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Topics - Peksa

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31
Bugs and fixes / Overflow errors RESOLVED 2.43.1M
« on: March 18, 2007, 10:19:40 AM »
DB doesn't like very big numbers. In settings you get overflow error in Species inviduals and starting energy, waste treshold, corpse decay perioid, every setting in population control and league rounds if you put value above 32767. Also, if you pute insanely large (several millions or hundreds of millions) in mutation oscillation frequency, nrg/round or in nrg management window sun up/down if-box, you get the same error. Otherwise settings seems to handle big numbers.

32
Tips and Tricks / A cou... A lot of questions
« on: March 18, 2007, 09:52:05 AM »
Hey! I've been playing with DB for couple of months and reading the forums for almost as long. I've tried my hand in pretty much everything. I've been writing about 10 bots for F2, but I usually get bored or get better ideas before I can finish them. The latest is a SG bot that has got up to Zebedee, but the ones before it are mostly outdated. It needs still a lot of work.

I've got so many questions that they might be too much for one thread or forum, but what the heck.

1.
I've used wiki a LOT when writing bots, but it lacks info on the new .eye commands I've read about on the forums. What are the new .eyecommands and how do they work? (I've read at least of .eyeXwidth and .focuseye)

2.
In leagues, what is a statistical draw and how many rounds it takes to determine the winner?

3.
I read that someone had a way to stop their zerobot sim when .repro evolved. Is this doable in DB or do I need some kind of external program?

4.
In costs the movement cost is XX per bang. What's a bang?

5.
In my evosims almost allways either veggie or bot, or even both, start's to reproduce wildly becouse mutation in repro-gene. I've gathered that movement cost is dependent on mass, so if I use dynamic costs, it draws more heavily on the bigger bots and kills them faster than the miniscule ones. I've ran an evosims where a continuosly reproducing bot had actually adapted to dynamic costs and the costs had got up to 20X. It had very low amount of veggies. The tiny bots just floated around until they found a veggie, reproduced to thousand or so bots that drifted in every direction. The costs eventually killed most of them causing the population to drop, but some survived and found another veggie and this happened again and again. SO, the question I had is: What can I do to stop the conditionless producing? I have thought that I might be using too low costs, but it's hard to find costs where the big ones survive and the little ones dont.

6.
Is there any speed difference in toroidal and bordered sim?

7.
How do databases work?

Uhh... I think that's about it. For now
Thanks in advance.

-Peksa

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