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Messages - Anonomous Guest Person

Pages: 1 [2] 3 4 ... 6
16
Bug reports / Minor glitch
« on: October 19, 2006, 10:32:26 PM »
When in Custom Cost Simulation (the button in the Physics and Costs part of Simulation Settings), pressing F1 Defaults temporarily grays out the "Enable Dynamic Costs" checkbox. It's no big deal at all however, as closing and reopening that screen/menu/thing ungrays it out.

17
Bug reports / Virus insertion
« on: October 19, 2006, 09:06:48 PM »
No problem. In fact, thanks for fixing that!

Though, out of curiosity, what do you mean by "buddy"?

18
Newbie / Zooming out
« on: October 19, 2006, 07:01:33 PM »
Er.. how do you zoom out? I always accidentally zoom in (don't ask how >_> ) and have to go to New Simulation and press Change just to fix it.

Also, aside from the third mouse button, is there another way to zoom in? (just out of curiosity)

[Edit] AGH! one second after posting this I see it! EXACTLY one second! Two at the very most! Seriously! Sorry!

19
Bug reports / Virus insertion
« on: October 19, 2006, 05:39:24 PM »
Quote from: EricL
Okay, I think I found this via code inspection.  Looks like AddGene wasn't adding 1 to what was being returned by NextStop(), which returns the position of the next stop codone in a genome.  Hopefully, I can release a buddy drop later today.  A sim which demonstrates the bug would still be nice so I can verify the fix.  Thanks.

Thanks!

I might be uploading this wrong or something, but here.

20
Bug reports / Virus insertion
« on: October 19, 2006, 11:04:42 AM »
For some reason, every single virus I've looked at in the victim's DNA seems to be inserted BEFORE a stop as opposed to AFTER a stop (making it, from cond to stop, technically apart of another gene)

For theoretical example, say you have a virus like:
cond
start
0 .aimdx store
0 .aimsx store
stop

And it gets inserted into a bot like:
cond
*.nrg 1000 >
start
15 .repro store
100 .strbody store
15 .aimdx store
stop

Then the result seems to become:
cond
*.nrg 1000 >
start
15 .repro store
100 .strbody store
15 .aimdx store
cond
start
0 .aimdx store
0 .aimsx store
stop
stop

This bug occurs in v2.42.8 by the way.

21
Suggestions / Send-all Tie Communication
« on: October 19, 2006, 10:00:52 AM »
I get how communicating to all currently works now (though didn't know the tie ID things were called phases), I meant how multiple communications through seperate, unique ties will work. Which reminds me, thanks for the link! Jeez though, tie physics look complicated... goodluck with that
The only problem with having all your ties be the same is that you can't send specific communication to just one bot... oh well, it can't be that difficult to get around it (as long as you're programming all the bots that you plan on being tied with.)

Thanks, though.

22
Suggestions / Just a small minor suggestion
« on: October 19, 2006, 09:48:46 AM »
Thanks!


Quote from: PurpleYouko


Why the heck don't you make your own color through the custom color maker that is already there?
I never use the defaults anyway.

Because I'm lazy and a bit iffy about using that. That, and I like most of the default colors (orange having been the only exception)

23
Suggestions / Just a small minor suggestion
« on: October 18, 2006, 04:55:05 PM »
Well, it's always bugged me how almost exactly the same yellow and orange look (by orange and yellow, I mean the default colors.)

Could it be possible to make it more...redish orange? Like... 220, 150, 60 (RGB)?

If anyone does this, thanks! As it stands orange doesn't seem like much of a good color choice if you want to easily distinguish between two bots.

24
Suggestions / Send-all Tie Communication
« on: October 18, 2006, 03:50:12 PM »
Quote from: Numsgil
I think there's a way to sort of do this already.  Ties with the same phase can be written to at the same time (or so I was told, haven't tried it out).  In the C++ source (a little dead at the moment mind you) this should work even better, allowing multiple communication through multiple ties in a single cycle.

Perhaps, but I still think a send-all would be useful, not only would it speed up communication as it currently stands but it would make really large blob multibots somewhat possible.
Plus I don't imagine how multiple communications would work with the basic idea of how sysvars work as it stands (aside from the obvious, which is to add more sysvars) Could you enlighten me on that?

Quote from: Light
Isn't this similar to *.numties?

Pretty much yeah, but not exactly the same.
It could be very useful for coordinating multibots, at the very least. >_>

25
Suggestions / Send-all Tie Communication
« on: October 16, 2006, 04:31:22 PM »
How 'bout a method of communicating with all bots you're tied to? This would not directly allow for tie feeding and would only send through ties in which you're connected to as a multibot. It, additionally, would be sent prior to direct communication methods.

If this seems like it'd give tiefeeders too much of an advantage, you could limit to just sending to one memory location... aka .tievalall and .tierecall (30 .tievalall store would make any bots you're connected with have 30 *.tierecall = basically)

Additionally, could .multi perhaps return the number of bots you're connected to that way? Aka if you're tied with 3 bots and have been for so and so cycles (I forget how long it takes exactly... somewhere between 20-50 cycles!) then *.multi will return 3.

Thanks for reading this. Additionally, if I haven't said this in the past a looong time ago, thank you so very much, Numsgil (I think he's the one that added this! if not then I redirect my thanks to whoever did!), for allowing mathematic functions to work in conditions.

26
Suggestions / Centromeres in Chromosomes in DB
« on: June 16, 2005, 10:13:57 AM »
As a note, if I recall correctly, you can't give DNA to things without DNA.
Probably to keep corpses/walls dead/immobile.
*Imagines a Necromancer bot, that gives basic genetics to corpses as a form of reproduction*
Ooh, that's a good idea! Add an option (even if it's a silly one) to allow corpses/walls to receive viruses. It'd be a Fantasy DarwinBots. Fireball spell? It's a virus that makes this wall go forward mindlessly shooting everything!

27
Tips and Tricks / Do you know what is venom?
« on: May 23, 2005, 11:06:43 AM »
Rather then having frequenties, you could allow a way to counter venom/poison by finding what it affects, and setting a memory location to that. I.e. if the venom sets .tieval to 1000, then you'd have to store .tieval (not *.tieval) into, say... .delvenom.
This could allow for some pretty advanced immune systems, I guess.
Of course, then you might have to make the original features of venom/poison work when .vloc/.ploc is -1, rather then 0.
(Or have .delvenom be reset to -1 every cycle.)

28
Suggestions / Make position a Single, not a Long
« on: May 23, 2005, 10:08:38 AM »
xpos and ypos are both programmable as a single gene. Not very cost efficient, but not all bots need such a gene.

It might also, as time goes on, become inaccurate, but who knows?

cond
start
  25 .veldx addstore
  26 .velsx addstore
stop

The only difference is that it's relative to it's starting position.
Which, for antbots, is good, because the queen can pass it along to it's children, and then they simply go back to 0,0.

Hence, xpos and ypos are practically useless. Even if you wanted to make bots communicate the location of food, they'd say where the food is relatively rather then based on their oppinion where the center of the world is.

And as time goes on, it'd become (realistically) inaccurate. requiring antbots to search for their queen, and reestablish where they are based on her being the center of the world. (Which would be loads more amazing if xpos and ypos were removed.)

So, simply put, xpos and ypos aren't actually needed to make a location system, assuming you're creative enough. (And if you want it for evolution, then I remind you that evolution rarely creates anything good, and this isn't exactly helped by all the functional memory locations. It'd be like making a random word generator, and running it until we get something good; except instead of 26 letters, we'd have 260.)

29
Off Topic / Definition of intelligence
« on: May 13, 2005, 05:57:41 PM »
How 'bout this for a definition of intelligence?

"Whatever can, even if it's incapable of showing it, prove this definition illogical is intelligent."

Practical, and not logical at the same time!

30
I like how sexrepro can work between different species.
Though I wish it were more random.

If the whole survival of the fittest thing starts working better, then bots that have sex with anything that move will hopefully mutate to only have sex when it'd produce an actual working offspring.

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