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Messages - d-EVO

Pages: [1] 2 3 ... 9
1
F1 bots / Bot v 1.1
« on: January 06, 2009, 03:32:30 PM »
Quote from: Moonfisher
And the 'and' isn't nesesary when in the condition part of a gene because all conditions in that area get and'ed, but when using inline conditions you would need it.

that is what I said.
but thanks for clearing it up a bit more

Quote
Ooooooh... Thankee very much!
no prob.
nice bot by the way.
add a strbody command so they dont become so small.
otherwise a fun bot to watch

2
F1 bots / Bot v 1.1
« on: January 06, 2009, 08:55:44 AM »
Code: [Select]
*.foodxpos 100 + *.xpos >= *.foodxpos 100 - *.xpos > |
*.foodypos 100 + *.ypos >= *.foodypos 100 - *.ypos > |

I dont think this code will work

replace the "+" with "add"
and the "-" with "sub"
and the "|" with "or"

so the code should look like this

Code: [Select]
*.foodxpos 100 add *.xpos >= *.foodxpos 100 sub *.xpos > or
*.foodypos 100 add *.ypos >= *.foodypos 100 sub *.ypos > or
and                 / note that the "and" is not nessiccary as this will automaticaly be used when no other evaluation function is used
                      /  usefull to use when using complicated conditions logic.

this should work.

3
Newbie / Veggy Boddy won't grow
« on: December 21, 2008, 09:46:31 AM »
Quote from: Boogi
Do I have to keep open the diagrams all the time to get a continous record? How can I save the diagrams, when I a sim in several runs?

I am not sure what you mean by diagrams.
If you mean graphs the you just need to initiate a graph you want and it will record that specific atribute of the sim whether the graph is open or not.
If you mean the actual veiw if the sim, you can minimize it and it will keep running.
If I didnt anser your question, just test and anser it yourself.

Quote from: Boogi
btw.:
If I remove the last species in the new sim window I get an error:
Laufzeitfehler '380':
Ungültiger Eigenschaftswert

Runtime error '380':
invalid attribute value

Boogi

weird, wat version are you using, does it happen all the time.
If you cant fix it, post your quiery or search for a related queiry in the bugs and fixes section of the form

4
Newbie / HELLO EVERYONE
« on: December 20, 2008, 11:37:25 AM »
the version the leagues are run on are v2.43.1L
you can find it the code section on one of the threads
it is pined so it should be near the top

and welcom, new bot makers are always  appreciated

5
The Gene depository / Tuning gene
« on: December 20, 2008, 11:08:09 AM »
Quote from: Numsgil
It helps to have been neck deep in the source code
lol, good point
getting into it.
got a lot to cover alot of stuff about c# so dont expect any contributions any time soon

6
The Gene depository / Tuning gene
« on: December 19, 2008, 05:47:59 PM »
Quote from: Numsgil
When the sysvars are processed, *.up and *.dn are subtracted (up - dn) to arrive at a final value representing the desired forward motion.  Same with *.sx and *.dx.  So if you have a bot storing 10 in .up and 10 in .dn, it won't move anywhere and won't use any nrg beyond that needed to store every cycle.

Man
You can explainthings so much better than I can  
Ya, that is what I ment

7
The Gene depository / Tuning gene
« on: December 19, 2008, 10:22:15 AM »
Quote from: ikke
Quote
*.mconup .dn store
0 .up store
up and dn are opposites? Not sure what the code actually does

what can happen is it can store a value in up and then when it stores a value in down it cancels each other out and the bot doesnt move ore move's incorrectly

I could add a condition to the gene which moves it down but I was to lazy.
0 .up store is much simpler than a whole lot of conditions that may not work.
sure its a waste of a store, but what is one store. It is not a league bot so who cares?

tell me what you think of it

8
The Gene depository / Tuning gene
« on: December 18, 2008, 03:12:56 PM »
No more trouble choosing constants
because YOU DONT HAVE TO !!!  

this gene can "tune" any constant you want.
some examples are:
turning constants, shootval, up, repro (not recomended), and baisicaly any other constant.

This gene works by storing a value in ratial memory (the constant to be tuned),
Any child that the bot has will randomly inc or dec the constant,
the more successful child will have the most children and pass the more successful constant on (baisicaly, very controlled evolution)
Capable of producing realy finly tuned bots.

Here is the code (actualy consits of 2 genes)

first you can define the constant to a memory location,
it is nt nessicary but will make it more readable,
a RACTIAL memory location MUST be used ( 971 -990 )

Code: [Select]
def iset 972           'this is so the bot knows if it has already set an initial value, only the first bot will initiate the primary constant
def constant 971    'the "constant" can be replaced with anything you want, eg. shootvalue, aimright, moveup (note: must not be the same name as an existing memory name

Now you need to initiate the constant,
the first constant can be totaly random or a specific value

Code: [Select]
'initial random setup
cond
 *.robage 0 =
 *.iset 0 =
start
 .iset inc
 100 rnd .constant store
stop

Code: [Select]
'initial specified setup
cond
 *.robage 0 =
 *.iset 0 =
start
 .iset inc
 50 .constant store
stop

now the constant is inced or deced
note: this gene will only inc or dec the constant 50% of the time, this can be changed of course

Code: [Select]
'evo constant
cond
 *.robage 0 =
start
 'evo
 1 rnd 970 add dup
 1 rnd 0 =
 inc
 not
 dec
 dropbool
stop

And what you do now is instead of puting the actuale constant were you want it, you put the memory location of were it is stored
example:

instead of writing

20 .shootval store

you write

*.constant .shootval store

to see what the constant is, you simply view the bots memory location to which the constant is stored

The following is a mod af animal_minimalus
It changes shootval to find its optimum value in its location
once you found the optimum value, you can replace the constant in the bot you are developing with the one that the *.constant memory location holds

The following are to bots I developed,
First is a mod of Animal_minimalis that develops its shootval, the optimal constant I found for shootval was 32
The second is totaly original and capable of developing interesting swarming capabilities, note: this bot develops multiple constants

Code: [Select]
'evoless evo
'Animal_Adaptis

'seting vars
def iset 972
def shootvalue 971

'initial random setup
cond
 *.robage 0 =
 *.iset 0 =
start
 .iset inc
 100 rnd .shootvalue store
stop

'setup / evo
cond
 *.robage 0 =
start
 'evo
 1 rnd 970 add dup
 1 rnd 0 =
 inc
 not
 dec
 dropbool
stop

' Food Finder
cond
 *.eye5 0 >
 *.refeye *.myeye !=
start
 *.refveldx .dx store
 *.refvelup 30 add .up store
stop

' Eat Food
cond
 *.robage 0 !=
 *.eye5 50 >
 *.refeye *.myeye !=
start
*.shootvalue .shootval store
-1 .shoot store
 *.refvelup .up store
stop

' Avoiding Family
cond
 *.eye5 0 =
 *.refeye *.myeye = or
start
 314 rnd .aimdx store
stop

' Reproduce
cond
 *.nrg 20000 >
start
 30 .repro store
stop

' Body
cond
 *.body 1000 <
 *.nrg 500 >
start
 100 .strbody store
stop

end

Code: [Select]
'evoless evo
'Adaptive_preditor

'seting vars
def iset 971
def mconup 972
def mconsx 973
def mcondx 974
def scondi 975

'initial random setup
cond
 *.robage 0 =
 *.iset 0 =
start
 .iset inc
 100 rnd .mconup store
 100 rnd .mconsx store
 100 rnd .mcondx store
 100 rnd .scondi store
stop

'setup / evo
cond
 *.robage 0 =
start
 'setting eyes
 40 .eye5width store
 60 .eye1width store
 60 .eye9width store
 'evo
 5 rnd 970 add dup
 1 rnd 0 =
 inc
 not
 dec
 dropbool
stop

'chasing food / feeding

cond
 *.robage 0 >
 *.eye5 0 >
 *.refeye *.myeye !=
start
 *.eye5 *.scondi >
 -1 .shoot store
 not
 *.mconup .up store
 dropbool
stop

'finding food

cond
 *.eye1 *.eye9 add 0 =
 *.eye5 0 =
 *.refeye *.myeye = or and
 *.robage 0 >
start
 rnd *.mcondx *.mcondx add .aimdx store
stop

cond
 *.eye1 *.eye9 >
 *.eye5 0 =
 *.refeye *.myeye = or and
 *.robage 0 >
start
 *.mconsx .aimsx store
 *.mconup .up store
stop

cond
 *.eye9 *.eye1 >
 *.eye5 0 =
 *.refeye *.myeye = or and
 *.robage 0 >
start
 *.mcondx .aimdx store
 *.mconup .up store
stop

cond
 *.scondi *.eyef <
 *.refeye *.myeye =
 *.robage 0 >
start
 *.mconup .dn store
 0 .up store
stop

'reprodicing

cond
 *.nrg 3000 >
start
 30 .repro store
stop


9
Bot Challenges / simulation fish population evolution
« on: December 10, 2008, 02:49:53 PM »
Ok here is the updated sim

Most of the bigs are fixed
Fish still swim very fast but just increase liquid resistance. should solve it.

I also noticed that as the fish get smaller it becomes harder for the boats to get energy from fish. So the boat pop drops. the fish get bigger and the the bout pop climbs
 so if the ratios are not to extreme ,it eventualy will stabalize itself.
here are the bots and the sim.

I took the self destruct gene out and instead inserted an incresead shootval. that way, if the fish get to small it becomes economicly inviable and ships go out of business.
This way you can see true stabalization (or destabilization) of the environment.

the atached sim is of 2 boats inserted into relitivly stable nateral environment. se the chaos caused and how the fish handle it.
To give the boats more of an upper hand, reduce its shootval, gives it an advantage over smaller fish

theise followin pics are graphs of a sim showing pop and total nrg.
The fish let themselves get eten but they controle their pop so well not even big mean boats can stop them
just shows that the fish are going to win in the end.

P.S. yay im a bot MASTER !!! <---
       and the rar file contains the new fish and boat

10
Formula 3 / Make sure rules are ok
« on: December 10, 2008, 02:12:34 PM »
any queries on the F3 league rules go here.

I dont think there will be many but I got one.

Is .mrepro alowd?
If not, maby you should put it in the rules

11
Biology / Crows are pretty damn smart
« on: December 10, 2008, 02:03:23 PM »
Quote from: Peter
Many will say it is good there isn't definite proof for a god. That is faith, maybe we can keep it on that.

agreed. lets all rest in peace now

12
Biology / Crows are pretty damn smart
« on: December 10, 2008, 11:26:56 AM »
Quote from: jknilinux
d-evo:

Looking back at your posts, I didn't see a contradiction in relation to multiple gods. mind explaining it for me?

I was just saying that if you define God as a being with total power over everything, you can't possably have many.
unless they are all working in the exact same way, and then you could define it as one being any way. if they didnt they would all just cancell each other out or very little would get done.

Quote from: jknilinux
also, religion is an insurance policy that says if you live your life a certain way, you'll get the benefits, IMO.

Just FYI, I don't believe because of Pascal's wager, but it is one of my favorite atheist-icides. LOL.

Great, so we agree

Quote
You made it sound as though people were too lazy to worship many gods at once, so they chose one and gave him the credit for everything. Not so much a contradiction as an exxageration.

sorry if I made it sound that way

13
Bot Challenges / simulation fish population evolution
« on: December 10, 2008, 10:08:42 AM »
Quote from: peterb
I will look at the code later, your fish makes nice swiming paterns
Sometimes they go a bit to fast it seams, dough that maybe a setting of me which is wrong.

I saw sometimes the fishingboat nets clog with too many fish and then they stop functioning.
I will look at the fishboat code and put in the 360 degree auto aiming formula's I used in w6.txt
thats independent of a bots heading, and will always hit the 2 most nearby bots.

I must admit there are some bugs but they can easily be fixed. will get to it now

another thing to note is that changing the ratio between boats and fish you can increse or decrease population fluctuation.
This could in theory be used to find a stable fish-boat ratio in reality.

will post the more functional sim when I am done

14
Bot Challenges / simulation fish population evolution
« on: December 09, 2008, 03:52:23 PM »
Finaly finished!!

the fish reproduce by storing the bots body in a memory shot.
The female will realize that she is pregnent and produce about 10 egs depending on here size.
those fish will then grow up to be the average size of their parents
dont ask me how I did that
It produces a very interesting sustainable sim

interesting observations
the more overpopulated the sim becomes, the smaller the fish
the more boats there are the smaller the fish.
when their are to many boats and to few fish, half the boats go out of business and the fish return to a larger size. cycle repeats

no sharks or swarming though.
think of one fish as a school.

15
Newbie / Eating Corpses
« on: December 09, 2008, 01:46:13 PM »
Quote from: Numsgil
It should be that they don't gain nrg and you can't access their DNA and all their refvars are set like they're dead (ie: refeye is 0, etc.).  But corpses are sort of special cased in the code so there might be bugs.

I was just thinking..
if you could give nrg to corpses you could rais them from the dead
AND MAKE A ZOMBIE ARMY TO TAKE OVER DARWIN BOTS... MWAHAHAHAHA  

actualy I was just curios

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