, this will hopefully not be as necessary later on, but I'm not really short on drive space so I'm keeping them. All my bots are autotrophs with all characteristics active (dna execution, reproduction, virus vulnerable ect).

After 40 hours the bots have been building up some nice mutations each one having on average 148 mutations.

So after 40 hours I have noticed a little hurdle. No big deal really but something I have to keep an eye out for. Bots are learning to shoot far before reproducing. With them being autotrophs they basically can shoot nearly unlimitedly, and as a result the second a single "spiral shooty death" bot evolves it manages to kill all the bots and then itself dies as it shoots more than it takes in as a plant.

So right now every so often I check to see if my bots have been decimated, reload my saves and then if I see the bot before it has done anything bad I save it, then kill it off and resume. Or if I find a save before the bot mutates into Spinny Death, I just let it go on from there.

One thing I could do is to make shooting prohibitively expensive but I feel I'll lose out on a lot if I do this. Any other suggestions as to how I can help keep a single bot from destroying everything, or should I just keep playing momma?

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Suggestions / Simple Resources
« on: March 23, 2007, 08:11:03 PM »
I'm fairly certain that this would have to affect a lot of other things than I would think, so I know it might not be too feasible.

I started a new sim where I have vertical gravity. The veggies spawn at the top of the box and fall down into the group of animal bots below. My thinking was that it's kinda like rain, but I know it's not similar enough but I thought it'd be interesting to try out.

The main reason I wanted to try this (although I didn't set it up right so I decided to not worry) was to have the veggies rain down onto the animals which are mostly if not all stationary, to see if they would grow upward and compete for area coverage.

We'll see what happens, but it did get me thinking. That instead of just giving the veggies (or photsynthetic bots) energy for free, that maybe a ray system could be set up so that for every ray of light you get like 1 NRG per cycle or something. So it's not given to them by default. And maybe in order for a bot to grow in size it's body mass could increase from another resource like dirt, and then have water be there to lubricate the natural systems, it can go towards certain costs of activity.

Not the best thought out or fleshed upon idea but I think you guys would get the idea. Maybe not a good idea for now but maybe farther down the development line this might be cool to take into account.

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Newbie / A Hello, and a Question
« on: March 20, 2007, 01:52:02 PM »
This is my first post, and just saying hi. I tried out Darwinbots what may have been even a year or two ago and I thought it was a really neat and cool program. I could never quite get the hang of it though and all my bots ever seemed to do was slow my computer down while being pretty much the same.

Now my computer is a bit better, I'm a bit smarter, and the program has really advanced. It's probably the most entertaining artificial life simulator out there. Glad it's still around and actively worked on =]

This is probably a bit of an advanced question, but I've been trying to make my bots become more advanced, but I can't seem to figure out what kind of settings to put things. For better or worse, I tend to restrict energy, and keep certain costs high. Right now I got bored of the bots spinning in circles, so I gave rotation a relatively high cost.

The bots do evolve to cope with the new conditions even if it takes a few days, but I can't seem to get beyond the "run in a line until you hit something and eat it". I assume a multibot bot (?) is something that's difficult to just evolve, and who knows with my settings perhaps they DID evolve and I just killed them off.

Not sure, I keep tinkering and slowly changing the environment to get different reactions. Regardless it's a hell of a lot of fun, just not sure if there is some tried and true method that I missed somewhere.

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