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Messages - Darwin226

Pages: [1] 2
1
DNA - General / Would this work?
« on: November 22, 2009, 07:53:33 AM »
I had an idea about eyes. It goes like this

Set eye 1 as focused eye
Check refs
Act accordingly
Set eye 2 as focused eye
Check refs
Act accordingly
Set eye 3 as focused eye
Check refs
Act accordingly

All in one gene. Would that work?

Also, what's wrong with this?

cond
 *.mode 1 =
 *.submode 1 =
 *.eyef 0 !=
start
 2 .submode store
stop

I used the console to test it mode was 1, submode was 1 and eyef wasn't 0 and it was all true but the gene didn't activate. Any thoughts?

2
DNA - General / Simple question about shots
« on: November 20, 2009, 05:41:44 PM »
Can you plz tell me if this works?

Code: [Select]
-1 .shoot store
 *.refbody 10 mult *.refnrg <
 -6 .shoot store

It's supposed to see if it will kill faster with body or -1 shots and do it. The bot shoots but I don't know, it might only use body. Thanks in advance

3
DNA - General / Simple question about shots
« on: November 20, 2009, 11:29:12 AM »
I made a bot that feeds on plants and when it sees something that can shoot and isn't one of it's own, it fires a -1 shot with *.refnrg in shootval. It always kills instantly, so I was wondering, what kind of defense can a bot have against something like that if it doesn't even have a chance to react except for shell.

Any help would be nice.

EDIT: Just figured shell doesn't protect you from -1...

4
Newbie / Eyes
« on: November 07, 2008, 02:06:39 PM »
Great! I understand everything. (not sarcastic)

Thanks =)

5
Newbie / Eyes
« on: November 06, 2008, 06:34:18 AM »
OH MEH GAWD!!!

Whaaaa....
How?

*runs away*

Though I'm a little scared to ask, could you explain how it works?

If it's too long to explain or something you don't need to.

6
Newbie / Eyes
« on: November 05, 2008, 04:58:06 PM »
I've made a code that determines which eye has the greatest value and sets it as a focus eye.
This is it:

[div class=\'codetop\']CODE[div class=\'codemain\' style=\'height:200px;white-space:pre;overflow:auto\']cond
*.mode 1 =
start
-4 .focuseye store
stop

cond
*.mode 1 =
*.eye2 *.eye1 >
start
-3 .focuseye store
stop

cond
*.mode 1 =
*.eye3 *.eye2 >
start
-2 .focuseye store
stop

cond
*.mode 1 =
*.eye4 *.eye3 >
start
-1 .focuseye store
stop

cond
*.mode 1 =
*.eye5 *.eye4 >
start
0 .focuseye store
stop

cond
*.mode 1 =
*.eye6 *.eye5 >
start
1 .focuseye store
stop

cond
*.mode 1 =
*.eye7 *.eye6 >
start
2 .focuseye store
stop

cond
*.mode 1 =
*.eye8 *.eye7 >
start
3 .focuseye store
stop

cond
*.mode 1 =
*.eye9 *.eye8 >
start
4 .focuseye store
stop

The problem:
It's 9 genes. Has anyone thought of something that has the same effect but it less genes?

If someone has, can I use it?


As usual, thanks in advance =)

7
Untagged bots / Hunter v.5
« on: November 03, 2008, 11:41:32 AM »
Yes. Now that you mention it, it would be better if I put it in bot tavern. Thx

8
Untagged bots / Hunter v.5
« on: November 02, 2008, 04:43:00 PM »
Thanks for the advice.

0.7 is getting quite smart actually.
It uses all 9 eyes and all.

Will improve it .

You know in one sim they mutated and started following each other (I can see how it happened) and attacking together.
It never happened again but it gave me the idea.

I know pack hunting or something like that was done before but is it efficient?

And I don't mean pack hunting which Etch uses (damn swarms....).

9
Untagged bots / Hunter v.5
« on: November 02, 2008, 03:15:50 PM »
Here's my hunter. It's in 0.5 so it's still a work in progress.

I have no idea how good or bad it is.

[div class=\'codetop\']CODE[div class=\'codemain\' style=\'height:200px;white-space:pre;overflow:auto\']'Hunter v.5 by Darwin226
'Hunts and kills everything that can shoot
'Now uses healing

Code: [Select]
def mode 50
def submode 51
def timer 52
def count 53

'Defines starting values on birth
cond
*.robage 0 =
start
1 .mode store
1 .submode store
stop

'The timer. IMPORTANT
cond
1 *.count =
start
.timer inc
stop

cond
0 *.count =
start
0 .timer store
stop

'Change direction ocassionally
cond
*.robage 100 mod 0 =
*.mode 1 =
start
140 .aimdx store

'S1
cond
1 *.mode =
1 *.submode =
start
15 .dx store
.timer inc
stop

'S2
cond
1 *.mode =
2 *.submode =
start
15 .up store
.timer inc
stop

'S3
cond
1 *.mode =
3 *.submode =
start
15 .sx store
.timer inc
stop

'S2
cond
1 *.mode =
4 *.submode =
start
15 .up store
.timer inc
stop

'T1
cond
1 *.mode =
1 *.submode =
*.timer 15 >
start
2 .submode store
0 .timer store
stop

'T2
cond
1 *.mode =
2 *.submode =
*.timer 15 >
start
3 .submode store
0 .timer store
stop

'T2
cond
1 *.mode =
3 *.submode =
*.timer 15 >
start
4 .submode store
0 .timer store
stop

'T2
cond
1 *.mode =
4 *.submode =
*.timer 15 >
start
1 .submode store
0 .timer store
stop

'Move out of the way
cond
*.eye5 50 >
*.refshoot 0 = and
*.refeye *.myeye != and
start
45 .shootval store
.sx .shoot store
stop

'Search and Destroy mode detection
cond
*.eye5 0 >
*.refshoot 0 !=
*.refeye *.myeye !=
*.mode 2 !=
*.out1 4515 !=
start
0 .timer store
2 .mode store
1 .submode store
stop

cond
*.eye5 0 >
*.in1 4515 =
*.mode 2 !=
start
0 .timer store
2 .mode store
1 .submode store
stop

'SD1
cond
2 *.mode =
1 *.submode =
*.eye5 0 >
*.eye5 50 <
start
 *.refveldx .dx store
 *.refvelup 30 add .up store
stop

'SS1 (Kill or Heal)
cond
2 *.mode =
1 *.submode =
*.eye5 50 >
*.in1 4515 !=
start
2 .submode store
stop

cond
2 *.mode =
1 *.submode =
*.eye5 50 >
*.in1 4515 =
*.refnrg *.nrg <
start
0 .in1 store
8 .submode store
stop

cond
2 *.mode =
1 *.submode =
*.eye5 50 >
*.in1 4515 =
*.refnrg *.nrg >
start
15 .dx store
0 .in1 store
1 .submode store
stop

'Prepare venom
cond
*.robage 20 mod 0 =
*.nrg 1000 >
*.venom 300 <
start
300 *.venom sub .strvenom store
.fixpos .vloc store
1 .venval store
stop

'SD2 (Kill)
cond
2 *.mode =
2 *.submode =
*.venom 50 >=
start
4 .submode store
32000 .shootval store
stop

cond
2 *.mode =
2 *.submode =
*.robage 20 mod 0 !=
start
5 .submode store
stop


'SD4 If you are ready to feed, paralyze the target
cond
2 *.mode =
4 *.submode =
start
-3 .shoot store
5 .submode store
stop

'SD5 Finally eat the pray
cond
2 *.mode =
5 *.submode =
*.refpoison 0 =
*.venom 0 =
start
-1 .shoot store
.oldven dec
stop

cond
2 *.mode =
5 *.submode =
*.refpoison 0 !=
*.venom 0 =
start
-6 .shoot store
.oldven dec
stop

cond
2 *.mode =
5 *.submode =
*.robage 1 add 20 mod 0 =
start
2 .submode store
stop

'Exit S&D if you don't see anything you would eat
cond
2 *.mode =
*.eye5 0 =
*.refeye *.myeye = or
*.refshoot 0 = or
start
1 .mode store
1 .submode store
0 .timer store
stop

'SD8 Paralyze the injured bot so you can heal him
cond
*.mode 2 =
*.submode 8 =
start
-3 .shoot store
0 .timer store
1 .count store
9 .submode store
stop

'SD9 Give him some of your energy
cond
*.mode 2 =
*.submode 9 =
*.timer 2 =
start
*.refnrg *.nrg add 3 div *.refnrg sub .shootval store
-2 .shoot store
10 .submode store
stop

'SD10
cond
*.mode 2 =
*.submode 10 =
*.timer 3 =
start
0 .count store
*.refveldx -2 mult .dx store
1 .mode store
1 .submode store
stop

'A small adjustment in turning
cond
*.mode 2 =
start
*.refveldx 3 div .aimdx store
stop

'If you have enough energy, make some poison
cond
*.nrg 1000 >
*.poison 50 <
start
50 *.poison sub .strpoison store
.shoot .ploc store
stop

'If you have enough energy, make some slime
cond
*.nrg 2000 >
*.slime 300 <
start
300 *.slime sub .mkslime store
stop

'If you get tied, free yourself
cond
*.mode 3 !=
*.numties 0 !=
start
*.tienum .deltie store
stop

'If you are full, make a fammily, tell them to wait till the tie is broken
cond
*.nrg 5000 >
*.mode 2 !=
*.mode 0 !=
start
3 .mode store
1 .submode store
0 .timer store
stop

'R1
cond
*.mode 3 =
*.submode 1 =
start
560 .aimdx store
50 .repro store
2 .submode store
0 .timer store
stop

'R2
cond
*.mode 3 =
*.submode 2 =
start
560 .aimdx store
1 .mode store
1 .submode store
stop

cond
*.body 300 <
*.nrg 300 *.body sub 10 mult 500 add >
start
300 *.body sub 10 mult .strbody store
stop

'WARNING Random crazyness
cond
*.hit 0 !=
*.hitsx 0 !=
*.hitdx 0 !=
*.hitdn 0 !=
*.hitup 0 !=
start
2 .mode store
7 .submode store
stop

'If you'r surrounded, start spinning and shooting. If you can't win, at least give them some fight >:-)
cond
2 *.mode =
7 *.submode =
start
90 .aimdx
-1 .shoot store
start

'If you are searching and you get shot, look at the target and eliminate it
'cond
'*.mode 1 =
'*.shflav 0 !=
'*.shflav -2 !=
'start
'*.shang 2 div .aimdx store
'2 .mode store
'1 .submode store
'stop

cond
*.shflav 0 !=
*.shflav -2 !=
start
1256 *.shang sub .aimshoot store
8 .shootval store
-6 .shoot store
0 .shflav store
stop


'Domination dance =)))))
cond
*.totalbots *.totalmyspecies =
*.robage 0 >
start
0 .mode store
0 .submode store
0 .timer store
8000 6000 angle .setaim store
stop

cond
0 *.mode =
0 *.submode =
*.hit 0 =
*.xpos 7000 <
*.xpos 9000 > or
*.ypos 5200 < or
*.ypos 6800 > or
start
15 .up store
stop

cond
0 *.mode =
0 *.submode =
*.xpos 7000 >
*.xpos 9000 <
*.ypos 5200 >
*.ypos 6800 <
start
628 .aimdx store
1 .submode store
stop

'Unstuck your self
cond
*.fixed 0 !=
start
0 .fixpos store
stop

'Call for help if injured
cond
*.nrg 500 <
start
4515 .out1 store
stop

cond
*.nrg 500 >=
start
0 .out1 store
stop

end
Hope you like him =)

10
Newbie / The body
« on: November 02, 2008, 03:13:18 PM »
I think I figured it out...

It's the bot... It reproduces so fast that if it has no veggies it dies.

11
Newbie / The body
« on: November 02, 2008, 02:37:01 PM »
As I myself hate spam, I'm putting yet another question in this thread.

And this one is really weird...

So ok. I saw a lot of posts about etch so I decided to find it and see if my bot can beat it. Well I found it (I think)
And when I run the simulation, everything goes well for a few seconds and then all of the sudden, all of the Etch
disappear.

Just like that, one by one the disappear.

What the heck?

12
Newbie / The body
« on: November 02, 2008, 06:19:06 AM »
You have been very helpful.

I have one more unrelated question.

Are values stored I order I write them or is there some other order?
Like if I write:
-1 .shoot store
8 .shootval store

Is it the same thing as
8 .shootval store
-1 .shoot store

?

Because in the wiki it says that moving commands always get executed before shooting commands and so on...

13
Newbie / The body
« on: November 01, 2008, 06:25:17 PM »
1. That still didn't answer my question. Already read that

2. Ok. I'm using 300 right now. It's pretty effective but shoot's a little to short.

3. You can do that by changing the focuseye but I think it requires like 9 genes or something and that's just a little too much...

14
Newbie / The body
« on: November 01, 2008, 05:34:06 PM »
Ok. I have several body related questions.

1. How is the actual body value calculated?
-Is it like energy?
If I have 1000 energy and get one more it's 1001, if I have 3000 energy and get one more I have 3001.
-Or is it more like eye?
Eye is 0, the bot get's a little closer and eye is 1. Eye is 50, the bot gets a little closer and eye is suddenly 3000 or something.
-See what I mean? Eye increases exponentially (I think)

2. What is the optimal body size?
-I want a bot that can hunt. That means I need a balance between movement and shooting.

3. What do you think is the best solution for eating swarms?
-I've seen a lot of bots that reproduce until they are really, really, really small (body 5 or less).
So now there's like 100 of them, everyone of them has 100 energy. 100*100=10000.
-I want to eat them but my bot has a lot of trouble hitting them.
I know I could think of something to eat them but how can my bot tell there is a whole lot of them?
He only has 9 eyes, which means he can see a total of 9 bots and there's at least 9 bots when he hits a group of veggies.
How can he tell if they are hostile or leafy?


Thanks in advance.

15
Newbie / Help
« on: October 30, 2008, 06:35:00 PM »
Does that mean I can make my own variables with names?

Like instead of using 1 40 store I could use 1 .myveryownvar store.

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