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Messages - rsucoop

Pages: [1] 2 3 ... 11
1
Bugs and fixes / Erro 76
« on: April 27, 2008, 01:08:36 PM »
When I go to internet mode, it gives me runtime error 76 and then crashes. When I exit, it gives me a run time error 7 and crashes.

2
Untagged bots / Masterl 2nd Installment to the Multibot Brain
« on: April 27, 2008, 12:51:25 PM »
'The Master Left
'2nd Installment to the Brain theory

def timer 40

cond
*.robage 1 =
start
.tie inc
*.myeye .tout10 store
*.myshoot .out4 store
stop

cond
*.eyef 0 = or
*.refshoot *.myshoot = and
*.out4 *.in4 !=
start
*.timer 9 mod 4 sub .focuseye store
stop

cond
*.eyef 50 >
*.in4 *.out4 !=
start
*.refvel .vel store
*.refxpos *.refypos angle .setaim store
0 .focuseye store
*.nrg 10 div .shootval store
stop

cond
*.eyef 40 >
*.in4 *.out4 !=
*.pain 10 >
*.refshoot 0 >
start
-1 .shoot store
stop

cond
*.numties 0 =
*.tiepres 0 !=
*.tout10 *.tin10 !=
start
*.tiepres .deltie store
stop

cond
*.eyef 0 >
*.refslime 0 =
start
.tie inc
stop

cond
*.eyef 0 = or
*.out4 .in4 =
start
*52 *53 angle .setaim store
stop

'Tie Reader

cond
start
.timer inc
*.numties mod *.timer sub .readtie store
40 .fixlen store
34 .stifftie store
*.aim .fixang store
stop

cond
*.tout10 = *.tin10
*.eyef 0 = or
*.out4 *.in4 =
start
*.tin1 52 store
*.tin2 53 store
*.tin1 .tout1 store
*.tin2 .tout2 store
stop

cond
*.trefnrg *.nrg >
*.tin10 *.tout10 !=
start
-1 .tmemloc store
-1000 .tmemval store
stop

cond
*.eyef 0 =
*.nrg 6000 >
start
40 .repro store
stop

cond
*.eyef 0 >
*.nrg 4000 >
start
-60 .sexrepro store
-8 .shoot store
stop

cond
*303 1 =
start
60 .sexrepro store
stop

'Turn to enemy

cond
*1256 *.shang sub *.refxpos *.refypos angle %=
start
*1256 *.shang sub .shootaim store
*.nrg *.pain div .shootval store
-1 .shoot store
stop

cond
*.out4 *.in4 =
start
60 *.aim add .setaim store
stop

cond
*.out4 *.in4 !=
*.eyef 10 >
*.refeye *.myeye !
*.refshoot 0 >
start
*.refxpos .tout1 store
*.refypos .tout2 store
*.refxpos *.refypos angle .setaim store
-1 .shoot store
stop

cond
*.pain *.nrg <
start
*.maxvel *.vel sub .up store
*.eyef rnd 100 .aimsx store
stop

cond
*.nrg 5000 >
*.body 1000 <
start
40 .strbody store
stop

cond
*.nrg 4000 <
*.body 100 >
start
50 .fdbody store
stop

end

This bot forms a circle, and then devours anything near it. The tie communications keep the group singleminded on a task. Enjoy.

3
Interesting behaviour bots / Amoeba
« on: April 27, 2008, 12:49:37 AM »
Very nice bot, and your conspec genes are unrivaled, they last for hundreds of generations and point mutations, at no point did they become canibals.

4
F1 bots / The New Invasive Species (Moi Tie Plants)
« on: April 26, 2008, 11:12:12 PM »
Success!

I have run rigoros tests and the plants I have created are now perfected for mutation purposes, it will evolve two species, both plants, one large and slower ones, and the faster newer generations taht stay smaller. This is important because the function of cells are complex in networking and locomotion. The evolution went as far as to specify for groups that utilized the ties to communicate random bist of information, but those in turn lead to voluntary and involuntary reactions. I suggest running this plant with high mutation rates, as the reproductive genes really boost the selectiveness of some genes.

5
Bot Tavern / Multibot Question
« on: April 26, 2008, 10:57:02 PM »
Quote from: bacillus
Oh well, guess I'll just build a random swarmer then.
Continue your goal, the touch sensor now works so a bot can communicate through touch, might be a faster way for large communication in a group.

6
F1 bots / The New Invasive Species (Moi Tie Plants)
« on: April 26, 2008, 12:00:54 PM »
Quote from: Moonfisher
Woah this thing is confusing, having a hard time making sence of it.
Did notice one thing that may be an error :

cond
*.numties 0 >
start
*52 *.numties store
*52 .readtie store
stop

Isn't it suposed to be *.numties 52 store, or *52 .numties store ?

And also noticed this : 50 .setlen store
Is this a new sysvar ? If it isn't then you forgot to define the var in your header...

And I noticed in your other post about slim evo that you're working on a memmory system, but I'm still trying to understand how it will work, the post is a litle confusing... I'm also wondering why several bots are needed for this, it sounds like it could be done inside a single bot.
Either way I'm interested because I'm running a neural network in an evo sim, and I'm toying with the idea of making a mutations mod for generating neural networks from scratch... but I'm not sure how to managed memmory, so far I was thinking of making everything adjustable, so you could set the odds of refvars spawning as inputs versus the odds of free memmory locations or generaly any other kinds of inputs... this way you can choose to have no preferences if you feel it's cheating to increase odds for the usefull types of mutations...
But now I'm starting to think there may be a better way to handle memmory, I'm especialy interested in "thoughts" generated over several cycles...

Thanks for the correction, Ill fix it immediately. The idea behind a puppet-master scheme is simple. Build a simple bot that generates food and defesnes and has inherit switches (in this case 51, 52, and 40, this will be expanded to a few more later). notice how the clusters sometimes break formation, I put this in so that if their virus took over out of control, the clusters wouldn't sit there blasting eachother with the same virus. In essence, there are several cells involved in creating a mind, the memory part, and the processor (or interpretor sp?). It has some simple memory genes for communication, this is important for the creation of nerves (or nodes in the case of neural networks). So by having two species, we can attempt sexual crosses to exchange effective genes, the idea is a self-evolving brain. It would be possible to write a large code similar to the Evo Slim 3-2, but even it has many flaws and is unstable over the coarse of 3-4 generations; so by breaking the genetics up among several species, we are attempting what already happens in nature, cospeculous evolution. The bot is simple and stupid, it counters when attacked and has an eye gene, so it thwarts conspec id in simpler bots. Each bot becomes more and more unstable the larger the DNAlength gets, so if we break up the entire scheme among specialized species, we may see a bizzare trend (or a natural one at best).

First it starts wilth a network that can communicate basic commands; this one produces slime when tin changes from 0. This means a puppet can control defenses of this species with one simple command; the problem with memory is you either use a lot of little genes that become a tangle if rearranged, or you make one massive conditionless gene. For simplicity, start with two or three variables to remember, something like a location and time, or velocity versus anothers and time. We say that anytime the values change, we wan to record it. SO using multipliers and dividers (basics of Bollean algebra, which is the easiest math because its only 1 or 0, or Z-memory state) can cat as your triggers, and a manipulating bot could do whatever it wanted to the specific species, mutations would determine how sucessful it was. I have almost perfected this gene but still need a few more tweaks, the problem lies in deletions, if gene related commands have been introduced this would be easy to solve with a copy command. You will definitely need to consider how it will handle more than one tie, and ties it didn't form. Where a bot has communication with another is crutial, but often several bots try manipulating the memory locations at once, the touts/ins should simplify this problem. As of now the master would use 5 touts and all outs for communication, and the hunter genes have yet to be perfected.

The basic principle to simbiotic neural networking is that each species specifies and perfects a set of genetic dna, and then crosses theirs with another tha has done likewise, for the purpose of creating a multibot that can think and act accordingly. The master will eventually evolve blind, since its use will most likely become that of a memory storage of sorts that issued commands on past and present problems.

7
Darwinbots3 / Nutrients, Vitamins and Minerals
« on: April 26, 2008, 11:06:11 AM »
Quote from: bacillus
So a bot will have to emit a sort of adhesive that sticks anything that touches it in place, or to something else.

Interesting, this would lead to development of homes and shelters that could keep their own environment (but should be optional for performance). Spiders could spin raps to stick stupid bots in and harvest them. I'll have to think about this one for some time, the possiblility of this becoming too ridiculous is there, and what makes the stickyness may nto exsist in DB even in discussion. Info shots can be used to fix a bot, cant they, so just ouse an info shot to stick shells to things.

8
F1 bots / The New Invasive Species (Moi Tie Plants)
« on: April 25, 2008, 10:28:51 PM »
This is a very unstable bot if it does not form a cluster, and it only does it under perfect conditions. Start them relatively close together, F1 condtions with thin fluid physics, pond mode and moon gravity; this will produce the greatest yield in clusters, but cluster sizes will collide in small fields, so best for larger fields. Once together, they form a great defensive and offensive team, carrying a selfdestruct virus and a nice shot plan, not very effective at combat, but very hardy and fast paced, has random steerin built in to foul up sharpshooters and tankers. If theres a massive kill off, the mutations will eventually give you a cluster, and no matter what, it will produce a cluster. After some time the smaller faster ones break ties and fly off uncontrolably. Much room for evolution and the genes are generally stable, producing about 200 generations in 500-900 cycles.

'The dual-action plant

Code: [Select]
cond
*.robage 1 =
start
*51 inc
51 .tie store
stop

cond
*.refnrg 4500 >
*40 3 <
start
70 .repro store
40 inc
stop

cond
*.robage 20 =
*.numties 0 >
start
*51 .readtie store
40 .stifftie store
50 .fixlen store
1 52 store
stop

cond
*.numties 0 >
*.eyef 80 >
start
*.maxvel -1 mult .up .vel store
stop

cond
*.rdboy 0 *.numties add =
start
*.setboy inc
stop

cond
1 *52 =
start
50 .sharenrg store
50 .sharewaste store
stop

cond
*40 2 >
*.eyef 0 !=
start
*51 .readtie store
*.tieang .setaim store
-60 .sexrepro store
-8 .shoot store
stop

cond
*303 1 =
start
60 .sexrepro store
.out2 inc
stop

cond
*.pain 0 <
*.refeye *.in1 !=
*.body 500 >
start
*.body 4 div .shootval store
-6 .shoot store
stop

cond
*.eyef 0 %=
*.pain 3 <
start
12 rnd add .up .vel store
stop

'memory functions

cond
*.tin2 0 > or
*.in3 0 >
start
*.nrg 10 div .strbody store
stop

cond
*.numties 0 >
start
*.tiepres 52 store
*52 .readtie store
stop

cond
*52 *.readtie =
start
.vel .tmemloc store
*.vel .tmemval store
stop

cond
*52 *.numties >
start
0 52 store
stop

cond
*.refeye *.myeye !=
*.eyef 0 >
start
*.eyef .tout4 store
stop

cond
*.tin4 *.eyef >
start
*.maxvel rnd 1 .vel store
stop

'eye stuff

cond
*.out1 *.myeye !=
start
*.myeye .out1 store
stop

cond
*.eyef 0 >
*.in1 *.refeye !=
start
*.nrg 4 div .shootval store
-1 shoot store
stop

cond
*.eyef 0 >
*.in1 *.refeye !=
start
*.refxpos *.refypos angle .setaim store
-30 *.eyef add .dn .vel store
stop

cond
*.eyef 0 >
*.in1 *.refeye =
start
*.refxpos *.refypos angle .setaim store
.tie inc
2 *.aim add .setaim store
stop

cond
*.shflav 0 !=
*.shflav -2 !=
*.pain 10 >
start
1256 *.shang sub .aimshoot store
160 .shootval store
*.setaim .shoot store
0 .shflav store
stop

cond
*.nrg 700 >
start
*.genes rnd 1 .mkvirus store
stop

cond
*.vtimer 1 =
start
70 .vshoot store
stop

end

Very simple and somewhat stupid bot, but when crossed with the guardian eye system, it handles multiple eyes better. I would like this bot to be teswted and put in the plant section. Also, note the inherent safety switches to prevent some stupid actions, the bot only needs to expand its memory functions and we have possibility for communication.

Crutial update, fixed reproduction genes, were really ineffective earlier, watch out for cancerous strands, they often survive the breeding cost with one large root system.

Edit: Ok, fixed the *.numties problem, it was supposed to write it to 52 for readtie use.

FInal update: Virus fixed to simply copy genetic code to spread deviation throughout a species. TIe system works.

9
Bot Tavern / Slim Evo the Finale
« on: April 25, 2008, 10:11:47 PM »
Successfully tested, expect kill offs immediately, eventually a cluster will form, otherwise it self-destructs with body shots. Eventually most were single virus producing asteroids, and there were about 3 clusters from 30 of them.

10
Darwinbots3 / Nutrients, Vitamins and Minerals
« on: April 25, 2008, 09:53:38 PM »
Quote from: bacillus
So you won't have shell or slime, but a shell-slime continuum? Could work, but I still think Numsgil's right; the bot-bot interactions are complex enough, and they need to be kept to a level where coding a simple is not an enormous job. Not sure about the bot-environment interactions though; may have to be kept optional so the environment settings don't become too inflexible.
 Not the best place to raise it, but since we are talking about shots, how about a type 1 and type 2 virus? A type 1 virus is standard make-and shoot, while type 2 acts more like a real virus, producing itself in bulk and releasing itself when the host dies. Maybe this can be achieved by not forcing the bot to wait until the previous bot is fired until the next is made.

With this, a bot can crete skin, or a shell similar to a conch. They could use the environment to build anything. The genetics are not that difficult, instead of pushing a random value into shootval, just put the mineral shot out first then the vitamin at each strength. This also provides more variety in genetic exspression, and bots could build elaborate structures such as a hive or colnoy. Antbots could really use this for location recall. And the shells produced should be sheddable, and fixable to a point.

11
Evolution and Internet Sharing Sims / Come join the F1 megaverse!
« on: April 25, 2008, 07:54:29 PM »
How do I et internet mode to work? It says it cant find files? Its RTE 76

12
Bot Tavern / Slim Evo the Finale
« on: April 25, 2008, 07:43:47 PM »
1st Installment; the puppet.

THe idea of controlling limbs is one that Im sure everyone wants greatly, so it might be best for a specialized species that is non-violent, and contains the genes to be a good armor. It craetes shell for defense, shares the shell, keeps in family clusters and reproduces with other clusters sexually, and is meant to keep moving from agressive enemies. The next installment will be the left, for interpreting short term communications between the clusters, since structure can be random, the information passage will have to start out random until evolution causes a good result.

'The dual-action plant

cond
*.robage 1 =
start
*51 1 add 51 store
*51 .tie store
stop

cond
*.refnrg 4500 >
*40 3 <
start
70 .repro store
*40 inc
stop

cond
*.robage 20 =
*.numtie 0 >
start
*51 .readtie store
40 .stifftie store
50 .setlen store
*.trefaim -1 mult .tieang store
1 52 store
stop

cond
*.numties 0 >
*.eyef 20 >
start
*.maxvel -1 mult .vel store
stop

cond
*.rdboy 0 *.numties add =
start
.setboy inc
stop

cond
1 *52 =
start
50 .sharenrg store
50 .sharewaste store
stop

cond
*40 2 >
*.numties 0 >
*.eyef 0 !=
start
*51 .readtie store
*.tieang .setaim store
-50 .sexrepro store
-8 .shoot store
stop

cond
*303 1 =
start
30 .sexrepro store
stop

cond
*.body 500 >
start
*.body 4 div .shootval store
-6 .shoot store
stop

cond
*.numties 0 !=
*.eyef 0 %=
start
*.maxvel .vel store
12 rnd .up .vel store
stop

'memory functions

cond
*.numties 0 >
start
*52 *.numties store
*52 .readtie store
stop

cond
*.nrg 10000 >
start
70 .mkshell store
50 .shareshell store
stop

cond
*52 *.readtie =
start
.vel .tmemloc store
*.vel .tmemval store
stop

cond
*52 *.numties >
start
0 52 store
stop

'end of world virus

cond
*.refeye *.myeye !=
*.numties 0 = or
*.trefeye *.myeye != or
*.mkvirus 0 =
start
*.nrg *51 mult ~ .shoot store
*.thisgene .mkvirus store
stop

cond
*.vtimer 1 =
start
2 .vshoot store
stop

A nice simple puppet plant. Unfortunately, its evolution process is quite random, so the chance of isolating good genetics out of one cell is almost impossible, since they work best with mutations.

13
Bot Tavern / Slim Evo the Finale
« on: April 25, 2008, 01:49:10 PM »
Um.... Ok

It will be a conditionless bot with four basic compenents in each side, a reset/intialize, memory, switch, reset. The idea is to craete a flow shceme to go from any part of the dna and skip to another part that needs to be done, so taht in several cycles a bot can complete a thought. Imagine each cycle you form a single thought, an image if you will. In the next cycle you could form the next possible image, or even a continuance to the original thought, such as two letters forming a word. THis is sort of the fundamentals for how the human mind thinks in logical context, and eventually it will include emotion, which yet has to be understood in DB terms. The Bus Switch of 3rd part is important for two reasons, there are only 20 out/in commands possible and there are over 1000 sysvars for memory. Each piece of information has to be linked to another to allow for quick access. The reset cycle at the begining and end makes sure that the bot writes new information down for that cycle, or the next. Two resets are important to make sure that at anytime it can go from switch/memory to reset in one cycle.

The room for mutations could produce a bot with endless capabilities, just as long as the left and right conspec safety mechanism works, otherwise you've got two halves of a brain drifting with no real use.

14
Suggestions / Name Change
« on: April 25, 2008, 01:40:49 PM »
Quote from: rsucoop
Ok, I have a website that I need for a charity event, and when I do a search for rsucoop.org, this site with my profile is listed #2. Can someone please change my username, just like a 1 to it? Thank you.

hmmm..... waht about a complete change to aphromann?

15
Bot Tavern / Slim Evo the Finale
« on: April 25, 2008, 12:53:38 PM »
So I have run down the best possible flow for a working mind sort of. It uses two itself, and one other species that is harmless or can be harvested from or to. The idea is to craete a left and right side, the left takes all information from eyes in both bots using the tin/out sysvars. The right handles the hard thought routines. In order for the two to act in harmony in thought function (meaning they were thinking relevant thoughts, or focusing on a bot that could be a threat or food), I had to create a virtual ram (random access memory) and a bus switch. Its simple really (as any mutation allows it to continue to function), use a random number or a timer that resets every so many times using a mod; then compare it with another using the binary functions (or bitwise), use inverse of and for high switches, meaning the bot acts when 1 is not returned, or inverse of or for low switches. I believe I have explained how this works in earlier posts with a switch. The Bus Switch was a new idea, but it works mroe like a processor. You have the 10 out/in for ties, so you 10^10 possibilities for an outcome using all in one switch, so I broke them into groups of 3 and another one called the overwrite command (prevents reseting values). So the entire memory of both the left and right are store in the right, but is only useful to whatever the left wants to do. If it gets hungry, the right tries to remember where they last saw food, or a predator to determine if its worth going there, and as each attempt is returned 0, a value is stored to overright the attempt only when the process should deem it so. In order to proper cycle for the right, I had to create a reset point in the begining, and end with an overwrite to avoid a double reset. The next part was to create a set of values for each side to allow for storage of information, and quick access for both. I think I can post some of its genes by tommorrow at best.


 But then point mutations came into mind, and the idea of a bot with ADD became relavent. If the bot recycled its memory twice in a row, both sides would lose the harmony of thought, and one side would become slowed down. Not sure what the best way to put in a mechanism to prevent this, but I'm thinking it will be another addition to the bus-switch using an info shot and tval comparison.

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