Recent Posts

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1
Newbie / Re: coexistence
« Last post by hdggDalton on March 21, 2023, 01:02:03 AM »
Very cool thing about the graphs: today i increased the cost of living again from 2 to 3 energy per cycle, but i also increased the energy from the sun from 20 to 30 energy. It made the graphs more volatile and varied:
2
Newbie / Re: coexistence
« Last post by hdggDalton on March 19, 2023, 11:16:01 PM »
So, i decided to make the simulation tougher to survive in the hopes of making the bots evolve out of pressure. I doubled the base cost of living per cycle from 1 energy to 2 energy, and i also decreased how much energy plants get from the sun. It's been a while so those weird/interesting plant bots are long gone unfortunately. I squeezed them to extinction by decreasing energy from the sun as i mentioned before because their shots were causing a huge amount of lag.

I also wanted to shake up the strategies that the bots used. Because the vast majority of them just stayed still, only moving when they see a nearby bot or plant, I wanted to both punish this strategy (by doubling the cost of living without doing anything) and encourage new strategies that involve more movement by halving the movement cost. So far it seems that by raising the energy cost of living for everyone, it has made all of the bots more hostile and cannibalistic, and they seem to be better at actually hitting their shots too. I guess because there's now even more selection for bots that can gain energy not only from plants but also from other bots. Other than that, they don't seem to have developed any new movement strategies yet. The closest I've seen are the various deleterious negative mutations that just make the bot spin around in circles until it dies, which doesn't work because it doesn't achieve much more than just staying in place and wastes a bunch of energy, and also it completely denies the bot any opportunity to make use of leftover drifting velocity - that's a major source of movement for most bots, especially really really small bots with very little body which can just drift for a good distance on just leftover velocity from eating or chasing a bot. Others make the bot run in a straight line until getting stuck on a shape or the map corner (there's no wrap around) and then dying.

An interesting trend i noticed is that since i started the simulation this morning (I made the sweeping changes a few days earlier), I didn't change any settings but the size of the bot population is very slightly trending up, and the total energy of the bot population is very slightly trending down. My guess is that because the bots have become more fighty, they're collectively wasting more energy through stray body and energy shots, and the cost of shots and movement. For the population, I guess that the bots changed their reproduction threshold to be lower, so they make more children, but each getting slightly less energy.

Here's the best bot, 28 descendants out of a population of 705. So you can see it's far from being dominated by one particular lineage or species
Code: [Select]

 cond
 *.refshoot *.refveldn *.eye8 !=
 >=
 start
 *159 13991 *.myshoot 313 4696 *.myshoot addstore
 addstore
 28820 *.chlr *.edge store
 | 4696 *.myshoot addstore
 .eye8dir store

''''''''''''''''''''''''  Gene:  1 Ends at position  25  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  2 Begins at position  26  '''''''''''''''''''''''
 start
 *.eye5 11 >=
 .tout2 store
 *.fixed -6 .shoot store
 532 *.xpos *.hit store
 *.refdx 336 xor
 5 ++ addstore
 *.nrg 23435 >
 pow 550 *.in6 *.xpos store
 .repro store
''''''''''''''''''''''''  Gene:  2 Ends at position  55  '''''''''''''''''''''''
3
Newbie / Re: coexistence
« Last post by hdggDalton on March 11, 2023, 01:26:24 AM »
Oh yeah i'm still running the simulation. i'm a bit pressed for time right now so i think i'll post more later, but an extremely interesting development is that some of the bots became plants, and actually succeeded at sustaining a population long term. There had been some new plant species before this, one of the most notable was in the top left which eventually died out, this one is in the top right corner and it's really weird. It's like the way it produces chloroplasts is only when it gets shot by something. Its reproduction is a bit erratic and filled with cannibalism so it spreads very slowly. But something else extremely interesting is that there's some kind of sentinel/guardian subspecies that somehow appropriated the genes for reproduction and used it to continually shoot around itself in a circle. These guys have maximum energy and body and frequently 1 shot any "normal" bots dumb enough to come near them. Something even more interesting about these guardians is that since the code for reproduction has a trigger to see if they have enough energy, they only shoot when they have enough energy. So this leads to the super cool phenomenon in which when it's daytime, they start getting energy from the sun and usually all of them are active and shooting, but when it's nighttime, they eventually fall below the energy threshold and stop shooting to conserve their energy

The term guardian may be a misnomer since they'll happily shoot their plant brethren with no discrimination if they're close enough. But so far they've been slowly spreading and surviving so it must be working for them
4
Newbie / Re: Windows 10 version?
« Last post by Numsgil on February 28, 2023, 04:43:05 AM »
Looks like a file that they used to distribute with windows isn't being distributed anymore.

I've attached my file from my Windows 7 machine.  I have no idea if this will work, but see if you can put it in the Darwinbots2 install directory and if that helps.
5
Newbie / Re: Windows 10 version?
« Last post by ranimiro on February 22, 2023, 11:54:35 AM »
I cant install latest version, got a MSINET.OCX error
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Newbie / Re: coexistence
« Last post by Numsgil on January 08, 2023, 09:42:15 PM »
Glad to see you're still running simulations!  Looks like you're getting some reasonable simulation speed, at least.  Keep us posted.
7
Newbie / Re: coexistence
« Last post by hdggDalton on January 04, 2023, 03:58:58 PM »
Hello everyone happy new year it's been a while but i got some interesting things to show you because ive been running the simulation all this time. First of all i kinda started a new simulation by picking out the best bots from the simulation, then just making it start with those bots, but I also edited their mutation rates because I screwed up by making the mutation magnitude too large. Like, a point mutation is usually only 1, but i edited it to be minimum 1, maximum 5 and it didn't work well because usually for cool new things to happen you need small mutations that over time work with more small mutations to create some new behavior or function. But with the large mutation magnitude, it was basically impossible for the bots to evolve significantly because it would change too many things at once, usually breaking the bot so that it does nothing and dies of starvation. Even if it doesn't kill the bot, the large mutations usually only add or change junk code that does absolutely nothing, and extremely convoluted junk code filled with nonsense too, so that it's extremely hard for additional mutations to end up being positive.

I want to simply describe what most bots do, because their behavior is quite unique. If they don't see anything, they just stay still. It's boring, and it's pretty much what the basic animal minimalis does anyways, but it's practical because the cost of movement is pretty high and especially since there are a lot of walls and no map wraparound, there's no guarantee of finding food by simply moving in a straight line, and in fact doing that can get you stuck in a corner where you're even less likely to find food and very likely to starve to death. If they see a plant, they go straight for it and eat it. If they see a bot, it seems like they try to circle around each other, and sometimes they attack each other with shots, but with not much dedication. They're pretty much opportunistic cannibals. Maybe the circling behavior is a result of bots trying to get behind the other to land free shots? Also they treat a corpse exactly like a plant and go straight for it.

So once I turned down the mutation magnitude, I started seeing some interesting mutations. First of all there was a species in the upper left quadrant which developed shells, which greatly helped them survive from the opportunistic cannibalism of basically everyone else (opportunistic cannibalism is when bots don't necessarily seek out other bots to kill and eat, but they will totally do so if one ends up in their sights) but they eventually died out. I believe this is because they made too much shell so they became too heavy and couldn't move anywhere to find food, so while they could resist cannibalism, they just starved to death. Second there was another species in the upper left quadrant some time after this which somehow stopped being cannibals and basically regained the ability to distinguish between plants and bots so that they won't attack bots. They still circle around each other and get pretty comfy with each other, so they still recognize bots, but won't attack them. I think I've said before that once animal minimalis loses its ability to recognize other bots to not attack them, it's impossible for them to regain that ability through mutations, but i was proven wrong and i'm delighted about it. Sadly i found them yesterday right as i was about to go to bed so i didn't take a picture of them, went to bed, and i forgot to take a picture of them again when i woke up and reopened the simulation and forgot all about them, and by the time i remembered the simulation had ran for a while and they apparently went extinct during that time. :( my guess is that they were killed with impunity by the opportunistic cannibals and they didn't fight back at all. Or it might be bad luck in finding food, as they were a pretty small population of about 10 bots

the first picture is an overall screenshot of the whole simulation, and the second picture is an example of what it looks like when bots have just finished eating up a clump of plants, they do this crazy circling battle royale where they try to eat each other

here is the best bot, with 61 descendants out of a population of 610, impressive!
Code: [Select]
cond
 *.tieang3 *.myaimdx *.eye8 !=
 *.tin4 *.refeye >=
 start
 *.refage .strbody store
 *.refveldx clearbool
 29205 413 *.eye2 18838 *.myshoot store
 *.refage 2 .memloc store
 .tielen4 store
 *.refypos dropbool

''''''''''''''''''''''''  Gene:  1 Ends at position  28  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  2 Begins at position  29  '''''''''''''''''''''''
 start
 *.eye5
''''''''''''''''''''''''  Gene:  2 Ends at position  30  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  3 Begins at position  31  '''''''''''''''''''''''
 else

''''''''''''''''''''''''  Gene:  3 Ends at position  31  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  4 Begins at position  32  '''''''''''''''''''''''
 start
 and
 207 >=
 *.robage *.hit -6 .shoot store
 327 not
 5 ~ substore
 *293 angle *.veldx *.trefvelmydn *.nrg 26656 >
 527 *.refsx .dn store
 .repro store
 924 27413 *.pleas''''''''''''''''''''''''  Gene:  4 Ends at position  61  '''''''''''''''''''''''

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Newbie / Re: coexistence
« Last post by hdggDalton on October 06, 2022, 06:12:50 PM »
oh dear it looks like a bot has discovered a way to gain immortality and cheat death
basically it spits out a child every frame but then eats it either on the same frame or in the very next frame, and somehow it has maintained maximum energy+body

Code: [Select]
cond
 *.eye6 *188 !~=
 *.refeye << >=
 start
 25831 .up store
 .eye5width store
 806 <
 logx *294 *.mysx *.tielen1
''''''''''''''''''''''''  Gene:  1 Ends at position  19  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  2 Begins at position  20  '''''''''''''''''''''''
 start
 *.trefbody *.eyef 207 >=
 *.myeye 806 <
 logx store
 *.hit *.tielen2 -6 .shoot store
 15429 *.myeye *.refypos .shareshell store
 337 xor
 5 ++ *.refvenom sgnstore
 substore
 and
 *.nrg 30511 >=
 .repro floorstore
''''''''''''''''''''''''  Gene:  2 Ends at position  52  '''''''''''''''''''''''
9
Newbie / Re: coexistence
« Last post by hdggDalton on October 02, 2022, 02:05:12 AM »
oh my god guys, the bots are changing!!! they're becoming more greedy, with more average energy per bot. since i increased the graphing interval i can see some more long term trends, like a while ago there was heaps of population and diversity but somewhere along the way the population crashed and never recovered from it
10
Newbie / Re: coexistence
« Last post by hdggDalton on September 24, 2022, 04:10:22 PM »
alright this is the setup i got running right now, splitting the map into 4 quarters

nothing too special yet as of 29.474 million cycles, the bots engage in opportunistic cannibalism where they hover around each other but don't try too hard to eat each other, like only shooting a few shots at a time. They're not very active movers, they just stay still when there's no food or other bots around. There's slight differences between the bots in each quarter but it's largely all in junk code/neutral mutations that doesn't do anything but still changes the color

This simulation almost faced a total extinction a few days ago because I made the barriers between the quarters too restrictive, which increased the risk of complete death in one quarter since it was really hard for a bot to repopulate it from another corner. What I think happened is that one corner died out from unfortunate starvation, then followed by another one, then another one, and all the plants in the died out corners contributed to the total energy (The sunlight turns off at a maximum upper limit of total energy to prevent the map from being overrun by plants) which caused even less energy to go into the plants into the corners with bots still alive, causing the other corners to die out quicker.

But a few bots managed to survive in the bottom left corner, when I got back from doing something they were down to a pitiful 30 since they had to rely on scraps from the few plants they could reach since the plants stopped spawning in since the amount of plants was at the maximum limit. Thankfully I kickstarted it back up by deleting those super restrictive barriers and manually moving some bots right next to giant piles of plants in each of the 4 corners. Their dna was still intact and unmolested by genetic drift, so they quickly repopulated and now i have a blooming simulation that's quite alive :D
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