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Messages - ikke

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1
Off Topic / Re: spam
« on: November 03, 2012, 02:17:12 AM »
I reported one, later I saw two in my unread topics?? Didn?t look into them.
The other day I registered at another forum. In addition to capcha they asked a question any human looking at the forum could answer. Its equivalent on this board would be who first published a comprehensive theory on evolution.

2
Off Topic / spam
« on: November 02, 2012, 11:45:30 AM »
Hey Nums,
What's with all the spam?

3
Newbie / Re: hi
« on: September 27, 2012, 01:19:08 PM »
ol, cool, also
why doesent this code seem to work..
Code: [Select]
100 *.nrg div 1000 mult .repro store.repro seems to get the value 0..
its suppose to give a % to repro a bot with ~1000 nrg
it is an interger stack so 100/1000 = .1 becomes 0.
0*1000=0

4
Newbie / Re: hi
« on: September 21, 2012, 10:43:38 AM »
Hi and welcome. The subject matter expert will undoubtedly give you your answer, but I 'll be the first to welcome you. Have fun!

5
Evolution and Internet Sharing Sims / Re: Evobot Stops when Birthing
« on: July 08, 2012, 02:21:25 AM »
looks like a mutation that cannot go into fixation

6
Newbie / Re: Best thing ever
« on: June 30, 2012, 02:15:05 AM »
The easiest way to signal fertilisation is setting .out1 and and reading with .in1. If I may request a feature for your bot: add sexual selection: something like *.refkills *.mykills > as condition for accepting sperm. My theory is that sexual reproduction will break down without proper sexual selection in a evo sim

7
Newbie / Re: Best thing ever
« on: June 29, 2012, 01:20:35 AM »
If you have per kilobody energy, and set it low, the mutation to watch for is a change in the .repro condition from nrg to body

8
Newbie / Re: Best thing ever
« on: June 28, 2012, 04:41:08 PM »
After looking at various programming game/organic things, I ran into this, and have been extremely excited so far. I have no real experience with stack languages, so I'm trying to piece together an understanding from the Wiki - is there a more cohesive step-by-step tutorial? I've been running a simulation for about 4 hours now - whoever made Callidus apparently knew what they were doing.
for programming look up de bots in this F3 thread: http://forum.darwinbots.com/index.php/topic,2969.0.html
in the zipfile look for shoot, defence etc.
I used these to start Gimmick, my F3 /F2 bot

9
Darwinbots Program Source Code / 2.45.01?
« on: June 27, 2012, 11:06:23 AM »
The wiki still gives 2.45.01 as the most recent version. Hasn't any of the more recent work condensed into a newer version?

10
Darwinbots Program Source Code / Re: DB IM P2P Work
« on: June 12, 2012, 10:58:26 AM »
Quote
You save a list of peers as you exit,

Interesting, so how do you get the list in the first place? (I really don't like piggy backing on some random peers file sharing xxx vids or something)
It comes with a list of nodes in its installation. Alternatively you can download a nodes.dat with active emule clients from various servers or enter an IP adress to connect to. Translating this to DB means you program the ptp version, publish it and run it somewhere. If you publish that IP others can connect. Once you have an active user base, the new downloadable comes with active Ip's.
Making the system more robust, you'd have a server monitoring the network and publishing the Ip's for people to download as a back up (I say back up to keep server load low). Check out the KAD tab in emule to see what I mean. It also means more code.
Piggybacking on emule / KAD has the advantage of using a large and active ptp network to find the few DB clients


My c++ knowledge is very limited.

1. We can get rid of most of the UI stuff.
2. We do not need file searching components.
3. We just need a way to connect to a random peer and transfer a file.

 Can you give me a general idea where to look for the stuff above? (I know that in c++ most of the UI stuff is hard-coded)
You are still thinking of using KAD, which is overcomplicating things. I'd start with identifying the handshake (OP_Hello if I recall correctly) and identify the code needed to initialise, create, send and receive the packet. That should give you the minimum code required to successfully set up and maintain a ptp network. Everything else is bloat, for your purposes

11
Darwinbots Program Source Code / Re: DB IM P2P Work
« on: June 11, 2012, 04:42:41 PM »
There is no such thing as a "serverless p2p" (as I thought)
This one uses eD2K or Kademlia networks.
KAD is serverless. You save a list of peers as you exit, and hope not every one of them is dead when you reconnect. They provide the entry to the rest of the network. No server, or everybody is a server. More important, KAD is a searching technique to find files. I don't think we need that. What we do need is the code to build a network and establish and maintain connections even when passing through bottlenecks like routers. If we look at the code they need to successfully send and receive their handshake we have enough, I think.

And yes, I have a basic knowledge of C++. Every programmer hammers me when I say so but computer languages all look alike. My problem is I don't know any libraries...
I have read some sections of the emule code and made some minor alterations for my own mod. I know of the sections you are probably interested in, but don't know them.
Key words to look for: socket, upnp, packet, OP_HELLO

Missing files are due to 3rd party libraries not always included on the source code , or wring VS version (express version).

12
Darwinbots Program Source Code / Re: DB IM P2P Work
« on: June 11, 2012, 02:59:00 PM »
One of the advantages of using their code it that it has been tested by many users, so it's probably more robust than anything a sole programmer can achieve and beta test in DB

13
Darwinbots Program Source Code / Re: DB IM P2P Work
« on: June 10, 2012, 03:20:56 AM »
Emule is a serverless ptp program.

14
This lastopp business actually means that a bot is never truly blind when using ties. It always has the default vision system (although for a blind bot we choose not to use it) which sets lastopp. Right?

15
That's because the robot must "see" the robot it is trying to tie to. example: If you have six robots around you, you will only tie to one.

i.e. Yes ikke they are.



maybe a fix could be:

While there is a birth tie and vision is disabled, the robot could see it's parent. What do people think?
Okay, this explains why my feeble attempts at creating a multibot didn't work

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