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Topics - gymsum

Pages: [1] 2
1
Bugs and fixes / Runtime Error
« on: January 17, 2014, 02:23:12 AM »
When I load Chaotic Swarm Multibot the program gets a time out.

2
Off Topic / Project Sandbox Universe
« on: August 18, 2008, 08:01:54 AM »
Right, a team I've assembled is now working on quite a project; as part of the project we've decided to include a genetics engine similiar to the DB engine, only without as many textual commands. We are going to use 4 simple codons to program all ai for the game.

I dont mean to advertise this game, but merely wanted the DB makers to know that I intend on using the concept of DB in Sandob Universe: http://sandboxuniverse.freeforums.org

Enjoy.

3
EcoSim Bots / Planto Of Life Vers. 2
« on: August 06, 2008, 11:51:51 AM »
Yes it is a long one. Each plant will start growth differently and by different means of reproduction, in the end there should be two seperate varieties of this one plant exhibiting different behaviors. Without mutations this plant is meant to evolve in relation to predator vs prey, but its moore left to chance on their part. I used the Slim Evo Swarm technique for the defensive behaviored ones, and an old multibot tactical movement gene for a fighting multibot. After many tests, there still exsists many behaviors I have not found, if you manage to find one please feel free to tell me. So far I've seen it flair up to meet larger number of targets, and I've seen it run away as a group. Enjoy

Code: [Select]
'Plant of Life: Uses some adaptive genes, locks in energy limitations and metabolic at birth. Uses a complex sexual identification system and uses a very primitative conspec system

'Set Metabolic Rate, sex, growth-type, role
def sex 40
def type 41
def role 42
def nrglim 43
def blimhigh 44
def blimlow 45
def focustie 46
def sexswitch 50

cond
*.robage 0 =
start
1 rnd 2 .sex store
1 rnd 2 .type store
*.nrg .nrglim store
*.nrg *.body div .blimlow store
*.nrg 2 div .blimhigh store
1 rnd .tie store
240 *.aim add .setaim store
*.sex .out4 store
*.type .out5 store
*.out4 .tout4 store
*.out5 .tout5 store
stop

'Dietary Genes

cond
*.body *.blimhigh >=
start
40 .fdbody store
stop

cond
*.body *.blimlow <=
start
20 .strbody store
stop

'Eyes

cond
*.timer *.sex mod *.type =
start
-4 *.eye1 *.eye9 sub sgn 0 floor mult *.eye1 *.eye8 sub sgn 0 floor mult *.eye1 *.eye7 sub sgn 0 floor mult *.eye1 *.eye6 sub sgn 0 floor mult *.eye1 *.eye5 sub sgn 0 floor mult *.eye1 *.eye4 sub sgn 0 floor mult *.eye1 *.eye3 sub sgn 0 floor mult *.eye1 *.eye2 sub sgn 0 floor mult 4 *.eye9 *.eye8 sub sgn 0 floor mult *.eye9 *.eye7 sub sgn 0 floor mult *.eye9 *.eye6 sub sgn 0 floor mult
*.eye9 *.eye5 sub sgn 0 floor mult *.eye9 *.eye4 sub sgn 0 floor mult *.eye9 *.eye3 sub sgn 0 floor mult *.eye9 *.eye2 sub sgn 0 floor mult *.eye9 *.eye1 sub sgn ++ sgn mult add -3 *.eye2 *.eye9 sub sgn ++ sgn mult *.eye2 *.eye8 sub sgn 0 floor mult *.eye2 *.eye7 sub sgn 0 floor mult *.eye2 *.eye6 sub sgn 0 floor mult *.eye2 *.eye5 sub sgn 0 floor mult *.eye2 *.eye4 sub sgn 0 floor mult *.eye2 *.eye3 sub sgn 0 floor mult *.eye2 *.eye1 sub sgn ++ sgn mult add 3 *.eye8 *.eye9 sub sgn ++ sgn mult *.eye8 *.eye7 sub sgn 0 floor mult *.eye8 *.eye6 sub sgn 0 floor mult *.eye8 *.eye5 sub sgn 0 floor mult *.eye8 *.eye4 sub sgn 0 floor mult *.eye8 *.eye3 sub sgn 0 floor mult *.eye8 *.eye2 sub sgn ++ sgn mult *.eye8 *.eye1 sub sgn ++ sgn mult add -2 *.eye3 *.eye9 sub sgn ++ sgn mult *.eye3 *.eye8 sub sgn ++ sgn mult *.eye3 *.eye7 sub sgn 0 floor mult *.eye3 *.eye6 sub sgn 0 floor mult
*.eye3 *.eye5 sub sgn 0 floor mult *.eye3 *.eye4 sub sgn 0 floor mult *.eye3 *.eye2 sub sgn ++ sgn mult *.eye3 *.eye1 sub sgn ++ sgn mult add 2 *.eye7 *.eye9 sub sgn ++ sgn mult *.eye7 *.eye8 sub sgn ++ sgn mult *.eye7 *.eye7 sub sgn 0 floor mult *.eye7 *.eye6 sub sgn 0 floor mult *.eye7 *.eye5 sub sgn 0 floor mult *.eye7 *.eye4 sub sgn ++ sgn mult *.eye7 *.eye2 sub sgn ++ sgn mult *.eye7 *.eye1 sub sgn ++ sgn mult add -1 *.eye4 *.eye9 sub sgn ++ sgn mult *.eye4 *.eye8 sub sgn ++ sgn mult *.eye4 *.eye7 sub sgn ++ sgn mult *.eye4 *.eye6 sub sgn 0 floor mult *.eye4 *.eye5 sub sgn 0 floor mult *.eye4 *.eye3 sub sgn ++ sgn mult *.eye4 *.eye2 sub sgn ++ sgn mult *.eye4 *.eye1 sub sgn ++ sgn mult add 1 *.eye4 *.eye9 sub sgn ++ sgn mult *.eye4 *.eye8 sub sgn ++ sgn mult *.eye4 *.eye7 sub sgn ++ sgn mult *.eye4 *.eye6 sub sgn ++ sgn mult *.eye4 *.eye5 sub sgn 0 floor mult
*.eye4 *.eye3 sub sgn ++ sgn mult *.eye4 *.eye2 sub sgn ++ sgn mult *.eye4 *.eye1 sub sgn ++ sgn mult add 0 *.eye5 *.eye9 sub sgn ++ sgn mult *.eye5 *.eye8 sub sgn ++ sgn mult *.eye5 *.eye7 sub sgn ++ sgn mult *.eye5 *.eye6 sub sgn ++ sgn mult *.eye5 *.eye4 sub sgn ++ sgn mult *.eye5 *.eye3 sub sgn ++ sgn mult *.eye5 *.eye2 sub sgn ++ sgn mult *.eye5 *.eye1 sub sgn ++ sgn mult add .focuseye store
stop

'Tie And Turning Genes

cond
*.type 2 =
*.eyef 0 >
*.refeye *.myeye =
*.refrepro *.myrepro =
start
20 rnd .tie store
stop

cond
*.eyef 0 >
*.tieang *.refxpos *.refypos angle =
*.refeye *.myeye =
sart
314 *.aim add .setaim store
stop

'Tie Reading

cond
5 rnd 1 =
*.multi 1 =
start
*.numties rnd 1 .readtie store
*53 .readtie store
stop

'Store Ties to Vars for access

cond
*.multi 1 =
*.tin4 *.tout4 >=
*53 0 =
start
*.readtie 53 store
stop

'Tactical Tie Communication

cond
*.eyef 0 >
*.refeye *.myeye !=
*.multi 1 =
start
*.refxpos *.refypos angle .tout8 store
*.aim .tout9 store
*.eyef .tout10 store
60 *.eyef sub mod 30 .fixlen store
stop

cond
*.eyef 0 =
*.refeye *.myeye = or
*.multi 1 =
*.tin10 0 >
start
*.tin10 exp 2 *.tielen exp 2 add sqr *.vel sub .up store
*.tin8 *.xpos *.ypos sub mod *.trefxpos *.trefypos angle .setaim store
stop

'Combat Genes

cond
*.eyef 50 >
*.refeye *.myeye !=
start
*.nrg 10 div .shotval store
-1 .shoot store
stop

'Movement Genes

cond
*.eyef 0 =
*.type 1 =
start
*.maxvel *.vel sub .up store
stop

cond
*.eyef 0 =
*.multi 1 =
start
*.trefvelup *.vel sub .up store
*.trefveldn *.vel sub .dn store
stop

'Reproductive Genes:
'////////////// Type 1

cond
*.type 2 !=
*.nrg *.nrglim >=
*.sex 1 =
*.sex *.in4 <=
*.sexswitch 0 =
start
50 .sexrepro store
*.refxpos *.refypos angle .setaim store
*.refxpos *.refypos angle .aimshot store
-8 .shoot store
*.sexswitch inc
stop

cond
*.fertilized 0 >
*.nrg *.nrglim >=
*.sex 2 =
*.type 1 =
*.type 5 = or
start
50 .sexrepro store
stop

'////////////// Type 2

cond
*.sex 1 =
*.type 2 =
*.type 10 = or
*.sexswitch 0 =
*.nrg *.nrglim >=
start
50 .repro store
314 *.aim add .setaim store
25 .repro store
314 *.aim add .setaim store
*.sexswitch inc
stop

cond
*.sex 2 =
*.type 2 =
*.sexswitch 0 =
*.nrg *.nrglim >=
start
50 .repro store
314 *.aim sub .setaim store
25 .mrepro store
314 *.aim sub .setaim store
*.sexswitch inc
stop

'Type 3; Evolve

cond
*.robage 1500 =
start
2 rnd mult 5 .type store
*.numties .deltie store
*.tiepres .deltie store
*.maxvel *.mass mult *.vel sub .up store
stop

'Type 5 - Become Large Groups

cond
5 rnd 1 =
*.multi 1 =
start
*.numties rnd .readtie store
stop

cond
*.multi 1 =
*.type 5 =
start
*.refeye *.myeye div 1 sub *.eyef mult .tout10 store
45 .sharenrg *.multi mult store
*.tout5 .out5 store
*.tiepres .out2 store
*.timer mod *.out2 .redtie store
*.tout5 *.tielen mult 40 store
*.out1 .tout1 store
*.robage mod *.tin1 41 store
*40 *41 div 8 mult *.xpos *.ypos angle mod *.trefxpos *.trefypos angle add div *.tout6 *.tout7 angle *.tin8 *.tin9 angle add add *.numties *.tiepres mult add .fixang store
*.vel *.trefvel sub *.timer add mod 20 rnd 1 2 mult mod *.tin5 *.tielen mult *.mass mult *.eyef mod *.tin10 add *.numties *.tiepres add mult add .fixlen store
45 .stifftie store
stop

cond
*.type 5 =
*.eyef 0 >
*.refeye *.myeye =
*.tiepres 2 <
*.numties 2 < xor
start
.tie inc
*.tiepres *.numties add .tout5 store
20 *.tieang *.aim div mult sub .setaim store
stop

cond
*.type 5 =
*.readtie 0 >
*.robage *.trefage <
*.tin5 *.tout5 > xor
start
*.eye1 *.eye2 add *.eye3 *.eye4 add add 4 div .tout8 store
*.eye6 *.eye7 add *.eye8 *.eye9 add add 4 div .tout9 store
*.tin5 .tout5 store
stop

'Type 10 - Become Massive Energy Harnessers

cond
*.trefeye *.myeye %=
*.robage *.trefage >
*.type 10 =
start
30 *.aim add .setaim store
*.maxvel *.vel sub .dn store
stop

cond
*.type 10 =
*.trefeye *.myeye %=
*.robage *.trefage <
start
20 .fixlen
0 140 store
260 .fixang store
40 .stifftie store
*.trefvel *.vel sub .up store
*.trefaim .aim store
stop
end

4
Interesting behaviour bots / Acer Runco of Vita, The Weed of Life
« on: July 31, 2008, 10:37:52 PM »
Acer Runco of Vita- I've redesigned the kinetic plankton and reduced its targeting system and combat genes to a handful of weaker ones, but improved mobility of the multibot. Now instead of collecting larger bots in the center, the entire organism stays relatively spaced and tries to maintain an exterior view.

This is its beta version, once I've finalized 4 more behaviors, the species will be complete and together with the plankton kinetic could be helpful in creating multibot environments.

Conditions: Must start in a cluster, meaning high disperal desnity and low dispersal area (15 minimum), it will not reproduce if it does not encounter another of its kind, its very picky. 3000 energy, day and night modes not used, pond mode, F1. Its conpsecs will fail against Hero.

Explanation: species that change behaviors more than once in a single life span are often more adapt at survival. If something is currently failing, a later behavior might save its life. Right now it uses two simple phases, then next two I'm hoping will better adapt them for either hunting, or growing, but not both. A sort of evolutionary barrier. THe Kinetic Plankton has a much more advanced targeting system for mutibot mode, a lucky sexual cross could prove very beneficial.

Code: [Select]
'Acer Runco of Vita - Sharp Weed of Life:

cond
start
1000 998 store
*.thsigene .delgene store
stop

cond
*.robage 0 =
*.numties 0 = and
start
*998 .out4 store
*.out4 .tout4 store
*998 1 sub 998 store
1 40 store
stop

'overwrite 40
cond
*.in4 *.out4 >
*.tin4 *.tout4 >
*.refeye *.myeye =
*51 0 = or
start
11 40 store
1 rnd 10 .tie store
stop

'Set timer1
cond
*41 0 >
start
*41 1 sub 41 store
stop

cond
'egg formation, slowest possible behavior, default
*40 1 =
*.robage 20 <
start
*.nrg 10 div .mkpoison store
1 50 store
stop

cond
*40 1 =
*.robage 20 >
*41 2 <
*.nrg 2000 > and
*51 4 < or
start
0 50 store
*.nrg *.eyef div 10 sub .repro store
1 rnd 10 .tie store
1 *51 add 51 store
60 *.aim add .setaim store
10 *.eyef 10 div sub abs 41 store
stop

cond
*40 11 =
*.robage 20 >
*.eyef 0 =
*.refeye *.myeye = xor
start
40 *.aim add .setaim store
*.refeye *.myeye div 1 rnd 20 mult int .tie store
stop

'Read Ties

cond
*60 0 =
start
*.numties *.tiepres add rnd timer mod 10 .tienum store
*.tienum .readtie store
50 .stiftie store
*.mass 2 mult .setlen store
stop

cond
*.trefage *.robage >
*60 0 =
start
*.tienum 60 store
30 .setlen store
*.aim -1 mult sgn .fixang store
45 *.multi mult .sharenrg store
stop

cond
*.timer 2 mod 1 =
start
*60 .readtie store
stop

cond
*.trefeye *.myeye !=
start
*.readtie .tienum store
*.tienum .deltie store
stop

'Eyes: Phase 1

cond
*40 1 =
*50 0 =
*.myeye *.refeye =
*51 0 =
*.numties 0 >
start
5 *eyef mult .setaim store
stop

'Phase 2

cond
*40 11 =
*.tieang *.refxpos *.refypos angle =
*.myeye *.refeye =
start
2 *.eyef mult .setaim store
*.aim *.tieang sub .fixang store
stop

cond
*40 11 =
*.refey *.myeye =
*.out4 *.in4 %=
start
*.refxpos *.refypos angle .setaim store
*.numeties rnd 10 .tie store
50 *.aim add .setaim store
stop

'Movement Controls Multibot

cond
*.multi 0 >
*40 1 =
*.numties 0 >
*.tout4 *.tin4 <
start
*.trefvelscalar *.vel add .dn store
*.trefvelscalar *.vel sub .dx store
*.trefvelscalar *.vel sub .ds store
*.trefvelscalar *.vel mult .up store
stop

'Combat Controls

cond
*.eyef 0 >=
*.refeye *.myeye != or
*.shflav 0 !=
*.shflav -2 !=
*.in2 *.out2 != or
*.botname *.in1 =
*50 0 =
start
942 *.shang sub .setaim store
0 .shflav store
100 .mkshell store
26 .strvenom
.shoot .ploc store
*60 .tienum store
*.aim -1 mult sgn .fixang store
stop

cond
*.out4 *.in4 !=
*.refey *.myeye !=
*50 0 =
*.body 500 <
start
*.refxpos *.refypos angle *.refvelscalar mult *.eyef div .setaim store
*.eyef .tout1 store
*.aim *40 mod 1 mult .tout2 store
*.nrg 4 div .shootval store
-1 .shoot store
stop

cond
*.tin1 *.eyef >
*.tin2 *.aim !=
start
3 50 store
*.tin2 *.aim sub abs .setaim store
*.tin1 *.eyef sub *.vel sub .up store
stop

cond
*.out4 *.in4 !=
*.refeye *.myeye !=
*50 0 =
*40 1 =
*.body 500 >
start
*.refxpos *.refypos angle .setaim store
*.nrg 4 div .shootval store
-6 .shoot store
stop

end

*because of the conspecs in both species, plankton kinetic will have a second version released using the Slim Evo 4 conspec system, as an attempt to create a passive agressive species, I.e. intelligence.

5
RANT / Continuance of the INfinity Proposal
« on: June 09, 2008, 04:28:34 PM »
I will no longer respond in the Crow post sicne the discussion is far from crows.

Numbers have been used to quantify ideas of behaviors or other ideas which are not measured by any object undergoing such implications of that number. For example, a rock with 100Kg of mass will weigh 980 newtons, but the rock dose not need to know it to have this result. So the idea of 100,000 grams having an aplied force of 9.8 times its mass is only necessary to a being that understands the concept of a number better than quantifying how many offspring it had, or how much food it needs. The same is true with velocity vectors, the result can be made the same regardless of the numbers, because the numbers are quantifying the result, and the result is quantifying the numbers (otherwise the numbers do not truely quantify what it means perceptively to gain that result). This is because numbers are meaningless beyond the experience of their use to quantify something.

To first understand how we quantify our thoughts, we must understand how we categorize a thought. Since its entirely up to the individual, the reciever must dictate how a thought corrolates with another thought, to allow for conotations and denotations (our two main categories for how one sifts through information presented to them). Once the intention is understood, the thought can be labled an entity, name (self-dependent and exo-dependent, meaning this can be determined by the speaker or reciever, dont care if they are words, that is part of my point to the counting system, but to avoid ovderlaps in theory we will assume exo-dependent means the information category is depednant on another part of the speach, or the speaker). To begin we start with the basics: Who?

To know what a reciever is seeing, it must be able to know if they recognize something or someone. To a being having experienced nothing before, comes across a rock face on a cliff, it will recognize it later, key to knowing the environment. But for every object we percieve, there exsists a finite amount of more objects to be viewed and given a name(s)-to avoid arguments over things like specialization vs intelligence of the being. We can assume that if the being is alive, its entire field of perception holds some emptyness to it, meaning there is room to see. For every object seen, there stands to be an infinite amount of information withheld from simply knowing its name, or whom we call something or someone. To really understand the environment, this being must ask more than just who, it needs some way to classify the type of entity (another set of who) so that if it calls a rock a rose, and it sees a similar rock it can know that is part of the rose group (or whatever it dictates to be a rock). This allows for a set of more complex questions which must be fufilled before the being can have any real intelligence to it. It knows who and what, but it doesnt haev a clue for what its food is and what it needs to do in order to survive.

The next step is to assume the being quantified emotions much similar to the way it quantified the categories of thought. These emotions can be used to quntify another experience, time. The question of when did something occur is key to answering the next set of question we have yet to quantify for this being. A change in emotional status, such as hunger or pain, or pleasure and abbundance can be used to relate to them something I will get to later. The being comes to a rock and takes the coarse of a lion to run up it, since the being enjoyed watching a mountain lion pounce from cliff rock to cliff rock, the being attempts it and falls, the change in emotional status changes the way the being percieves rocks, mountain lions and/or itself simultaneously, as the experience is challenging the limited experience of this being, assuming it still yet has to identify itself. For all it knows it could have been a mountain lion, this result begs to differ with its memories. So through a grace of mistake, the being now understands a concept of when, it saw a mountain lion previously, attempted to follow after it in the same fasion, and failed. A chronological order based on emotional memory. I wont go into quantifying emotions as that would be like applying smileys to every number without a simple system.

Because it now understands a process of memories which dictate who, what and when, it can begin to draw a map of its surroundings. The rock was there, I went somewhere else, and the mountain lion is still in its cave. Its not incredibly accurate, its not GPS, but the being knows from its perspective that its below a rock, and a lion. It knows somewhat more about the mountain lion and rock than the earth he landed on, and has somewhate of an idea of where it is. As it explores and experiences more, this expands and its concept for quantifying distances changes with each alteration to the previously quantified thoughts.

Lastly comes why. Why did the being fall where the mountain lion had succeede? For a being with nothing to go by as far as a previous generation, this is quite difficult to answer with one experience alone. It must attempt to follow the behaviors of many other beings to fully understand its place in the ecosystem, and/or know what its purpose is for asking such a stupid question. Its quite obvious to us that if we saw a mountain lion jumping, we wouldnt attempt to do likewise, we'ld shoot it because its been taught to us that the lion is for food. The being will eventually know what is food, after trying everything and anything it comes across (assuming nothing can kill him). So how long will it take the being to achieve a full answer to all of its questions? Thats another set of numbers to be given a meaning.

For evey thought, there exsists 5 others to give that thought a meaning. So we can take the total entries in the Encyclopedia Encarta and assume that it contains ALL current and up to date information within its archives. For every entry, there will exsist 5 sets of information to explain the concept fully. For every set, there will be an entirely other set of information to be used in the Dictionary to agian relate the 5 sets to themselves. So what is the total amount of information that can possibly be gained from the universe? Well its quite large, so large in fact, that the Universe itself would fit in it multiple times if it were quantified as volume.

n to infinity

C = (E^5*D^25)*L where c is a constant for universal translation, and L is the total number of known languages in use (not including theoreticals).
CB = all known celestial bodies in the Universe
LB = CB/all celestial bodies in the Universe life can exsist.
((((E^5*D^25)^n)*S)*CB*LB)^5)/C = T, where E is Encyclopedia entries, D is Dictionary definitions, and n is the the current thougth in the series, or information (assuming something like the letter a is 1 on the scale), and T is the total number of ideas and S is all the species of the world with more brain power than bacteria. (this is assuming all information catilogued in the Encyclopedia on astrology and astronomy contain full details such as a database for all known stars and systesm). If this assumption holds false, simply add the numbers to E and D before raisng them to the 5th or 25th. Also, I cannot find any information which holds the total information of any alien species, so we cannot fully calculate the entire Universal Unknown, but we can do our very limited perspective.

To know how much of the total information has been collected (not assuming this information adds to the previous series), we take all the knonw information an individual posses for say 100 people world wide, multiply that by the total population of the earth and divide it by the Total. So while we learn more, the percentage of knonw information grows incredibly slow, while the total number of known things grows exponentialy.

we will assume th knonw information average and call it I.
I*(P)/T = k where I is knowledge average (or iq if it suits you, doesnt matter requires same amount of information), P is the Population of the Earth and T is total kowledge.

The unknown I assume is incalculable, since T is geometric to itself, or a reflection of itself due to the quantifying problem that numbers can overlap and mean differnt things.

Edited: Realized this did not include all bodies of information.

6
Untagged bots / Preying Plankton
« on: May 20, 2008, 11:15:08 PM »
I built this bot somehow and I wish I could have made a propper hunter gene basis, but its simply more efficient for veggies to use forcefull tactics. It starts as a blob as was first programed to do; the blob has its own id. Once the ties harden, the blob uses a contiunous kinetic source from the tie strechyness. Sometimes the blob fails to activate until something bumbs it; once chaos is started, the energy is continuously reused to produce movement. I don't want to say how I managed to make it do what it is does because thats my secret, but I will admit that it often has problems with tieing too much, this can cause blobs to improerly form. It has two stages of complete cycles; spinning motion causes the external bots to launch offspring; when two blobs meet they will atempt to sexually reproduce; blobs will not mate with same blobids. Regardless, all blobs build up poisons and venom to blind and rid enemy feeders. For this bot, I have to say it is finished. THe improper genes actually leave a window for them to form improperly, but the genes should correct it if it be a problem. If the starts fly off after the ratial genes can be set, the 'starts' will fail to produce a blob.

7
Bot Tavern / The New Slim Evo
« on: May 20, 2008, 08:13:18 AM »
360 Inhonestus Peto quod Pessum ire Plures - Unus:

It starts with two bots tied to eachother, both streaming eye info constantly; tactics to remain my little secret; and are highly effective killers. My plan is to build a multibot that has 10 stages, the final being a 360-Degree Multibot with a central decision-making ring. It uses simple geometric ratios and modulos to create the formations in each stage. At every stage, individual cells take on different rolls to continue to grow the multibot larger and larger.

The best bit is that it is not a tie feeder or herbavor. I had to develop a seperate species of veggies that rewarded bots that did not attack it or feed from it; after 35 cycles the plant will actually feed you whatever value you store in out9. And since it uses too many features beond the Algae-Mins, out10 has been reserved as its only conspec (hint for those wanting it). I will have a finalised and edited version posted sometime within the weak. Plankton Kinetic has given me the idea for a fly trap like plant that bats away unwanted species.

Anyways, would this bot qualify as a CB?

8
Veggies / Plankton Kinetic (MB/Veggie)
« on: May 15, 2008, 09:21:48 AM »
Update to tie system. Previous model made the groups spin irradically out of control.

made the bot entirely interactive with its environment. Good luck tie feeding from this bot.

Ive been testing the bot with no repro threshold, and lots of enemies with just one starting veggie. Uses the system to the earlier version, only now its mroe agressive and they no longer stare at tied bots. Very effective against every F1 bot I've tested, inclunding the MB Seasnake.

9
Veggies / Plankton Kinetic (MB/Veggie)
« on: May 14, 2008, 03:18:32 PM »
Many improvements indcluding better structure limitations to avoid crappy formations and/or breakage of ties. No longer uses the chaos set, but uses a 360 mod to wrapp the bot completely, if possible. Best of all is its ability to actually move, much like a snake. Has no reall agressive capabilities, mostly harmless at this stage. I could see using it in my Chaotic Swarmer, but not any time soon.

I think if someone wanted to add some communications and targeting systems, this bot could own on other veggie killers, and if it went heterotrophic, some tweaks to its dietary genes should stabilize it. This bot uses 4 dimensions to create a unique form. Dimensions are x, y, time, energy and mass.

10
The Gene depository / Timer-based Mod form Multibot formation
« on: May 14, 2008, 01:59:04 PM »
25 .sharenrg *.multi mult store
*.tiepres .out2 store
*.timer mod *.out2 .redtie store
*.tout5 *.tielen mult 40 store
*.out1 .tout1 store
*.robage mod *.tin1 41 store
*40 *41 div 8 mult *.xpos *.ypos angle mod *.trefxpos *.trefypos angle add div .fixang store
*.vel *.trefvel sub mod *.maxvel *.timer add mod 20 rnd 1 2 mult mod *.tin5 *.tielen mult *.mass mult *.eyef abs mod 50 add .fixlen store

40 and 41 are your sides that are given, your position is wrapped around the tied position, added and then divided to creat either a 30, 60 or 90 degree angle, because its within these ranges, this allows for a bot to swing an exstension much like a chain or pendulum to propel the entire organism in some direction. The length set is determined partly by the velocity of both tied bots, and wrapped around several other mods that convert the cieling from a random value to a constantly changing value, mass and tielen. The only downfall is that whe the bots are equally massed, there is no difference in torque so the organism sort of spins in place, once a side develops, the process continues and the complexity groes even furhter. Uses the Hilbert curve whereby all angles are congruent and non overlapping, however there is some error in my translations in ang and I haven't been able to find an easy solution, basically the bots inertia is controlled by another bot, when the bot is equally balanced, or surrounded, equilibrium is achieved.

11
F1 bots / Plankton Experiment (MB/*CB/F1/Veggie)(14-05-2008)
« on: May 14, 2008, 01:15:17 PM »
Ok, so I've managed a bot that moves without storing velocity; it does read its velocity but only so it doesnt fly off away from its tied conspec. It swims almost like the older DB version that was mroe basic and easier to program for users. Anyways, I had to invent some equations for this to work right. I took from the 30-60-90 Triangle, as it is the golden triangle, its importance is for a finalization of the entire being, and in order to calculate these angles relative to the bots entire body, some consideration had to be made. First, the oldest bot is the center of the circle, and all triangles form from this bot. 2nd, no bot may tie to more than two bots at once, this means that as the circle develops, the older center bot actually launches offspring from the center. ITs conspe system confuses many bots, even mor chaotic swarmer, although it considers it a friendly species. Anyways, it uses a system to count the total ties in the group, and uses this information as a length of the entire organism, this the opposite side of the center bot; two other special sides are found and used to wrap the angle of the inner bot around the outside bots, makes them form a nice circle with a central veggie, nice protection too, but its defense mechanism seems to be broken.

Code: [Select]
'Curved Veggie

cond
*.robage 0 =
start
.tie inc
*.tiepres .out2 store
32000 rnd 1 .out1 store
stop

cond
*.tiepres 2 >
*.numties 2 > xor
start
*.tiepres .deltie store
stop

cond
*.robage 21 >
*.nrg 4000 >
start
100 .mkpoison store
50 .strvenom store
.eyef .vloc store
0 .venval store
.shoot .ploc store
50 .repro store
160 *.aim add .setaim store
stop

cond
*.shflav 0 !=
*.shflav -2 !=
start
1256 *.shang sub .aimshoot store
16 .shootval store
0 .shflav store
-5 .shoot store
-3 .shoot store
stop

cond
*.multi 1 =
start
25 .sharenrg *.multi mult store
*.tiepres .out2 store
*.timer mod *.out2 .redtie store
*.tout5 *.tielen mult 40 store
*.out1 .tout1 store
*.robage mod *.tin1 41 store
*40 *41 div 8 mult *.xpos *.ypos angle mod *.trefxpos *.trefypos angle add div .fixang store
*.vel *.trefvel sub mod *.maxvel *.timer add mod 20 rnd 1 2 mult mod *.tin5 *.tielen mult *.mass mult *.eyef abs mod 50 add .fixlen store
45 .stifftie store
stop

cond
*.readtie 0 >
*.robage *.trefage <
*.in5 .out5 >
*.tin5 *.tout5 > xor and
start
*.tin5 *.tout5 store
*.in5 .out5 store
stop

cond
*.tout5 *.out5 <
start
*.out5 *.tout5 add .tout5 store
stop

cond
*.eyef 0 >
*.in1 0 !=
*.refeye *.myeye =
*.tiepres 2 <
*.numties 2 < xor
start
*.refxpos *.refypos angle .setaim store
.tie inc
20 *.aim sub .setaim store
stop

cond
*.nrg 3000 <
*.body 10 >
start
20 .fdbody store
stop

end

Edited: Creates very unique formations, I saw one with three legs spinning in circles. Conditions: Run first with no mutations to get an idea for it, then run with if you like; use any bots to hunt them. Takes some generations for the shapes to form, but its worth it.

12
Multi-Bots / Chaotic Swarm v 2.0 (MB *CB)
« on: May 14, 2008, 12:36:23 AM »
TOO BIG TO FIT!

Its a little more stable as fara s a hunter goes, and it uses tie ifno to target enemys. Many fixes to switches have improved decision making of bots.
Edited: removed imrpoer focuseye store.

13
Suggestions / Expanding Energy types
« on: May 13, 2008, 11:46:24 PM »
One thing which stands true to nature but not DB, is a true energy and waste balance. While it is impossible to bring absolute realism to the game, there should be a way to add a new energy type available only to the veggies that convert energy or waste into this new type. The new type is waste to heterotrophs, but can be absorbed via tie feeding of shoot to build a tougher shell and stronger durable ties that allow for fater feeding rates and faster memory useage, proportionally that is.

Minerals were brought up earlier, I could see how they could be a poinson or even form of general waste to a heteroptroph, since they never really leave the body IRL and they collect and eventually cause death (such as lead). I say introduce a new element to the environment to imrpove multibot communications, but its a heavier resource meaning it slows bots down and makes them heavier. The benefit is they can perform better decisions and feed more efficiently with eachother.

14
Bot Tavern / Multibot Method
« on: May 13, 2008, 10:49:18 PM »
I've been toying around with different designs based on geometric formulas, and I found one that seems to mimic multibot-division IRL. I almost see how this could be used for the development of the graphics for DB3. But as far as complexity goes its fairly simply, 2^(n)-(1/2^(n)) and this is the result in 2d space and 3d space;

http://en.wikipedia.org/wiki/Hilbert_curve

If the bots preserved coordiantes and ties relative to this formula, a bot could effectively construct something with defensive and agressive benefits. The design is square, so there is some order to the eye system when tied, and feeding and information will be crutial; so it may require less costs than F1 conditions, there is not even types of energy in the current version for a complex multibot to last long. This system gives structure, a counting mechanism for activations of stage-specific genes, such as reproduction and things like muscle contraction, memory/communication use, things like that. Also makes it very easy to determine where to send the information so that the right part of the bot recieves the information.

What do you guys think?

Note: the set to prove this used infinity, limits can be programed in to avoid crashing.

15
Mutations / 4-d Swarmer
« on: May 11, 2008, 12:29:40 AM »
FILE TOO BIG!

Another major upgrade to the slim evo project. More switch improvement between multimodes and sysvars. Now more stable, still has problems with aiming. Stable enough to be in multibot mode without a veggie source, they now eat through veggies more rapidly since I put in an inherently longer counter mechanism moded around 10 cycle max limit. Eye genes done to 3, but had to expand the botid system to make it work better, now bots wont destroy their children. It has officially 6 stages, however the break down of each and heirarchy label them not in order. Stage 0, or multi 0 = is defaulted mode. Enjoy. Still seems to have some major pain issues, cant seem to pinpoint them all yet.

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