Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Sprotiel

Pages: [1] 2 3 ... 9
1
Internet Mode Commentary / Flypaper 3.2 finally kills off Nasty Plant
« on: December 07, 2007, 02:46:22 PM »
Quote from: Testlund
I'm getting a bit tired of Flypaper 3.2. Check the numbers in this screenshot. Needless to say this sim didn't move many cycles through the hours it was running. Can't wait for CostX minus to be optional.  
That's why I always run sims with fixed bot radii. And my Flypaper has most certainly little in common with yours.

2
Bugs and fixes / Bots piling on each other RESOLVED (2.43v)
« on: December 07, 2007, 02:24:55 PM »
Quote from: EricL
When a new species teleports into a sim in internet mode, I create a new species entry for it and wire that up to the DNA file if the names are the same (soon this will be unnecessary).
That is a problem and opens many possibilities of abuse in Internet Mode. The correspondence between a genome and a species name is only valid at sim startup and for a specific computer.

3
Bugs and fixes / Bots piling on each other RESOLVED (2.43v)
« on: December 07, 2007, 12:18:24 AM »
Quote from: EricL
So what is happening here is that the starting position for Alga_Minimalis.txt is set to be a tiny tiny area in the upper left hand corner of the field.  Was that intentional on your part?
Certainly not! I didn't put A Minimalis in the species list and didn't want it to be repopulated.

4
Suggestions / Genetic Distance
« on: December 07, 2007, 12:14:14 AM »
Last time I was active in DB, I created a script to get phylogenetic trees from saved sims (see this thread). Eric, I believe you should reuse my algorithm, it needs in the average case only O(m*n log(n)) direct comparisons of mutations.

Basically, each node in the phylogenetic tree corresponds to a genome. The node stores the mutation history from its parent to itself and the number of living bots having the corresponding genome. To add a new bot, you compare recursively its mutation history with that of the nodes, starting from the root. When there's a full match with a node, you try to match the bot with the node's children. If there is no match (or no children), you create a new child. In the case where there's only a partial match (I'm not sure it can happen in your setting), you need to create a new node for the common ancestor of the bot and the node being matched. When a bot dies, you decrement the counter and prune nodes if it falls to zero.

5
Bugs and fixes / Bots piling on each other RESOLVED (2.43v)
« on: December 06, 2007, 09:25:21 PM »
There it is.

6
Bugs and fixes / Bots piling on each other RESOLVED (2.43v)
« on: December 06, 2007, 05:34:50 PM »
I thought this couldn't happen anymore, but I currently have a large number veggies atop each other in the lower right corner of my sim (see image). If you want the corresponding sim, I'll upload it.

7
Suggestions / .myoffspring, .refoffspring, .trefoffspring
« on: December 05, 2007, 11:35:44 PM »
Quote from: Numsgil
The funny thing with zerobot sims is that something that happens every 10000 cycles is frequent.  Life is just really slow paced for them, and then as time goes on, and the bots get acted on by natural selection, a race condition happens and bots learn to do stuff on a smaller and smaller time scale.  Really quite interesting.

*.robage inc is SUCH a clever adaptation!

8
Suggestions / dupbool
« on: December 05, 2007, 07:19:21 PM »
I'd really prefer all XXint commands to be named simply XX. It seems to me that by default commands operate on the integer stack, there's no need to overspecify.

9
Bugs and fixes / White curves in graphs RESOLVED 2.43y
« on: December 05, 2007, 05:22:35 PM »
Perhaps Corpses shouldn't be teleported. I don't see the point of doing it and I guess it's a source of trouble if a Corpse appears in a sim with corpse mode disabled.

10
Bugs and fixes / White curves in graphs RESOLVED 2.43y
« on: December 05, 2007, 08:02:24 AM »
One thing I have noticed: every time it happens, "Corpse" is somehow added to the species list. Probably, that's what messes things up.

11
Bugs and fixes / White curves in graphs RESOLVED 2.43y
« on: December 02, 2007, 08:47:27 PM »
Sometimes, "Corpse" curves are displayed in white in the graphs. This doesn't persist after saving and reloading, and I haven't noticed any pattern for when the problem appears (it might happen more often in IM, but I'm not sure). Resetting graphs doesn't help (even though bot species colours change).

12
DNA Tools / How DNA works
« on: December 02, 2007, 01:23:07 PM »
Quote from: EricL
I'll post the sorce less the password information for 2.43t later today.

Did you ? I can't find it anywhere.

13
DNA Tools / How DNA works
« on: December 02, 2007, 12:58:21 PM »
Quote from: Gobo
Sure, would you share your code?
Certainly. Here it is.

14
DNA Tools / How DNA works
« on: December 01, 2007, 09:05:40 AM »
I made a partly-functioning DNA deobfuscator about a year ago, in Python. Obviously, it used 2.43 syntax and is now obsolete, but I'll try to see if it can be updated. If there's any way I can help you, Gobo, please ask.

15
Evolution and Internet Sharing Sims / Come join the F1 megaverse!
« on: November 29, 2007, 11:31:03 PM »
This Internet Mode is really interesting, it got me addicted to DB back again!

As I don't much like killer veggies or giant blobs, I tried to design an environment in which pests like nasty plant or Flypaper would be unwelcome. So no Dynamic Costs (which help proliferators too much) and a hefty cost on DNA length.

I'm having troubles with an infestation of flypaper ATM, but I guess adding '*.tiepres .deltie store' to my Necrophagus will solve it. I wonder what effect, if any, my sim had on the others.

Pages: [1] 2 3 ... 9