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Messages - Shen

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91
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.

92
Old Suggestions Awaiting Programming / Offline FTP thingy
« on: April 12, 2005, 06:37:40 AM »
The idea im chasing here is effectivly an open ecosystem. With the constant introduction of old bots it would really help natural selection. For example, I ran a sim for  ~5 million cycles last night and saved a bunch of the robots and started a new sim with the mutants and the original bot. The original wiped the floor with them even though its very very basic.

If the original is introduced at intervals you effectively change the closed system of DB into a infinite world where bots can 'migrate' outside the sim and come back at any time. The upshot being that you would always have competition and the best bots would always survive. And if you had a limit on the number of bots saved on the server, the most successful bots would take over the server database by simply being more numerous and thus more likely to be selected for uploading.

93
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. :)

94
Old Suggestions Awaiting Programming / Offline FTP thingy
« on: April 11, 2005, 06:46:15 PM »
Ive tried out Cerberus FTP, its pretty good. The main problem I had was that when it tried to up/download bot it would fail sometimes and the sim would pause while it waited for the transfer to complete, which of course it never would. It might have been a problem with my setup but obviously a reliable webhost or offline mode would be much better.

There might be a problem with unwanted bots online though, IIRC someone released a load of F1 bots onto the FTP last time a public one was up and of course they destroyed any evo sim being run. How would you sort out the right bots for the right sims?

95
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?

96
Suggestions / DNA Scripts
« on: April 11, 2005, 06:15:25 PM »
A couple more trigger ideas.

IF

More/Less than X Bots/Veggies


THEN
Increase/Decrease Veggie Feedrate/Repop

97
Tips and Tricks / NO MORE OVERFLOW
« on: April 11, 2005, 06:07:38 PM »
IMO it all depends on so many factors that unless you have a specific idea in mind you cant really say. For example if I run my killer multibot Dimacheri with mutations it will definatly lose against a non mutating version simply because its so complicated, even a minor change will completly screw it up. But on the other hand something very basic will survive mutations much more easily.

Although one of Carlos points gave me an idea. The arena in DB pretty much stays the same so mutations aren't needed as much to adapt to new climates. But how about using the triggers to alter the veggie feed/repop rates? Say like..

IF 'Number of Bots more than 100' THEN 'set veggie feed rate at 5'

Ill post this in the suggestions thread.. :)

98
Old Suggestions Awaiting Programming / Offline FTP thingy
« on: April 11, 2005, 05:57:31 PM »
IIRC I did figure out how to do it but its well complex, as well as requiring you to have an active net connection and an FTP server on your own computer so that you connect to yourself. All in all to much trouble to sort out.

Would it be possible to look into this or is it to much work for little reward? Personally I think that opening up the ecosystem up like this would do wonders.

99
Suggestions / " All the mutations don't develop interesting beha
« on: April 11, 2005, 02:13:51 PM »
Ok constructive critisism. Dont use F1 mode for Evo Sims. It sucks. Theres simply way to much energy in to small an area. FirstBot is likely to need a lot of time to evolve properly as all the genes are pretty vital to its survival so if they mutate it dies off, thats why I said increase the duplicate gene chance so it can develop junk dna.

My sims run at ~50 bots in a size 6-8 arena which has the advantage of allowing individual bots to shine if they get a good mutation, killing off weaklings quickly, as well as running at 500 cycles/sec. Ive had bots evolve -6 body shots, changed genes so they flee from everything except alga, turned into spinners and more. Its all about enviroment and F1 sucks for evo.

100
Suggestions / " All the mutations don't develop interesting beha
« on: April 11, 2005, 05:24:22 AM »
Now we can run large arena sims Ive had quite a few decent evo sims, though Im pretty much waiting for the new mutation stuff to be more stable, like you Ive had problems with it crashing after an hour or so, no idea why. The problem seems to be that FirstBot is so simple that even a basic mutation changes a vital gene. Maybe increasing the duplicate gene chance would build up enough junk DNA to produce some results.

Check out My Evolution bot and Settings. I usually get good results.

I was gunna make a post on running evo sims, maybe Ill get round to it now.

101
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

102
Bot Tavern / Fish School
« on: April 10, 2005, 06:04:22 PM »
The .in memlocs are only conditionaly refreshed so if you only refresh .out then all the bots end up trying to get to a non existant enemy.

This was just a prototype though so its not perfect by a long shot, ill get round to updating it eventually.

103
Bugs and fixes / plants
« on: April 10, 2005, 05:49:04 PM »
You have a typo in the repro gene.  You have 50 *.repro store when you should have 50 .repro store without the *

104
Bot Tavern / Fish School
« on: April 09, 2005, 07:40:03 AM »
Num, you inspired me.

Ive been playing with the idea of using .out1/2 to store refx/ypos of food so you can use... '*.in1 *.in2 angle .setaim store'.

Unfortuantly its to complex for F1 bots, but a fish is perfect for it!

Attached is my prototype.

For settings Im using F1 but with

Size 4 (32000x24000)
5 nrg/cycle for alga
200 max alga

Its awesome to watch a school of 20 bots attack a large patch of alga. They rip it apart!

105
Bugs and fixes / Some Bugs
« on: April 08, 2005, 02:57:17 PM »
Whatever is easier for you works for me, its a pretty obscure bug :)

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