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Topics - Shen

Pages: [1] 2
1
Bugs and fixes / Wierd problem running DB
« on: August 07, 2005, 03:01:30 PM »
Ok strange one for you. Not sure if this is even the right forum but what the heck.

I recently installed a badly written VB program. It seems to have done something horrible to my system like overwritten a bunch of VB files somewhere as whenever I run DB this other program runs as well. I deleted the offending program and now it runs an installer for it as it cant find the required files to run it. I expunged all traces of it from my system and it still does it.

So whats the deal, any ideas? What files is it likely to have overwritten? And where can I get them.

2
Off Topic / Bit Quiet...
« on: July 07, 2005, 12:46:47 AM »
Not much been posted recently. So hows about an update on the next release Nums? What new features can we be looking forward to, and how long are you going to keep us in suspense. :)

3
Old Suggestions Awaiting Programming / CPU Usage
« on: June 01, 2005, 11:15:47 AM »
Just a minor request. Would it be possible to limit the amount of CPU time DB uses? With the new stealth mode (like it!) and the fact that long running evo sims tend to completely disable my comp for other uses, the ability to set DB to only use a set amount of CPU time would be mega useful so I can 'Sim and Forget' so to speak.

4
Bugs and fixes / Eye Bug
« on: April 27, 2005, 03:17:30 PM »
Eyes 1 and 9 dont appear to work properly. They do sense things but only when eyes2/8 also see them.

You can test this bug by writing a testbot that turns at a rate of 1 .aimdx if all its eyes are empty, then reading its eye contents with the console. It always turns until eyes2/8 are also seeing the object.

5
Bot Tavern / A cookie to the man who understands my new bot
« on: April 23, 2005, 01:22:11 PM »
Another shameless gloating post from me :)
My new single gene bot kicks ass. It beats every bot Ive tested against which includes the F1/F2 league. Havnt tested against some of the very latest bots though, but I know it beats DIN2 and Spanish Conquistador.

Single gene you see, immune to virus attacks ;)

6
Short bots / The One (1G)(Shen)-23.04.05
« on: April 23, 2005, 01:18:15 PM »
Code: [Select]
' How does it work?
cond
start
100 *.nrg 1000 sub sgn 0 floor 500 *.body sub sgn 0 floor mult .strbody mult store 100 500 *.nrg sub sgn 0 floor .fdbody mult store 200 *.shell sub 0 floor 200 ceil 200 *.shell sub sgn abs .mkshell mult store 10 *.venom sub 0 floor 10 ceil *.venom 10 sub sgn abs .strvenom mult store *.tiepres *51 *.tiepres sub sgn abs *.tiepres sgn mult .deltie mult store *51 *.refeye sgn -1 mult 1 add *.refeye *.myeye sub sgn abs *.eye5 35 sub 0 floor sgn mult mult .tie mult store  *51 *.tie sgn *.tiepres *51 sub sgn abs -1 mult 1 add add sgn .tienum mult store -1 *.tie sgn *.tiepres *51 sub sgn abs -1 mult 1 add add sgn .tieloc mult store -1000 *.tie sgn *.tiepres *51 sub sgn abs -1 mult 1 add add sgn .tieval mult store 1 *.robage sgn 1 sub abs .tie mult store .mkshell *.vloc sgn -1 mult 1 add .vloc mult store -100 *.venval sgn 1 add .venval mult store 999 rnd 1 add *51 sgn -1 mult 1 add 51 mult store 200 *.aim add *.refeye *.myeye sub sgn abs -1 mult 1 add .setaim mult store *.maxvel *.vel sub 0 floor *.robage sgn *.refeye *.myeye sub sgn abs mult .up mult store *.refxpos *.refypos angle *.robage sgn *.refeye *.myeye sub sgn abs *.eye5 sgn mult mult .setaim mult store *.refveldx *.refeye *.myeye sub sgn abs *.eye5 sgn mult .dx mult store *.refeye *.myeye sub sgn abs -1 mult 1 add 50 mult inc 0 *50 30 sub 0 floor sgn .refeye mult store 0 *50 30 sub 0 floor sgn 50 mult store *.refshell 1 sub 0 floor sgn 3 mult 5 sub *.refeye sgn mult 1 sub *.refeye *.myeye sub sgn abs *.eye5 35 sub 0 floor sgn mult .shoot mult store *.shoot 3 add sgn 10 mult 0 floor *.refeye sgn 30 mult add *.refshell 1 sub 0 floor sgn 20 mult sub *.shoot sgn abs .shootval mult store 50 *.body 250 sub sgn 0 floor *.nrg 2000 sub sgn 0 floor *.eye5 30 sub 0 floor sgn -1 mult 1 add mult mult .repro mult store *.thisgene -1 mult 3 add abs *.genes 1 sub sgn .delgene mult store
stop
end

7
Bugs and fixes / Another interesting mutation bug
« on: April 20, 2005, 08:50:03 AM »
Another interesting yet slightly worrying mutation bug.

It appears that the start has been mutated out of the first gene, messing up the syntax. Dunno if this is intended but it could crash the sim if you start getting rid of stop and end. Bot attached

8
The Gene depository / Make your own MultiBot
« on: April 18, 2005, 10:11:51 PM »
Code: [Select]
' - MultiBot Reproduction Genes -
'
' These genes will give you a 2 cell MB
' with one defined as the head and the
' other the tail. Its very basic with
' plenty of possibility for improvement.

' - The Way it Works -
'
' When a MultiBot gains enough energy to reproduce (*.nrg 5000 >), Gene 4 activates and deletes its tie.
' Now that it has no ties (*.numties 0 =), Gene 3 activates making the bot reproduce and define itself as the unfixed Tail.
' The child (*.robage 0 =) makes itself the unfixed Head and ties to its Tail.
' When the tie has hardened (*.multi 1 =), both bots align their ties.

' - Custom Variables -
' *.job is the job of that MB cell
' 1 is Head, 2 is Tail
'
' *.fixtie used for straightening the tie.
' 0 is fixed, 1 is unfixed

def job 50
def fixtie 51

' - Gene 1 -
' Fix the Tie
cond
    *.multi 1 =
    *.fixtie 1 =
start
  1 .tienum store
  628 .fixang store
  150 .fixlen store
  30 .stifftie store
  0 .fixtie store
stop

' - Gene 2 -
' Head ties to Tail and gets ready for fixing
cond
    *.robage 0 =
start
  1 .tie store
  1 .job store
  1 .fixtie store
stop

' - Gene 3 -
' Lone bot repros the Head bot and gets ready for fixing
cond
    *.numties 0 =
    *.robage 0 !=
start
  50 .repro store
  2 .job store
  1 .fixtie store
stop

' - Gene 4 -
' Start Repro Loop
cond
    *.nrg 5000 >
    *.multi 1 =
start
  1 .deltie store
stop

end

9
Bugs and fixes / fake mutations
« on: April 14, 2005, 07:15:42 PM »
Ok wierd one for you. Im getting mutations that arn't happening. That is, it says the bots mutated and whats its changed but its not altering the DNA. Ive attached a zip with a bot that supposedly has two mutations but doesnt actually have any a pic to show its mutation details and the original to compare with.

Hope I can attach zips.

10
Old Suggestions Awaiting Programming / Veggie Energy
« on: April 13, 2005, 09:45:49 PM »
Suggestion for improvement of the way veggies get energy.

I would like to see a proportional veggie feeding system similar to the old system. The reason I say this is because it would give a lot more control over exactly how much energy goes into the system. Im having a bit of trouble stablising my bot populations because fixed feeding doesnt give as much flexability as the old way, even though its A LOT easier to understand. Something along the lines of this...

A value, say 500, is specified by the user. That value is then distributed amoungst the veggies directly. So if I have 10 veggies they each get 50 nrg per cycle, if I have 100 veggies they get 5 nrg.

I never did understand the old feeding method completly but I knew that more bots/veggies meant less energy, and thats what Id like to see. Maybe we could use both systems? Like the way shot damage has the option of fixed or proportional.

11
Bot Tavern / New SubForums
« on: April 12, 2005, 09:33:40 AM »
First off, good idea. Much easier to find things now. Couple of problems though. The bots dont show with the default view settings because they are more than 30 days old so you have to change it or it looks empty. Second, in the thread for posting new bots for sorting, you cant reply to the thread.

12
Bugs and fixes / 2.36.3 Bugs
« on: April 12, 2005, 06:09:31 AM »
The left wall is solid for some bots. Cant figure out why yet but some bots are fine and others act as though its non torroidal.



Minor niggles.

Changing the field size to a smaller size messes up the starting positions of bots, they all get put in the top left corner and other wierdness.

Respawned alga doesnt obey the starting position defined in the species tab in simulation settings.

Waste Threshold isnt saved in the settings. :)

13
Darwinbots Program Source Code / Poison
« on: April 11, 2005, 06:19:09 PM »
Im just curious as to how exactly poison works. AFAIK it is only activated when there is enough poison to absorb the energy shot yes? So if a bot gets hit for 100 energy poison will only work if theres 100 poison stored? Also are ties any different when they use -1 to drain nrg?

14
EcoSim Bots / My Evo Bots (Evo)(Shen)-11.04.05
« on: April 11, 2005, 05:19:15 AM »
' This bot is for Evolution sims. It attacks everything except its children but
' is otherwise fairly basic. Use the attached Settings File for best results

def newmom 50

' - Birth -
cond
    *.robage 0 =
start
  .newmom inc
stop

cond
    *.newmom 0 >
start
  .newmom inc
stop

cond
    *.newmom 200 =
start
  0 .newmom store
stop

cond
    *.nrg 10000 >
start
  30 rnd 20 add .repro store
  1 .newmom store
stop


' - Avoid Babies -
cond
    *.eye5 0 >
    *.newmom 0 >
start
  400 .aimsx store
stop


' - Move -
cond
    *.vel 10 <
    *.eye5 50 <
start
  5 .up store
  40 80 rnd sub .aimsx store
stop

' - Eye -
cond
    *.eye2 *.eye8 >
    *.eye5 0 =
start
  100 .aimsx store
  10 .sx store
stop

' - Eye -
cond
    *.eye8 *.eye2 >
    *.eye5 0 =
start
  -100 .aimsx store
  -10 .sx store
stop

' - Eat -
cond
    *.newmom 0 =
    *.eye5 40 >=
start
  -1 .shoot store
stop


end

15
Old Suggestions Awaiting Programming / Offline FTP thingy
« on: April 08, 2005, 10:53:34 AM »
Id like to suggest an option that saves and introduces random bots to/from your own HD similar to the FTP internet sharing except offline and more reliable :)

 IMO very useful for Evolution sims and should be fairly easy to implement since half the stuff needed is already availiable from the Net sharing.

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