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Topics - Ammeh

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Toy Planet / Downloads and information
« on: August 02, 2013, 06:23:51 PM »
You can download Toy Planet from here. Just click "download" on that page, unzip the resulting file and run "runme.bat" to start the program.

More information about Toy Planet can be found here, including a live image of the simulation running on my server.

Darwinbots Program Source Code / Status of IM mode
« on: May 29, 2013, 04:20:54 PM »
So I had a play with IM mode, and got largely nowhere. It looks like the server side code isn't working (or missing?). I don't particularly want to completely rewrite it, seeing as how Shasta did a pretty nice job of the memory hooks and the whole stat thing was already in place. Repair seems like the best option.

So, what's the deal?

Toy Planet / Toy Planet: candidate for DB3?
« on: May 23, 2013, 02:02:05 PM »
For my final year project for university I was given the title "Toy Planet" with the brief that I was to create some sort of a-life simulator. My tutor suggested I just build a straight up genetic algorithm with a population of animals and veg, and measure the tendency for particular schemata (alleles, basically) to evolve.

I thought that idea was boring, so I built a simulator capable of simulating agents with "dna".  The dna was a string of characters of any length which acted on a simple 10-item stack, performing basic conditional jumps (jump if greater than, jump if not zero, short jump etc.), setting a state (veg, eat, mate) and moving up/down/left/right. I allowed the mutation rate of individual agents to be mutated itself, and sought to prove that evolved mutation rate is a function of dna-repair costs and sustained biodiversity. In the paper itself, I actually messed that up, but after I'd submitted it I figured out why, and actually managed to get exactly that result :D

Anyways, in a lot of ways it's similar to Darwinbots, which is why I bring it up. Not only will you guys probably be interested in playing with it, but also I specifically designed it in a modular fashion so that huge changes to the processing of DNA, physics etc would be very easy.

What this means is that there currently exists a framework which can very easily be modified to incorporate the best features of Darwinbots, with much cleaner code, and native cross-platform support (it's in Java). Also, the networking stuff is already set up because the university let me run it on their distributed computing rig :3

I can't release it yet because I have to wait for marking to finish, but there's some info and a live sim that you can view at

Any thoughts on this as a potential candidate for DB3?

Off Topic / Oh hey
« on: May 22, 2013, 03:38:16 PM »
So, it's been a while.

Hi  :D

Darwinbots Program Source Code / Re-writing DB in JAVA
« on: January 06, 2011, 12:28:22 PM »

No, really. Converting procedural code into object orientated.

Somebody want to lend a hand?

Also, if we could get a SVN set up for it, that'd be sweet.

Off Topic / Just letting you know I'm still alive!
« on: December 06, 2010, 08:09:00 AM »
Hooray, I didn't die, life just got real interesting lately, I should be in IRC soonish :)

What's the status on the new veg system?

Bugs and fixes / DBIM error
« on: October 07, 2010, 02:56:18 AM »
Code: [Select]


   at DarwinbotsCLIM.Program.Main(String[] args)

o rly? :blink:

accidental release shasta? :P

Internet Mode Commentary / Permanent Sims
« on: October 01, 2010, 07:12:36 AM »
Okay, one major flaw in IM at the moment is that there are rarely other sims on, and when you shut your sim, all progress on IM mode is wasted.

Now, since I moved into my uni flat, I don't have to pay electricity and internet is unlimited, I was thinking about setting up a sim running 24/7. I wont be setting it up just yet, but there'll be two big sims both with:
F1 costs
200 veg limit
2 nrg/cycle
sun up/down every 1000 cycles
1x mutation rate

I'm not going to seed them with anything, just let what comes in flourish. Depending on monies, I might add another few sims later on.

Any suggestions/thoughts?  :happy:

DB Art / Swarm Art
« on: September 16, 2010, 12:06:24 PM »
Just thought this looked cool. The bot is Animal_Swarm.

As testing for the new posion system, I created a variation of Alga Minimalis that created a poison that put 314 into aimshoot, so bots that were poisoned by it would be unable to shoot forward until the poison wore off. I'd previously written a new version of Animal Minimalis that could use body when it's nrg was low, and I put that in the sim with the new algae.

Initially, the population of Animal minimalis dropped as it was barely able to feed. I came back two hours later to find the population once again thriving. Confused, I looked at the best bot's DNA only to find it'd evolved to use body shots instead of nrg shots, as body shots don't trigger poison!

I was just impressed at evolution dealing with the new hurdle, so I thought I'd share :)

Suggestions / Poison: underpowered
« on: August 10, 2010, 08:23:08 PM »
It seems to me that poison is massively underpowered. There seems no reason why it shouldn't be at least as powerful as venom. What are your thoughts?

« on: July 27, 2010, 08:59:03 AM »
Hey all :)

Just letting you know what me and Shasta have been doing to Internet Mode.

Shasta's put a whole bunch of new features in the IRC bot, including a command that tells you how other people's sims are doing. Shasta's work is still underway, bugfixing and whatnot, but should hopefully be done soon :)

Meanwhile, I've been writing a whole bunch of updates to the hack program. Mainly to support Shasta's updates, but also adding compression to the bot files. This will make uploading and downloading a whole lot faster. You can pick up the new hack here:

IRC is all alive again, and pretty soon everything should be working flawlessly! :) All we need now are your sims ;)

Just a note: You must be running version 2.44.04 to properly use the features. It will work with other versions, but it wont be able to share any of your sim info.

EDIT: Put in the link to the new version. - Shasta

Off Topic / We need more members!
« on: July 22, 2010, 01:12:07 PM »
I think the whole of Darwinbots would benefit from a bit more biodiversity  :P

Got a friend or two you think would be interested? Why not send them the link?

It'd be good for all of DB; more sims running, more programmers creating more bots, bit more competition...

Invite as many people as you can! :D

Also, if you have any ideas on how to get a bit more people our way, feel free to comment.

DNA - General / Designed complex behaviour bots
« on: July 11, 2010, 06:10:45 AM »
This may just be my fail-coding, but it seems to me that designed complex behaviour bots rarely survive.

I've been playing with Jeffalish, trying to get it to survive long enough to evolve and adapt, and I'm not getting anywhere :|

It just seems like the best bots are those that have simple behaviour, which evolves into more complex things.

Thoughts? (and also advice, I want my jeffalish to livvveee  :()

Off Topic / Back from holiday :)
« on: July 10, 2010, 11:53:44 AM »

I'll get my sims back up and stuff  :happy:

Come say hi on IRC whynot?  ;)

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