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Messages - Fae

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1
Newbie / hi & request
« on: September 03, 2009, 08:38:24 PM »
oi oi! I have a request! (and no, im still here, still fiddling with darwin)

up till now I have been running evosims, and im quite happy with the results ive been getting. but.

ive gotten a itch to start making my own. and am planning to take my evolved bot and improve it. ive given it blinding poision, waste disposal and a return-fire gene, but my main goal is to make it into a multi bot.

my understanding of the dna is still foggy, so I was wondering if I might put in a request:

I need a (very well documented) gene (or, much more likely; several) that would:
-spawn children to the four directions of the parent (one above, below, behind and infront of. or something to that effect)
-perma-tie a child with a non-flexible tie (hard tie?) to keep them in place
-cause the tie to lengthen as the parents energy increases

the objective is to make a ever-expanding multi-bot

if anyone takes up this challenge, ill be very thankful ^.^

*edit*
on further research ive found the code to stiffen a tie
I need to know what to put into "1 .fixlen store" to make it depend on the parents energy

2
Newbie / hi & request
« on: July 30, 2009, 01:09:53 AM »
Quote from: Shasta
Quote from: Fae
if yous dont mind, could one of you explain in abit more detail what the different veggy energy types mean? per cycle, kilobody point, quadradic, etc
Per Cycle: Gives X amount of energy to each veggy
Per Kilobody point: Gives X energy per 1000 points of body the bot has (2000 body gives 2*X)
Quadratically: If the veggy has 32000 body (Max ammount) it will receive ~60 times the amount a bot at 1000 body would recive
kilobody seems to defeat the point if it stacks :S

(from what ive seen, kilobody tend to swell up hugely and never ever die when assaulted by a swarm of small bots)

3
Newbie / hi & request
« on: July 29, 2009, 04:07:00 PM »
I got two variations out of my sim, dubbed Modius II-I and II-II, I started a new no-mutations sim with 5 Animal Minimalis, Ani-Mini Modius, Modius II-I and Modius II-II to compare their fitness

the animal minimalis died out very rapidly, while the original Ani-Mini Modius held on for a few k cycles before dying, II-II seems to be doing better than II-I (which is odd, since II-I was dominating the original evo simulation, even surpassed Ani-Mini Modius in population)

*is pleased ^__^*

*edit*
if yous dont mind, could one of you explain in abit more detail what the different veggy energy types mean? per cycle, kilobody point, quadradic, etc

4
Newbie / hi & request
« on: July 29, 2009, 11:03:22 AM »
okie dokie, undatey

after a few sims that failed (ironically, im having the opposite problem with them since I started using moon fishers settings... it stablises for a hour or so... then EXPLODES suddenly, adding hundreds more in a few mins and making the sim unworkable D:) I finally achieved stability, and have been slowly increasing the costs and the rate of aging, my hope, is that a high cost/low food environment will help filer out the junk-mutations from my high mutation rates, and encourage competitive evolution.

(and, hopefully, give rise to cannbals eventually)

starting with ani-mini and alga-mini, using moons settings as a base:
 
I have the rate set to 1x, but the chances for point, copy err and insertion are 1 in 3000, rather that 1 in 5000, I used ikkes suggestions for the 1-3-5 rates on insertion, and set major deletions to 1 in 10000.

vegs come with only 500 starting energy, with a max pop of 5, repop at 1, 2 per repop and 10 cyc delay

costs are I believe, F1 default with the following mods: rotation, voluntary movement = 2, shot and tie = 2, dna upkeep = 3, age cost begins at 1500 cycs old, starts at 1, and increases by 1 per cycle

thus far I achieved (what I felt was) a meaningful evolutionary breakthrough in the form of continuous, meaningful, voluntary movement. I saved that bot as Ani-Mini Modius, and restarted the sim with with it as the base.

I am currently around 60k cycles in, with three derived species of ani-mini modius, one doing well, one doing not so well.


current the sim is a swarm of around 300 small, low energy bots, I was wondering if there was anything I could do to promote the formation of fewer high-energy bots and/or cannibals?

5
Newbie / hi & request
« on: July 26, 2009, 11:50:54 PM »
hihi! im new! (no. really?)

anyway, ive been trying to run a evo sim starting with anima minimalis, but the animini keeps dying out, thus, im either extraordinarily thick, or im missing something, so I was wondering if I could maybe get a 'mentor' of sorts who could guide me to creating a harsh, but survivable simulation, centered on ani-mini, ideally through MSN

you can PM me your addy if you like ^^, or failing that, some suggestions for settings

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