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Messages - Trafalgar

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16
Darwinbots3 / Make v3 support decimals
« on: May 15, 2008, 08:52:44 PM »
Ooo, nice. (I looked at http://www.mathpath.org/Algor/cuberoot/algor.cube.root.htm earlier, which has a different method, but I didn't attempt to implement it)

17
Bug reports / trefnrg returning 0
« on: May 15, 2008, 08:49:31 PM »
Quote from: Peksa
Doesn't *.tiepres .readtie store do that?

Does setting .readtie instantly update the trefvars? If not, then not quite.

Probably I should set readtie to 1 before anything ties to the bot, since if there is no tie 1 that should be what tiepres will become when another bot ties to us.

18
Darwinbots3 / Make v3 support decimals
« on: May 15, 2008, 03:01:53 PM »
Quote from: Numsgil
I've been thinking about that too.  The upside is that it would allow things like sqr to return more interesting results.  But in the end it isn't much different from the integer stack.  So I think it's probably the most realistic option.  I could be persuaded, I think.

Side note: I'd rather have an x^y operator which allows fractions in y than a sqr operator. (Since the square root of x is x^(1/2), and the cube root of x is x^(1/3), etc)

19
Bug reports / trefnrg returning 0
« on: May 15, 2008, 11:49:53 AM »
Quote from: gymsum
It takes the timer (an infitely expanding number and wraps it around the number of ties a bot has), that means every cycle a new tie is read.

That is most definitely NOT what I want that bot to do.

I want it to always read the last tie to tie to it, basically, since if it IS another bot tying to it, it needs to be able to see if it's friendly and if not, delete the tie before the other bot can do anything nasty (like setting shootval to 31999).

20
Internet Mode Commentary / The State of the Simulation
« on: May 15, 2008, 12:59:39 AM »
Quote from: EricL
I've long made the argument that there should be some penality for being a veggie and getting all that free nrg from heaven such as no movement or vision or similar but have constantly been overruled by the evo veggie crowd.  There are several topics on this in the suggestiosn forum where I make detailed suggestiosn as to what to do.  Again, I have been consistantly overruled...  This is one reason both my IM sims have the sun turned off...

What if the veggie cap was per species?

And yeah, they must be infected with seasnake DNA, because they're anything but easy to kill.

21
Bug reports / trefnrg returning 0
« on: May 15, 2008, 12:52:54 AM »
Hmm. Tienum is supposed to work too, right? I have it setting that, never ever used readtie (so I'd be pretty confused if neither bot was supposed to have working trefvars).

Maybe there's a mistake in the DNA somewhere. (At the end of the bots DNA is a command to store the value of tienum into memory location 988. They check this again next cycle and compare it to tiepres. I'm looking at the bot which has trefnrg showing as 0, and its tiepres (1) is equal to memory location 988 (also 1), indicating that it had already set tienum to 1. However - it appears that I have it not setting 988 if tienum is 0. As for why it wouldn't be setting tienum...)

The bot is also doing *.tiepres .deltie store (and tiepres was 1), but it is not deleting the tie for some reason. (Maybe that requires tienum to be set also?)

Edit: If I set readtie=1, will it automatically be changed when I set tienum, or when I tie to something? The wiki is extremely vague.

22
Internet Mode Commentary / The State of the Simulation
« on: May 14, 2008, 10:46:52 PM »
For a time, my sim consisted of a vast desert with one or two colonies of alga antiviral. Most things which teleported in never found the food. Now, however, it seems to have been taken over by shrinking violet 2.

I have to say, I really don't like them. I don't think veggies should be running around in a chain and killing everything they find with shots and tie attacks.  

Or, to have any chance of my normal bots competing, I'd have to mark them as veggies.

The worst part is that there are no normal edible veggies anywhere due to there already being 60+ killer mobile veggies in the sim.

(Does anyone know if these are actually the original form of these bots, or if their genomes were replaced by another bot? I haven't seen them in the IM before, they just showed up a couple hours ago here.)

23
Bug reports / trefnrg returning 0
« on: May 14, 2008, 10:29:09 PM »
The problem is that one of these two tied bots is seeing 0 for trefnrg. The other is seeing a correct value. Both bots have energy, aren't corpses, are more than 2 cycles old, etc etc.

Screenshot (I added the yellow arrows to point out the important numbers): http://screencast.com/t/s0xj0fz9iq

The selected robot is the one whose robot dialog is open. (I noticed after I took the screenshot and closed the windows that I had the left bot's console on the right and the right bot's console on the left, oops)

Saved sim: attached to this post

(This is with 2.43.1k)

24
Quote from: gymsum
does sqrt only work if you use 10+? sqrt of 1 is a floating decimal.

What are you smoking? 1*1 = 1.

25
Mutations / 4-d Swarmer
« on: May 14, 2008, 12:26:41 AM »
Quote from: gymsum
Its actually a translation of a 4-d sphere (which 4d is always time, its a constant, just as two always are x,y or horizontal vertical) onto 2d space; the simulation also uses depth and bouyancy in pond mode, so a third axis sort of exsists as a number anyways. But reardless of what plain of exsistance you are in, the 4th dimension will always be time, and its important that this remain true if you look at the example on wiki:

I thought buoyancy/depth used the y axis?

26
Internet Mode Commentary / The State of the Simulation
« on: May 13, 2008, 09:42:09 PM »
Does Spinner's strbody tie attack actually instakill? I thought strbody/fdbody was capped at 100 energy per cycle in either direction.


27
I wonder which of those is more efficient framerate-wise. Considering you're only ever sqrting -1, 0, or 1, if there are special cases in the code for 0, 1, and negative numbers, it shouldn't have the overhead of actually doing a sqrt. Hmm.

28
Tips and Tricks / Distances, coordinates, units
« on: May 13, 2008, 10:53:32 AM »
Here's a saved sim on a size 5 map (attached to this post, it's only 75 KB or so), saved right at the beginning before any bots have done anything: http://shadowlord13.googlepages.com/aimtest.sim
P.S. Oddly, bots I add manually fly east/west away from each other, whereas ones spawned at sim start don't, they go some other direction instead. The bots there were all spawned at sim start by DarwinBots, not added by me.

The yellow AimTest bots will all split into two bots, move apart, and begin shooting at each other.

The parent bot will store:
dist(refxpos, refypos) in 998
the calculated (scaled-down) distance using the distance formula in 997
and 996 has 998's value minus 120

out3 will also be set to the value from 996.

The child bot only has one of those variables, I think.

If you're curious about the shot speed stuff:

After the first shot has hit, the child bot will also:
store the last shot's calculated speed in out4 (the calculated speed is based on what it reads from in3)
The total sum of all shot speeds for shots that hit in out5
The total number of shots that hit in out6
The lowest shot speed in out7
The highest shot speed in out8

The shooting and recording continues until the shooter runs out of energy and dies.

29
Bug reports / Pond mode doesn't turn on buoyancy?
« on: May 12, 2008, 09:25:53 PM »
I've turned on pond mode (and set gravity on, since the bots weren't sinking or anything),

Screenshot of General tab of match setup: http://screencast.com/t/SBnncM66BN
Screenshot of Physics and Costs tab: http://screencast.com/t/1jbDtxjO

I set gravity on and changed the fluid to thick, since pond mode apparently didn't. It didn't change the toroidal/wrapping, or corpse settings either, but I stopped changing things once I saw buoyancy wasn't working.

Buoyancy is definitely either broken or off: I've got bots in the sim who are setting setboy to 2000 (every cycle), and rdboy is staying at 0.

From the console of one of those bots:
Quote
printmem .setboy
 314-> 2000
printmem .rdboy
 315-> 0

robot genes execution: - =not executed
1 executed
2 -
3 -
4 -
5 -
printmem .rdboy
 315-> 0

30
Tips and Tricks / Distances, coordinates, units
« on: May 12, 2008, 09:15:48 PM »
Quote from: gymsum
Its becuase the dist results and angles are scaled around a mod of a default of some sort I assume. Very odd that you should have any errors beyond environmental interference, producing these results; it could be that your bots arent focused on the same bot allt eh way through, or your bot cant see the bot froom 400 units away due to eye restriction.

Nope, it's not either of those. I spawned one bot with the simulation paused, and used the button for doing a single cycle to step through it one cycle at a time. There wasn't anything else near them in the sim.

And they definitely aren't moving out of sight range of each other, either.

(After they move to that distance, they fixpos and then do what I actually made them for - re-testing shot speed - one of them fires several hundred energy shots at the other, and they determine the fastest, the slowest, and the average shot speed (in actual distance per cycle)). At the moment there's just a bit of a problem: There's no sysvar for radius or refradius, and in order to calculate it I need some way to do cube roots. At the moment I'm having them just pretend the distance is 120 less than what's reported by dist, which would be correct if fix bot radii was on.

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