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Messages - googlyeyesultra

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31
DNA - General / Poison Question
« on: December 29, 2007, 08:51:07 PM »
If you can post the source code for this particular snippet maybe I can read over it, try to figure out what the hell it's doing, and possibly write a slightly less idiotic version. I know enough VB to do some of the basic stuff, and the stuff I don't know I can just toss in as psuedocode comments.

Off hand, the easiest way would be to make it have all of the properties of a returning nrg shot (half the speed of regular shot, twice duration, etc.). Once I get a peek at the source, I'll see if I can figure it out.

32
DNA - General / Poison Question
« on: December 29, 2007, 05:44:07 PM »
I've looked, but I can't find an answer: exactly how much poison is returned when a poison containing bot is shot? What are the variables in this, and is it possible for either bot to calculate this amount?

Thanks in advance.

33
DNA - General / Virus / gene feedback requested
« on: December 27, 2007, 10:30:16 PM »
Must have been a one time error (or me just misreading/hitting wrong button). I'm unable to reproduce it.

34
DNA - General / Virus / gene feedback requested
« on: December 27, 2007, 09:38:33 PM »
I really like the new gene definitions: however, note that the "gene activations" monitor doesn't work anymore.

One question: do conditions inside of the start section charge just like conditions in the cond block do?

35
Suggestions / Enzyme System
« on: December 27, 2007, 04:27:03 AM »
I know that enzymes won't be set up for quite a while, but I thought I could chip in my two cents.

So far, the primary idea is some sort of mutatable string that would consist of one or more enzymes.

I think I've got an idea that would allow both random mutations and programmers to utilize these enzyme strings.

So, let's say we've got a chart of some sort. In this chart, we'll have various base molecules aligned vertically. Lines could join these elements, and some other molecules could be added along the way. In theory, a single base element could have many branches.

So, the value should look something like this:
0120214
The first two digits would represent the base molecule (00 being the top molecule, 01 being the next one down on the chart, and so on. This could be truncated to one digit if we decide that we won't need more than ten base molecules.) Then, the next digit after that would represent the next "fork" on that reaction path. In this case it would be the third fork (0, 1, 2), then the first fork, the third, the second, and the fith.

Let's suppose that that last digit (the four) goes to a spot with only three possible forks. If that were the case, then that five (or any value from zero to nine) would be moded by the number of forks (no +1, since it starts at zero).

Now, let's suppose that one reaction path, for instance, only has one fork. This would mean that everything after the first two became "junk" enzyme data. This could mutate on its own and if an earlier fork changed, then this section could become useful.

Mutations could just randomly add or subtract one or two to one of the digits, with an higher likelihood for later digits (since that would change the overall reaction less).

In this system, humans could easily program an enzyme they wanted, while mutational algorithims would work. Furthermore, this is just the bit code (not really bits, but you get what I mean), that would determine what type of reaction it is, meaning that efficiency and whether or not DNA can effect it are somewhat seperate issues.

This system should be exstensible, seeing as how you could add additional molecules and reactions without breaking most bots (although mutants that relied on the moding might be broken).

Notes:
I'm really not sure how to model efficiency on these. Perhaps a seperate bit pattern could be affixed onto this for that.
Each enzyme in this manner would represent one full reaction.
The whole value could be made as long as the longest reaction, I guess.

36
Suggestions / .sexrepro Algorithm
« on: December 27, 2007, 01:19:49 AM »
I think I've got a possible algorithim for .sexrepro (I know you get this a lot, but hear me out).

1. Check to make sure that both bots are of same species. If not, insta-fail the sexrepro.
2. The new bot should be created with the original, unmutated DNA.
3. Compare mutation histories of the parent bots.
4. If the two bots share any identical mutations (AKA, a common ancestor, or perhaps random chance) apply these in the order they were formed.
5. Randomly select some of the remaining mutations from each parent to be enacted.
6. Parent one's selected mutations should be enacted on the new bot in order.
7. Parent two's selected mutations should be enacted on the new bot in order.
8. New bot is free to do whatever the hell it wants.

An example:
Base DNA:
cond
*.nrg 100 >
start
50 .repro store
stop

Mutation Histories:
Parent 1: Del "cond", switch "*.nrg" "100", del stop
Parent 2: Del "cond", insert 50 at end, insert 12 at beginning

Possible New Bot DNA:
12
100 *.nrg >
start
50 .repro store
stop

Obviously, that's a simple example, but you get the idea.

37
Bugs and fixes / Crash on program start OPEN
« on: December 26, 2007, 11:23:27 PM »
Thanks. The rename fixed it. Can I assume that this is simply from the program trying to open a sim that is too old?

The (now-renamed) sim is attached.

Thanks. The rename fixed it. Can I assume that this is simply from the program trying to open a sim that is too old?

I've attached the sim.

That was weird as hell. Deja-vu, anyone?

38
Bugs and fixes / Crash on program start OPEN
« on: December 26, 2007, 10:45:02 PM »
Having just now installed the latest buddy drop (2.43x), I find a big, big error. On starting the program (every time, and I do have it in the proper directory), an error message comes up: "An Error Occurred. Darwinbots can not continue. Sorry. Invalid property value Darwinbots 380 0". The error is titled "Darwinbots" and has one button: "OK". Proceeding to click said button closes the window, but any attempts to continue (such as hitting file-new sim) will display a second, similar error message: "Run time error '380': Invalid property value." Hitting the "OK" button in this message instantly terminates the program.

Additional information:
I am running XP SP2.
I have succesfully run Darwinbots before, although not this buddy drop.
There is a small white square in the upper left corner of the blue bot field. Not sure what it is, and I can't recall it being there in previous versions.

If you need any more information, feel free to ask. I really want this resolved, seeing as it's a big issue.

39
Suggestions / Using .shootval for virus targeting
« on: December 24, 2007, 09:41:05 AM »
Well, for one, you'd need to know the number of genes the target has in order to hit the last gene, and since you can't aim viruses, you don't really even know what the target is. Gene number one could be even more lethal, since it would insta-kill all SG bots with .delgene inc .delgene inc (they'd delete themselves).

Aside from first, last, and random, I'm not sure if I'd want to target anywhere else.

40
Suggestions / Would a *.subspecies sysvar be facist?
« on: August 23, 2007, 04:04:10 PM »
That would make it a bit to easy to determine whether or not someone else has been infected by a virus. Thus, another bot could easily be used to eliminate all infected bots, without the virus being able to do anything.

So, my vote is no.

41
Suggestions / Why is there not a .veg?
« on: August 23, 2007, 11:11:50 AM »
Make sure that the bot can tell if itself is a veggie, too. Make it .veg and .refveg.

42
Suggestions / Communicate with your bots!
« on: August 22, 2007, 09:39:51 AM »
Obviously, this would have to be disabled from leagues, since one person is running them, who is usually not the bot's creator.

"Sorry, you didn't place."

"Well of course I didn't place, you didn't put in the right values!"

. . .

Otherwise, quite neat.

43
Bugs and fixes / Found pretty serious Integer stack bug
« on: August 22, 2007, 09:35:48 AM »
I'd recommend re-rerunning all of leagues under it without the spiffy speed features and see if any of the bots aren't able to operate.

Oh, and you should never leave calculations of constants to a program. Get out your calculator and do it, and reduce that to .2.

44
Bugs and fixes / Found pretty serious Integer stack bug
« on: August 21, 2007, 09:57:50 PM »
I was aware of that, but I thought that was some sort of a feature. Essentially, it would make it so that 3 4 div would round to one, so that trying to do 1 3 4 div store wouldn't try to store anything in .75. Just make sure you set it up to round before it tries to store, or whatever.

45
Suggestions / Population Control and selection pressure without costs
« on: August 21, 2007, 08:37:52 PM »
We might want to (perhaps when we add in the egrid and what-not), set up a large block (preferably at least 100 contiguous variables) that are reserved exclusively for free variables. Since we'd be breaking most old bots anyways, we could reorganize which sysvars are where.

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