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Messages - abyaly

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1
DNA - General / shootval and distance for -1 shots
« on: April 04, 2010, 10:32:04 AM »
peterb-
You should test shot lifetimes with various shootvals.
Then with various body sizes, because that's also a factor. Once you know shot lifetime, multiply by 40 to get distance.

I remember I did this at some point and the results were not what the formula in the wiki predicted. I'm not sure if I posted a chart of my results somewhere, but you can easily do the experiments in half an hour or so.

2
Off Topic / Divide by zero
« on: April 04, 2010, 02:31:58 AM »
Quote from: ashton15
Quote from: abyaly
Assigning meaning to a word is not the same thing as ascribing a property to an object.

What's the diffrence?
The first is saying something about a word. Specifying what object or concept you're going to use that word to refer to.
Eg: "The word gold refers to the element with atomic number 79"

The second is saying something about the object or concept the word is referring to.
Eg: "Gold is yellow"

The reason you can define a word to be whatever you want is that a definition says -nothing- about the object the word is referring to. It doesn't even guarantee such a thing exists. A definition is a statement about the person who is making it. If I define the word "splaz" to mean "gold", this doesn't say anything about gold. All it means is when I say the word "splaz", I'm talking about gold.

So if you define the word "Earth" to mean the same thing as the word "orange", this doesn't mean that the thing I think of as the Earth is the same thing as an orange. It means that when I see you use the word "Earth", I should think of it as if you had said the word "orange" instead.

Quote from: bacillus
There's a proof by somebody whose name eludes me at this moment that states that if mathematics is without contradictions, then it is contradictory itself. Don't ask me how it works, but I thought this would be the best time to bring it up.
You are probably thinking of Gödel's incompleteness theorem, which says no consistent set of axioms can prove its own consistency.

3
Off Topic / Divide by zero
« on: April 02, 2010, 05:05:54 PM »
Assigning meaning to a word is not the same thing as ascribing a property to an object.

4
Off Topic / Divide by zero
« on: April 02, 2010, 07:22:31 AM »
Houshalter, all of the numbers are made up. Zero is just as much of a number as any of the others.

Also, you are philosophizing over the "correct" meaning of the word "number". There is no such thing as a "correct" meaning to a word. As with any word, its meaning comes from the intent of the people using it in conversation. For two people to have a meaningful conversation about X, they first agree on what they both want X to mean, and then they say things about it. If this isn't done, you end up in a situation where person A is attempting to say one thing and person B is interpreting it as something else.

5
Off Topic / Need some professional math help
« on: April 01, 2010, 12:26:54 PM »
[img class=\"tex\" src=\"http://www.forkosh.dreamhost.com/mathtex.cgi?\left( x - G_x \right) ^2 + \left( \dfrac{x^q}{s^{q-1}} - G_y \right) ^2 = 0\" alt=\"LaTeX: \left( x - G_x \right) ^2 + \left( \dfrac{x^q}{s^{q-1}} - G_y \right) ^2 = 0\" /]

Assuming we're in the reals, squaring gives positive numbers. Adding two positive numbers to get 0 means both of them are 0. So..

[img class=\"tex\" src=\"http://www.forkosh.dreamhost.com/mathtex.cgi?\left( x - G_x \right) ^2 = 0 \" alt=\"LaTeX: \left( x - G_x \right) ^2 = 0 \" /]
and
[img class=\"tex\" src=\"http://www.forkosh.dreamhost.com/mathtex.cgi?\left( \dfrac{x^q}{s^{q-1}} - G_y \right) ^2 = 0\" alt=\"LaTeX: \left( \dfrac{x^q}{s^{q-1}} - G_y \right) ^2 = 0\" /]

But the only thing that squares to give 0 is 0. We can quickly get these:

[img class=\"tex\" src=\"http://www.forkosh.dreamhost.com/mathtex.cgi?x = G_x\" alt=\"LaTeX: x = G_x\" /]

[img class=\"tex\" src=\"http://www.forkosh.dreamhost.com/mathtex.cgi?\dfrac{x^q}{s^{q-1}} = G_y\" alt=\"LaTeX: \dfrac{x^q}{s^{q-1}} = G_y\" /]

Substitute it in

[img class=\"tex\" src=\"http://www.forkosh.dreamhost.com/mathtex.cgi?\dfrac{{G_x}^q}{s^{q-1}} = G_y\" alt=\"LaTeX: \dfrac{{G_x}^q}{s^{q-1}} = G_y\" /]

Then take it apart with logs.

[img class=\"tex\" src=\"http://www.forkosh.dreamhost.com/mathtex.cgi? q \ln G_x  - (q-1) \ln s = \ln G_y \" alt=\"LaTeX:  q \ln G_x  - (q-1) \ln s = \ln G_y \" /]

And from here just solve for q in the usual way.

[img class=\"tex\" src=\"http://www.forkosh.dreamhost.com/mathtex.cgi? q \ln G_x  - q \ln s + \ln s = \ln G_y \" alt=\"LaTeX:  q \ln G_x  - q \ln s + \ln s = \ln G_y \" /]

[img class=\"tex\" src=\"http://www.forkosh.dreamhost.com/mathtex.cgi? q \left( \ln G_x  -  \ln s  \right) = \ln G_y - \ln s \" alt=\"LaTeX:  q \left( \ln G_x  -  \ln s  \right) = \ln G_y - \ln s \" /]

[img class=\"tex\" src=\"http://www.forkosh.dreamhost.com/mathtex.cgi? q  = \dfrac {\ln G_y - \ln s} { \ln G_x  -  \ln s } \" alt=\"LaTeX:  q  = \dfrac {\ln G_y - \ln s} { \ln G_x  -  \ln s } \" /]

Which you can then compress into a single log if you want.

6
Off Topic / Divide by zero
« on: March 30, 2010, 02:06:24 PM »
Dividing by zero isn't new. Making up a new number that allows division by zero isn't an issue. If you look for them, I'm sure you can find plenty of number systems where you can "divide by zero". The problem is that we want the real numbers to be a field.


Like in every field, the additive identity (in this case 0), behaves in an unhappy way when we use it in multiplication. Namely, multiplying anything by zero just gives us zero again. So we can't undo multiplication by zero in a consistent way.


So the the real challenge for you isn't just to divide by zero. It's to divide by zero while still keeping your new number system similar enough to the usual one. But I still won't use it, since I think every single one of the field properties is more valuable than division by zero.

7
Bot Tavern / How does this bot possibly reproduce
« on: March 09, 2010, 07:52:44 AM »
It's constantly increasing .repro, so of course it will reproduce. The only issue is why it isn't reproducing constantly.
I think the most likely explanation is that the bot usually doesn't have enough body to repro, so .repro keeps increasing but doesn't "trigger" until the amount of body is over the threshold.

8
Off Topic / Lost Sims 3 (GAME) product key
« on: February 25, 2010, 12:45:22 AM »
But..   why? What's the spamming incentive here?

9
Off Topic / anime
« on: February 20, 2010, 09:40:43 AM »
Quote from: Numsgil
Only some, and even then it's very much a love/hate relationship.  Fullmetal Alchemist being a prime example (overarching plot is fun, chibi-over-the-top animation style from time to time is not).

I guess I'm not a very good otaku :/
You might like the remake, then.

10
Bot Tavern / Rogue genes
« on: February 04, 2010, 12:53:04 PM »
Quote from: Moonfisher
Does that mean the older bot would have priority? Not sure how the bots are aranged...
It might be by age. It might also stick the bots into the first empty slot available. In any case, it's an icky situation.

11
Bot Tavern / Rogue genes
« on: February 03, 2010, 05:04:31 PM »
Quote from: Moonfisher
Yeah, sound like the issue is simply that *.eyef is showing you the content of the current focus eye, but changing the value in focuseye won't have an effect till the beginning of the next cycle. (Nothing will happen mid cycle, the focus eye will not change and the value of eyef will not be updated till the cycle ends)
I think theres a post somewhere describing the sequence in which the commands are executed, but I'm fairly sure that focuseye takes effect before vision is updated (Generaly commands that affect vision or orientation will probably be executed before most other actions)
(My only remaining question on that matter is what happens when 2 bots are trying to affect eachothers .memloc or .memval location through ties... Does someone have priority or do they take turns going first?)
It's probably whichever bot is first in the array. I once tried to make a conspec system where bots would read each others' .timer locs, and a similar problem came up.

12
Bot Tavern / Rogue genes
« on: February 02, 2010, 08:52:26 PM »
Nothing is spontaneously changing itself. It's just that the console is not an ideal debug tool. It reads the memory values between cycles. If you want to look at what they were during the DNA execution, you need to pull that kind of trick.

13
Bot Tavern / Rogue genes
« on: February 02, 2010, 10:40:39 AM »
You need to check if the value of the memory location was what you expected it to be at the time of activation, but if you use the console to just check *.memval and *.specIDloc you may get fresher values than what the gene saw.

Stick something like this in front of the gene in question:

Code: [Select]
cond
start
*.memval .test1 store
*.specIDloc .test2 store
stop

14
Darwinbots3 / DB3 Questions
« on: January 25, 2010, 01:30:48 AM »
Since this thread has become pretty broad, I think I'll stick my suggestion in here. It would be nice to have some strictly "aesthetic" robot features that other bots could possibly use to recognize a species or individual bot. Some of these could be worked into how the bot is displayed.

15
Bot Tavern / Ambitious MB project
« on: January 25, 2010, 01:23:49 AM »
Quote from: bacillus
Code: [Select]
cond
*.out1 *.numties !=
start
*.out1 *.numties store
stop

make that second *.numties simply .numties and it should be sweet.
.numties is intended as a read location. If you store info there it will just be reset next cycle. Why are you doing this?

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