Darwinbots Forum

Bots and Simulations => DNA - General => Topic started by: spork22 on June 08, 2014, 01:07:45 PM

Title: Radical Mutations
Post by: spork22 on June 08, 2014, 01:07:45 PM
Without changing the settings, what is the most profound way a bot can influence another bot's DNA? Is it possible to make a bot that influences other bots so much that they become nearly unrecognizable? I know of viruses and venom, but is there other ways? And if not, what is the most influential virus gene or venom gene as of yet?
Title: Re: Radical Mutations
Post by: Shadowgod2 on June 09, 2014, 12:15:43 AM
virus is but beware the usually ether take over or die out fairly quickly before evo can really take hold so you have to balance it out
Title: Re: Radical Mutations
Post by: spork22 on June 12, 2014, 11:23:47 AM
Could someone list the best virus genes?
Title: Re: Radical Mutations
Post by: Shadowgod2 on June 12, 2014, 01:56:33 PM
basic or advanced, what do you want it to do?

Title: Re: Radical Mutations
Post by: spork22 on June 12, 2014, 03:09:09 PM
I want it to cause violent mutations that make the host agressive or something.
Title: Re: Radical Mutations
Post by: Shadowgod2 on June 12, 2014, 05:01:24 PM
all right i'll make a clever one for you tonight
Title: Re: Radical Mutations
Post by: spork22 on June 12, 2014, 07:10:46 PM
Ok.
Title: Re: Radical Mutations
Post by: Shadowgod2 on June 13, 2014, 12:14:51 PM
sorry ran into a few issues and still isn't done so it's way too over powering so i will be modifying it later and vegis so it is only an animal min virus

here's what i have so far
Title: Re: Radical Mutations
Post by: Shadowgod2 on June 15, 2014, 08:37:11 PM
i think i have it and it's with an animalmin genes in it. also add:

cond
*.shell 50 <
start
50 .mkshell store
stop

in with your vegi to prevent the ability to feed off of vegis of the virus.
Title: Re: Radical Mutations
Post by: spork22 on June 16, 2014, 05:43:18 PM
Thanks- I'll start experimenting right away! :D
Title: Re: Radical Mutations
Post by: spork22 on June 16, 2014, 06:01:33 PM
Good job making it, it's pretty much a zombie virus. From what I can tell, when the virus infects a bot, that prevents it from looking at other zombie bots.  Because of this, they pretty much act as though they're in the same species. Really cool. Thanks, Shadowgod. You can post it in the bestiary if you like.
Title: Re: Radical Mutations
Post by: spork22 on June 16, 2014, 06:27:41 PM
I've been trying to see which bots the zombie virus gene works best on. So far, two stand out:

Rabbit: I think it was a bot that was supposed to be an autotroph but it was made before the chloroplasts update. It worked really well, but they had no ability to feed.

Parasitic Mister Magoo: It worked pretty well. Their strategy seemed to be to form a small cluster of zombies that are tied together. Then, they find a veggie and tie to it, and drag it around while it gives them energy to make more viruses and reproduce.

Nanite Detonators 2: Extremely successful in reproduction, not so much in actually infecting anything.
Title: Re: Radical Mutations
Post by: spork22 on June 17, 2014, 01:21:11 PM
I wonder what type of bot would work the best with a zombie virus? That is, capable of using it instead of just killing everything before it can infect any other bot.
Title: Re: Radical Mutations
Post by: Shadowgod2 on June 18, 2014, 12:19:27 AM
issues i've come across

too powerful and kills before infecting or not powerful enough and infects everything. still working on it. may take some time(weeks) to figure it out
Title: Re: Radical Mutations
Post by: spork22 on June 18, 2014, 10:27:43 AM
Those are the same problems I'm encountering too. It just kills everything too soon, or it gets killed too soon. It has to be discreet and hard to find. Maybe a tiny parasite bot.
Title: Re: Radical Mutations
Post by: spork22 on June 18, 2014, 10:32:48 AM
Lovebot works pretty well in spreading the virus.
Title: Re: Radical Mutations
Post by: spork22 on June 18, 2014, 10:57:58 AM
I've found one that works pretty well: It's something I saved that evolved into a bot that goes after bots, but it circles around them.
I put the zombie virus in it and they managed to infect a plant and then push it away to infect other plants. They also cancel out unhelpful zombies like plants by waiting for the plant to shoot most of it's energy out as viruses and then die. The circling bots then pick up the energy released by the plant when it died and reproduce.
Title: Re: Radical Mutations
Post by: Shadowgod2 on June 18, 2014, 11:27:02 PM
well i'm trying to make it use it's host's genes work against it to prevent an overly large virus that takes forever to "charge" to infect another bot hence part in the name. i have another that will have full control and simply deletes the host genes but i have yet to start on that.
Title: Re: Radical Mutations
Post by: spork22 on June 19, 2014, 01:23:02 PM
That sounds interesting. So it could technically make a plant a zombie, just by deleting all of it's genes and putting the zombie genes in it? Yeah, the slow charge-up is a problem. It has to spread fast enough so that by the time the rest of the species notices that there's zombies, they can't kill it off because there's just so many.
Title: Re: Radical Mutations
Post by: spork22 on June 20, 2014, 11:20:59 AM
In a species like the Dominator Invincibalis, a zombie infection would have to spread really, REALLY fast, because they kill each other frequently, even if they're not zombies.

Maybe we could add a simple "enemy number" system, where, if it's only one zombie against two of the species it's trying to infect, it would run away.  If it was only one zombie against one of the species, it would circle rapidly around it to prevent getting attacked. And if it's a horde against a few of the species, just overwhelm them!
Title: Re: Radical Mutations
Post by: spork22 on June 26, 2014, 06:15:06 PM
Any luck yet?
Title: Re: Radical Mutations
Post by: Shadowgod2 on June 26, 2014, 11:05:37 PM
sorry i haven't been working on it lately because of work and also being hooked on kerbal space program for about a week(i even set a time to work on it at knight but don't get to it on time) but i have been thinking about it and will be working on it tonight(bit early going to bed)
Title: Re: Radical Mutations
Post by: spork22 on June 27, 2014, 10:36:26 AM
Ah, ok. Yeah, I can see how Kerbal Space Program can get addicting. I don't have it but I've watched others play it on Youtube. I might try to experiment some more with the virus, too.
Title: Re: Radical Mutations
Post by: Peter on June 27, 2014, 10:45:38 AM
Herbal space program > kerbal space program. Take over space with herbals.
Title: Re: Radical Mutations
Post by: Shadowgod2 on June 27, 2014, 12:13:51 PM
oops meant to be k not h. i fixed it
Title: Re: Radical Mutations
Post by: Botsareus on June 27, 2014, 01:25:02 PM
 kerbal space program eh? Sounds fun. I'll see if my comp. can handle it.
Title: Re: Radical Mutations
Post by: Botsareus on June 27, 2014, 01:28:17 PM
Never mind. 27 usd. I'll stick with my purchase of NeonXSZ for 7 usd.
Still though, when I got mula to spend on a stupid game, this is on the top of my list. Rocket physics is cool.  8)



Sorry for off-topic-ing the thread a little bit, carry on...
Title: Re: Radical Mutations
Post by: spork22 on June 28, 2014, 03:10:03 PM
The trick is, the bot has to give the virus a good head start. Perhaps the bot could locate a weaker bot to infect, or maybe a larger bot, which would take longer to turn and retaliate so it could be infected easier. This is how it would tackle a species like the Dominator Invincibalis, which forms large hive bots that are connected to plants. These hive bots are the easiest way to get a lot of them infected.

It could also infect more bots by integrating itself into the food system, like infecting plants or herbivores.
Title: Re: Radical Mutations
Post by: spork22 on June 29, 2014, 07:34:48 PM
I don't know if this worked well, but it was alarming:
Title: Re: Radical Mutations
Post by: Shadowgod2 on June 29, 2014, 09:16:40 PM
seems too crowed for me. try my sets. just add the virus in the species
Title: Re: Radical Mutations
Post by: spork22 on June 29, 2014, 11:29:39 PM
Oh, the little light blue ones are the patient zero bots. It didn't start out like that. They reproduced really fast and overwhelmed everything. This was the result of my experimenting with the virus gene. But I'll try your settings file  later.
Title: Re: Radical Mutations
Post by: spork22 on June 30, 2014, 10:45:47 AM
I tried out your base thing with a variant of the Octopus with the zombie gene, and they successfully managed to infect a plant cluster and some Animal_Minimalis, which acted as expected; they looked away from infected plants and the octopus.
Title: Re: Radical Mutations
Post by: spork22 on June 30, 2014, 11:02:48 AM
It's been going pretty well in this world. The zombie bots are displaying an ability to travel in groups as multiple species without becoming hostile toward one another.
Title: Re: Radical Mutations
Post by: Shadowgod2 on June 30, 2014, 11:04:06 AM
oh they don't do well in the size they are in, just decrease by one and that should make a self stabilizing sim with about 3-500 bots (the smallest with animalmin)

also add a slime gene in with the alga
Title: Re: Radical Mutations
Post by: Shadowgod2 on June 30, 2014, 11:05:58 AM
ok maybe with me they don't because they die out eventually
Title: Re: Radical Mutations
Post by: spork22 on June 30, 2014, 02:12:03 PM
Well, it's not really a stable ecosystem. The plants either get eaten or become infected and lose their ability to photosynthesize. At least nothing evolved to become laggy. It might be better to make it so that it repopulates the plants when the energy gets too low.
Title: Re: Radical Mutations
Post by: spork22 on July 01, 2014, 11:32:26 AM
I've been recently experimenting with a variant of the Alga Reactum that creates trails in order to move. Actually, they worked better than expected. When placed in a confined space, most often the core of a plant cluster,  they reproduce a little, and spread the virus to the nearby plants. They eventually enter an extremely unstable state in which they bounce around and knock all the infected plants out of the way. In addition, these "crawling plants" form geometrical structures with right angles and more, as well as circling around other creatures. I'm not sure whether or not to call it a plant or an animal, but it's good at spreading the virus.
Title: Re: Radical Mutations
Post by: Botsareus on July 01, 2014, 03:09:29 PM
I think you guys should eventually put a robot together to see if you can nuke the top spot on F1 league with a virus.  >:D
Title: Re: Radical Mutations
Post by: Shadowgod2 on July 01, 2014, 03:11:30 PM
not a bad idea. :devil:
Title: Re: Radical Mutations
Post by: spork22 on July 01, 2014, 08:23:49 PM
Yeah. But maybe we should perfect this zombie virus and the other one shadowgod was planning to make that takes control of the genes or something first. Or we could just use the zombies AS the bot.
Title: Re: Radical Mutations
Post by: Shadowgod2 on July 02, 2014, 11:34:56 PM
ok try this one
Title: Re: Radical Mutations
Post by: spork22 on July 03, 2014, 01:42:22 PM
Ok. Right away, I noticed these guys are really fast. Next, I saw some infected plants actually go toward other plants. Is this supposed to happen?
Title: Re: Radical Mutations
Post by: spork22 on July 03, 2014, 02:03:03 PM
They might need a better turning mechanism, for a long while, they just go in one direction until the toroidal screen gets them to bump into a plant.
Title: Re: Radical Mutations
Post by: spork22 on July 03, 2014, 03:58:32 PM
OK, after observing the original bot the virus came with, I decided to put the virus gene in other bots. After a few hours of testing different ones, I got one bot that stood out. Remember my idea for a Divider thing? Well, I used the genes from that and put it into a bot called Tier, which evidently ties onto things that it sees. Then I put the zombie virus gene into it, and it worked pretty well. The infected plants are too fast for the bot to maintain a grip on it, but it can still get enough energy from the other plants it's tied to.

Title: Re: Radical Mutations
Post by: spork22 on July 04, 2014, 09:03:55 PM
Could it be possible to make it so that if a zombie has enough energy, it can "sneeze" a bunch of tinier zombies to make infection a lot more probable?
Title: Re: Radical Mutations
Post by: Shadowgod2 on July 05, 2014, 12:52:22 AM
yes but is a bit difficult... i'll try it out
Title: Re: Radical Mutations
Post by: spork22 on July 05, 2014, 12:27:58 PM
Ok.
Title: Re: Radical Mutations
Post by: Shadowgod2 on July 07, 2014, 09:26:07 PM
add this into the virus at the end

50 dec
157 .aimdx *50 sgn 0 floor mult store
1 .repro *50 sgn 0 floor mult store
8 50 *.refeye *.myeye sub sgn abs mult store
Title: Re: Radical Mutations
Post by: spork22 on July 08, 2014, 02:52:23 PM
It seems to be working pretty well. We could make this "sneezing" zombie a sub-form of a zombie bot, because the sneezing ones are a little laggy and messy. But that doesn't mean we can't add the sneezing one to the bestiary and keep improving on the one that doesn't sneeze.
Title: Re: Radical Mutations
Post by: spork22 on July 11, 2014, 05:02:30 PM
I did some tests and found out the best "zombie apocalypse" scenario setup.
This is what I had:

The default Animal Minimalis and Alga Minimalis Chloroplastus

The Patient Zero bots: The zombie virus with Divider genes and swarming tactics

And something that can serve as food during the apocalypse, which is the Caterpillar Chloroplastus. The Caterpillar Chloroplastus can fend off zombies for a long time before any of them become infected. This makes them a good food source, but a tough one to get. I got some interesting results:

http://www.dailymotion.com/video/x21b668_zombie-species_tech

http://www.dailymotion.com/video/x21b3vn_zombiess_tech


I'm not sure if the patient zero bots and the sneezing one are ready to be posted in the Bestiary as official bots, though.

Title: Re: Radical Mutations
Post by: spork22 on July 14, 2014, 08:16:40 PM
The patient zero bots I have made prove themselves to be quite effective. What would have been a stable ecosystem was completely changed by the zombies. All that was left was a colony of Caterpillar Chloroplastus, which was heavily mutated, and a few very small Animal Minimalis.
Title: Re: Radical Mutations
Post by: Botsareus on July 15, 2014, 12:13:03 PM
Ok cool, so you have a system to wipe out ecosystems. Then what? Start building real life bio weaps to destroy the planet? XD
Title: Re: Radical Mutations
Post by: spork22 on July 15, 2014, 07:00:27 PM
Well, that's why zombies AREN'T found that much in real-life ecosystems, mainly because they're too good at taking over everything and there's nothing left to take over.  It has to find the right prey that can match reproduction rates with infection rates. In that ecosystem, there wasn't a bot that could do that. Well, except for the Caterpillar Chloroplastus, but it already had a little "colony" going on to defend against the zombies.
Title: Re: Radical Mutations
Post by: spork22 on July 15, 2014, 07:07:33 PM
I suppose there could be at least some practical uses for the zombie bot other than destroying ecosystems. Perhaps they could be used as a challenge? I'm not sure it would do very well in fighting against a league, because it takes some time to start firing off those viruses. Still, it's worth a try.
Title: Re: Radical Mutations
Post by: Botsareus on July 16, 2014, 02:08:15 PM
Well, it is already used as a challenge right now, isn't it?
Title: Re: Radical Mutations
Post by: spork22 on July 16, 2014, 03:31:27 PM
I suppose so. Also, I have observed that the algae sometimes become immune to the virus; that is, remaining a plant while still spreading the virus. Sort of like bacterial resilience.
Title: Re: Radical Mutations
Post by: spork22 on July 16, 2014, 05:02:36 PM
What do you think, shadow? Are the zombie bots ready to be posted in the bestiary?
Title: Re: Radical Mutations
Post by: Shadowgod2 on July 16, 2014, 11:46:39 PM
i think so :D
Title: Re: Radical Mutations
Post by: Shadowgod2 on July 17, 2014, 12:24:33 AM
so i decided to revise it a bit what do you think.

edit: oops forgot to attach it
Title: Re: Radical Mutations
Post by: spork22 on July 17, 2014, 12:51:31 AM
I'll try it as soon as possible.
Title: Re: Radical Mutations
Post by: spork22 on July 17, 2014, 02:46:46 AM
I liked the effects of the virus on the algae, especially in clusters of algae, but it ate everything a little too quickly before anything got infected, sadly. It might need a little more tweaking so it's less like a caterpillar munching on a leaf. Then we can release three different types of the zombie bot: The sneezing one, the patient zero one, and the sticky one.  In fact, the sticky zombies spread their infection very quickly.
Title: Re: Radical Mutations
Post by: Botsareus on July 17, 2014, 04:00:56 PM
Now I am Become Death, the Destroyer of Worlds  ;)
Title: Re: Radical Mutations
Post by: spork22 on July 17, 2014, 06:26:56 PM
Indeed
Title: Re: Radical Mutations
Post by: Botsareus on July 17, 2014, 09:44:08 PM
Congratulations sporky, you got some one else to do your dirty work once again. Not trying to think too hard mathematically was always your style.

Specifically, I am concerned about the effects on such a virus on internet mode. But I felt the same way about chloroplasts, and that turned out fine.
I see a vision of internet mode made of viruses and vegys. Hell does not seem too bad from that pov does it?
Title: Re: Radical Mutations
Post by: spork22 on July 18, 2014, 12:00:11 AM
Yeah. But remember that it's not you who's completely in control.. Eventually.. IT'S THE ZOMBIES! MUHAHAHAHAHAAAAA- ok XD
Title: Re: Radical Mutations
Post by: Peter on July 18, 2014, 05:10:54 AM
I'm not sure what ya'll mean with 'zombie virus', but I know EricL had a seasnake that shot its entire genome around in a virus in IM. At some point most of the bots in IM had seasnake dna.
Title: Re: Radical Mutations
Post by: Botsareus on July 18, 2014, 10:22:10 AM
Spork22, can you please define the word 'control' for me? My English is really bad.
Title: Re: Radical Mutations
Post by: Botsareus on July 18, 2014, 10:40:06 AM
Also, let me add that you said yourself that "Caterpillar Chloroplastus" is not interesting.

Quote
Well, I tried it, I made the caterpillar a plant. It's not very interesting, but here's the code:

No one is going to use that boring ass robot anyway, so no matter what the future of IM is screwed.
Title: Re: Radical Mutations
Post by: spork22 on July 18, 2014, 10:41:18 AM
Peter, these bots shoot a virus that influences bots that they infect so much that it's similar to zombies. That is, they make plants go after other plants and bots. They also make bots go after their own species. Just try them out to  see what they do.  I put them below in order of creation. And control means to make something do something or a bunch of things. 
Title: Re: Radical Mutations
Post by: spork22 on July 18, 2014, 10:42:28 AM
Yeah. But at least they DID survive a "zombie apocalypse", I'll give them that.
Title: Re: Radical Mutations
Post by: Botsareus on July 18, 2014, 10:46:04 AM
Quote
Yeah. But remember that it's not you who's completely in control.. Eventually.. IT'S THE ZOMBIES! MUHAHAHAHAHAAAAA- ok XD

Dude seriously define what you mean by 'control'



Just tried your so called caterpillar, it just sits around doing nothing like a normal plant.
Title: Re: Radical Mutations
Post by: Botsareus on July 18, 2014, 10:49:25 AM
See, I toled you my English sucked.

Quote
And control means to make something do something or a bunch of things. 

So you are saying you have parts of your mind fighting other parts of your mind for control? Sounds familiar, when where you diagnosed?

Title: Re: Radical Mutations
Post by: spork22 on July 18, 2014, 12:27:10 PM
Well, think of one part of the mind as you, and the other part of your mind as all the zombie bots in your simulation. It's like you can only plant an acorn and tend to the tree, but you cannot control how the tree grows. Basically, once you do it, you can't stop it, and you can't control what the zombies do. That is, unless you just restart the simulation because they destroyed your ecosystem and you're sad about it.
Title: Re: Radical Mutations
Post by: Botsareus on July 18, 2014, 01:00:24 PM
Why would I be upset about some specific simulation?
Title: Re: Radical Mutations
Post by: Botsareus on July 18, 2014, 01:17:36 PM
I completely broke my computer at least 3 times thinking I had a virus, who cares?

edit: May I kindly add ok XD o-o and e_o?
Title: Re: Radical Mutations
Post by: Botsareus on July 18, 2014, 01:59:21 PM
... What you are really trying to tell me is that I should not be upset about people acting nutty in any setting. Even in a Pure Scientific setting.
Title: Re: Radical Mutations
Post by: spork22 on July 18, 2014, 06:47:50 PM
I guess so.
Title: Re: Radical Mutations
Post by: Botsareus on July 18, 2014, 07:53:47 PM
Quote
t's like you can only plant an acorn and tend to the tree, but you cannot control how the tree grows. Basically, once you do it, you can't stop it,

Let us explore that one a bit further too. I do not think the above statement happens 100% of the time. Do you? If that statement happened 100% we would not be having this conversation right now, would we?
Title: Re: Radical Mutations
Post by: spork22 on July 19, 2014, 11:18:35 AM
I dunno. Usually when you plant an acorn, it grows a tree. Other times a squirrel eats it or something else eats it.. or my dog eats it.. How'd we get here again?
Title: Re: Radical Mutations
Post by: spork22 on July 20, 2014, 11:32:29 AM
Usually, when stuff like this happens, the page has served it's purpose, so I think it's safe to post the zombie bots now, but I'll wait for at least Shadowgod to agree.
Title: Re: Radical Mutations
Post by: Shadowgod2 on July 20, 2014, 11:36:21 PM
sorry for the delay but try this if it works well. i removed the "sneeze" however the sneeze one needs to be updated because i found a slight bug in the "sneeze" part but you can get that from the other bot.
Title: Re: Radical Mutations
Post by: spork22 on July 21, 2014, 01:27:07 PM
The updated version worked kind of good. It still ate more than it infected, though.