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Messages - googlyeyesultra

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16
Evolution and Internet Sharing Sims / Battle of viruses
« on: January 15, 2008, 05:54:26 PM »
Hey, that's my virus! Neat. The only mutation I see is .vshoot -> .vtimer (although the cond might be mutated as well, I don't know off hand.) That should make it both non-lethal and non-spreading, so I'm not sure how it got there (maybe a parent had it and mutated there?)

17
Bugs and fixes / Gene structure RESOLVED (NO REPRO)
« on: January 10, 2008, 07:31:22 PM »
The bots probably had a large amount of shell already built up before they mutated. Half of your shell is passed to your children (or however much you put in repro), so a whole line of non-shell making bots could still have lots of shell.

18
Suggestions / Better Seeing
« on: January 09, 2008, 09:44:41 PM »
I kinda like number one. Number two somewhat confuses me; refid doesn't seem very well explained. Would this be the position in the bot array? Also, you'd want a myid, presumably. And trefid. And so on.

19
Evolution and Internet Sharing Sims / Basic Principles of Evolution
« on: January 08, 2008, 06:08:03 PM »
I've compiled a basic (certainly not comprehensive) list of major evolutionary theories and hypothesis. Mostly, this is a quick reference for those interested in evolution; however, I'm curious as to which of these Darwinbots accurately models and which of these need improvement. Feel free to add to or critique this list.

Once one bot in a line develops a poor mutation, all descendants will have no fewer numbers of deleterious mutations (except as the result of a ridiculously unlikely back mutation). This means that unless selective pressures are far higher than mutation rates, deleterious mutations will gradually accumulate in a population. This is called Muller's Ratchet.

In an asexual population, a beneficial mutation can only become fixed if all other lines die out (possibly extinguishing other beneficial mutations they had).

The most accurate unit of selection is the gene. A gene can occasionally evolve to help other organisms with the same gene at the detriment to its host. This is called the selfish gene or the Green Beard effect.

In addition to merely surviving, in a sexually reproducing organism, the organism must possess traits that are favorable to prospective mates in order to reproduce. This is called sexual selection.

On occasion, a deleterious mutation can occur along with a beneficial one. Oftentimes, especially in difficult situations, this poor mutations will spread due to proximity (can't remove it from the organism without removing the beneficial one). The poor mutation is genetically hitchhiking.

Generally, evolution happens slowly most times, and then rapidly works in times of extreme hardship. This is called punctuated equilibrium.

Evolution rarely, if ever, follows a straight path. It wanders about, trying things randomly until it finds something that works.

Evolution does not pick that which is awesome, uber, or efficient. Natural selection favors anything that can reproduce successfully.

There is an evolutionary arms race. Competing organism have to accumulate beneficial mutations in order to compete with every other organism that is doing the same thing. This is called the Red Queen effect.

Most mutations are neutral or deleterious. Very few are beneficial.

Large populations are needed to avoid bottleneck effects, where a few organisms are the only representatives of a genome, and may have less or worse mutations than the majority of that species.

Point mutations are necessary to evolve a first replicator, but from then on, they are usually bad things. Copy mutations power evolution once basic reproduction occurs.

Genetic drift allows some neutral mutations to fix in a population.

20
DNA - General / I have 2 qustions:
« on: January 03, 2008, 03:35:52 PM »
Correct me if I'm wrong, but the system treats them as vectors meaning a negative dn and a positive up have the absolute values added. Your example would end up as 6 .up.
Also, the shflav and shang variables are retained. There's probably quite a few others, but I don't know what they are.

Oh, on second thought, .fixpos is too. Most bots check for that, though.

21
RANT / Product designers should be dragged out and whipped in public!
« on: January 03, 2008, 04:35:27 AM »
Try power cycling the printer (unplug it for a minute and plug it back in). If the printer job is gone in Windoze, then that might fix the problem.

What brand of printers do you use? I've had some good experiences with HP (although if you turn the printer off in the middle of a job, it will print unintelligeable junk when you flip it back on).

Anyways, there are some products that do that. Really, you've just got to find good companies and good products. Just keep a list of companies to buy stuff from and a list of ones to avoid. Although there are a lot of awful companies, there are some real gems.

22
Off Topic / Speed of sim
« on: January 02, 2008, 06:56:26 PM »
That's the opposite of what I'd expect to happen. Larger sims should reduce the level of proximity, meaning all of the spiffy collision and vision shortcuts can get implemented.

23
Bot Tavern / F1 Alliance
« on: January 01, 2008, 06:37:55 AM »
You've got the basic idea of it, Peter. Multiple bots by multiple programmers designed to either cooperate or at least consider each other conspecs. And if someone creates some inventive bot code, we can share it amongst all of the bots in the system, improving the overall fitness of the alliance.

I think as long as we use the same conspec system (perhaps a cycling variation of memloc/memval for ease of use + security?) it really doesn't matter how well we understand each others bots. That aside, should you decide to join this (possible) alliance, I'll be more than willing to explain any snippet of code of mine that doesn't make sense. I don't do SG (sqr div mult sub wha?) stuff, but I am using the new conditional paradym (I actually find it a bit easier to use, but that's just me.).

For the sake of conspec, though, we'd need to disable mutations for all of our bots (you could still do something along the lines of epigenetic evo, like lionfish).

My reasoning is that different programmers have different ideas and different fortes. Presumably if we combine all of these into some huge conglamorate army of bots, at least one bot from the alliance should do well in any given sim.

Anyways, this is still really just an idea. Anyone want to consider making an internet mode alliance? If I get some serious interest, I'll work on making a new conspec system based off of memloc/memval.

24
Bot Tavern / F1 Alliance
« on: January 01, 2008, 12:30:29 AM »
Although that's perfectly possible now. If I really wanted to, I could store the right values in the right spots to defend against all existing memloc based conspecs, make a bot with the exact right number of eyes, and a bot that stores the correct value in .out1. However, that's really against the spirit of the game (people actually bothered to write a memloc/memval copying gene instead of just telling the bot to store the same value that Ymir does, for instance). And, if someone does, we can always change our conspec and blow 'em out of the water.

We could have both hunters, and perhaps veggies that would lend energy in exchange for protection.

Anyways, I just think this might be a nice idea.

25
Bot Tavern / F1 Alliance
« on: December 31, 2007, 10:11:24 PM »
I was thinking. . . What if several of us bot programmers got together and create a whole slew of "allied" bots (with the same conspec) and some sort of teamwork strategies. Presumably, a few programmers making allied bots could quickly take over the internet mode. We could have veggies that would give our bots a small portion of their energy in exchange for protection, and whole armies of symbiotic combatants.

Anyways, does anyone have any interest in trying something like this? It might be interesting.

26
Suggestions / vision - distance discrimination
« on: December 31, 2007, 02:26:37 PM »
He's saying that when facing an especially large bot in the old version, you would have to get really close (sometimes colliding) to trigger a gene that was meant to fire at long distances.

27
Bugs and fixes / 2.43y Eye Troubles RESOLVED 2.43z
« on: December 30, 2007, 09:12:48 PM »
Alright, sim attached. I just made them veggies to give them energy, but the behavior happens either way.

The only bots in the sim are afflicted with it.

28
Bugs and fixes / 2.43y Eye Troubles RESOLVED 2.43z
« on: December 30, 2007, 08:49:21 PM »
My bot uses omnieye targeting and the following code to ensure that it stays away from any of it's own species (as well as shapes):

When *.idcheck 0 =, I'm looking at a conspec. As far as I can tell, the new changes have somehow broken *.eye5 .up store when a large bot is touching another large bot.

I'd also like to note that number two is my fault. Having done some testing, I find that that happens in 2.43x as well. Ignore that. Please figure out what is wrong with number one.

'===========Avoid===========
*.eye5 0 > *.idcheck 0 = *.robage 1 > and *.reftype 0 != or and
*.refxpos *.refypos angle 628 add .setaim store
*.eye5 .up store

29
Bugs and fixes / 2.43y Eye Troubles RESOLVED 2.43z
« on: December 30, 2007, 08:30:28 PM »
I've just installed the new 2.43y buddy drop, and I sadly find that my well-tweaked bot no longer runs properly. The DNA is attached.

Two major problems in the new version:
Foremost, when two bots are touching (aka, directly after repro), the conspec avoidance code no longer works (they turn away, but they don't run away. Probably because it uses eye5 there.)

Secondly, when one of my bots that has accumulated a large amount of body (probably greater than 10000 or so), when it gets close to a non-moving veggie, it will stall outside of shot distance.

As a postscript, I find that common eye values (such as thirty) occur at much shorter distances than they used to.

30
DNA - General / Poison Question
« on: December 30, 2007, 01:23:31 AM »
Thanks. Taking a look in the source should answer many of my future questions. I learned a couple of things just by looking through it for five or ten minutes:
Poison is absorbed by conspecs (I knew it didn't affect them, but I didn't know they got the poison, too).
Bots are given shot immunity when robage < 1. Spiffy.
Anyways, thanks again.

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