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Topics - k0zm0

Pages: [1]
1
Interesting behaviour bots / FarmerBot
« on: February 03, 2008, 01:43:02 PM »
def id1 971 '971
def id2 972 '972
def maxnrg 973
def maxbody 974
def distance 975
def skavt 51
def seq 52

start
*.robage 0 =
1 1 =
and
*.tiepres .deltie store
628 .aimsx store
1000 .maxbody store
1000 .maxnrg store
500 .distance store
clearbool

*.eye5 30 >
*.refeye 0 =
and
*.skavt 0 =
and
*.out1 *.in1 =
and
*.out2 *.in2 =
and
*.refnrg 1000 >
and
-1 .shoot store
clearbool

*.eye5 30 >
*.refeye 0 =
and
*.in1 0 =
and
*.id1 .shootval store
.out1 .shoot store
clearbool

*.eye5 30 >
*.refeye 0 =
and
*.in2 0 =
and
*.id2 .shootval store
.out2 .shoot store
clearbool

*.eye5 30 >
*.refeye 0 =
and
*.out1 *.in1 =
and
*.out2 *.in2 =
and
*.skavt 0 =
and
*.refnrg 1000 <=
and
1000 rnd .aimdx store
clearbool

*.eye5 0 =
*.id1 *.id2 dist *.distance *.totalmyspecies 3 div mult <
and
*.skavt 0 =
and
1000 rnd .aimsx store
clearbool

*.eye5 30 >
*.refeye 0 =
and
*.out1 *.in1 !=
and
*.out2 *.in2 !=
and
0 *.in1 !=
and
0 *.in2 !=
and
*.skavt 0 =
and
-1 .shoot store
clearbool

*.robage 20 >
*.eye5 50 >
and
*.refeye 0 =
and
*.id1 0 =
and
*.id2 0 =
and
*.xpos .id1 store
*.ypos .id2 store
clearbool

*.id1 *.out1 !=
*.id2 *.out2 !=
and
*.id1 .out1 store
*.id2 .out2 store
clearbool


*.eye5 50 <
*.maxvel *.vel >
and
*.fixed 0 =
and
*.robage 40 >
and
*.maxvel *.vel sub 10 div .up store
clearbool

*.thisgene 0 >
*.genes 1 !=
and
*.thisgene 1 sub .delgene store
clearbool

*.thisgene 0 =
*.genes 1 !=
and
*.thisgene 1 add .delgene store
clearbool

*.eye5 0 >
*.refeye *.myeye !=
and
*.skavt 0 =
and
*.refxpos *.refypos angle .setaim store
clearbool

*.eye5 0 >
*.refeye *.myeye !=
and
*.skavt 1 =
and
*.id1 *.id2 dist *.distance *.totalmyspecies sqr mult >
and
*.numties 0 =
and
*.refxpos *.refypos angle .setaim store
clearbool

*.eye5 0 >
*.refeye *.myeye !=
and
*.skavt 1 =
and
*.id1 *.id2 dist *.distance *.totalmyspecies sqr mult >
and
15 .aimsx store
clearbool

*.fixed 0 !=
1 1 =
and
0 .fixpos store
clearbool

*.waste 100 >
*.refeye 0 =
and
*.eye5 30 >
and
100 *.waste sub .shootval store
-4 .shoot store
clearbool

*.maxbody *.body <
*.maxnrg *.nrg <
and
*.skavt 0 =
and
628 .aimdx store
50 .repro store
clearbool

*.id1 *.id2 dist *.distance *.totalmyspecies sqr mult >
*.skavt 0 =
and
*.id1 *.id2 angle .setaim store
clearbool

*.eye5 30 >
*.refeye *.myeye =
and
*.in1 *.out1 !=
*.in2 *.out2 !=
or
and
-1 .shoot store
clearbool

*.eye5 0 >
*.refeye *.myeye =
and
*.out1 *.in1 =
and
*.out2 *.in2 =
and
*.refaim .setaim store
clearbool

*.maxbody *.body >
*.maxnrg *.nrg <
and
100 .strbody store
clearbool

*.robage 2500 >
*.maxnrg 2 div *.nrg <
and
1 .skavt store
clearbool

*.robage 2500 >
*.maxnrg 2 div *.nrg >
and
*.numties 0 =
and
0 .skavt store
clearbool

*.id1 *.id2 dist *.distance *.totalmyspecies sqr mult >
*.refeye 0 =
and
*.eye5 30 >
and
*.seq 0 =
and
*.skavt 1 =
and
*.reffixed 0 !=
and
0 .shootval store
.fixpos .shoot store
clearbool

*.id1 *.id2 dist *.distance *.totalmyspecies sqr mult <
*.refeye 0 =
and
*.eye5 30 >
and
*.seq 0 =
and
*.skavt 1 =
and
628 rnd .aimsx store
clearbool

*.id1 *.id2 dist *.distance *.totalmyspecies sqr mult >
*.refeye 0 =
and
*.eye5 30 >
and
*.seq 0 =
and
*.skavt 1 =
and
*.reffixed 0 =
and
1 .readtie store
1 .tienum store
1 .tie store
1 .seq store
clearbool

*.skavt 1 =
*.seq 1 =
and
*.numties 0 !=
and
*.id1 *.id2 angle .setaim store
clearbool

*.skavt 1 =
*.seq 1 =
and
*.numties 0 =
and
0 .seq store
clearbool

*.skavt 1 =
*.seq 1 =
and
*.numties 0 !=
and
*.eye5 10 >
and
70 rnd 70 rnd sub .aimsx store
clearbool

*.skavt 1 =
*.seq 1 =
and
1 .tienum store
628 .tieang1 store
clearbool

*.eye5 30 >
*.refeye 0 =
and
*.reffixed 0 =
and
*.skavt 0 =
and
*.refmulti 0 =
and
1 .shootval store
.fixpos .shoot store
clearbool

*.skavt 1 =
*.seq 1 =
and
*.numties 1 >
and
*.tiepres .deltie store
clearbool

*.skavt 1 =
*.seq 1 =
and
*.eye5 0 >
and
628 .aimsx store
clearbool

*.skavt 1 =
*.seq 1 =
and
*.id1 *.id2 dist *.distance *.totalmyspecies sqr mult 2 div <
and
*.tiepres .deltie store
0 .seq store
0 .skavt store
clearbool
stop

2
Simulation Emporium / FarmerBots
« on: February 03, 2008, 01:40:48 PM »
In this simulation you will see a two diferent colonies of same bot. Red colony of Farmers1 and blue colony of Farmers2... Why did I make two different species of the same bots? Well, first reason is that  *.totalmyspecies would count all the bots of the same genome and second is that bots of different colonies would fight each other.

The point of this simulation is:
Bots can move by the distance of the designated point relative to the *.totalmyspecies.
The more there are bots, further they can go.
There are scout bots. They gather vegs that are too far and bring them closer.

Watch and enjoy...

P.S. Could somebody try to add some kind of virus to the sim. I also added virus protection and I don't know if it works...

3
Suggestions / self-scripting bots
« on: January 31, 2008, 09:03:54 AM »
Imagine that bot would be able to rewrite it's own code.
That kind of function could be added...

Appending gene code, altering gene code, deleting gene code, altering conditions, adding defences on spot...
The same code could be used to change bots through ties, perhaps to make from each bot a different organ...

I was thinking what mechanism could be used to make such alterations and I came up with this:
define gene location -> define line of the gene -> function (delete, append, alter)...

I know that kind of feature could be used for "evil" too. I think it could be used to repair genes and to see what happens in evolutionary simulations...

4
Suggestions / sysvar2.21
« on: January 31, 2008, 07:12:16 AM »
I've been away from these post for a while. Do the new versions of DB require sysvar2.21 or not?
If they require it, why is it so that sysvar2.21 is not magically included in new buddy drops?

5
Bugs and fixes / does .setboy work? OPEN
« on: January 31, 2008, 07:01:32 AM »
Does .setboy work in the new versions?
I don't know...
Or I'm doing something wrong...

cond
*.robage 0 =
start
200 .setboy store
stop

6
Suggestions / Some suggestions after a long long time...
« on: November 23, 2007, 07:52:19 AM »
Hi everybody... It's been a long time since I last visited this page...


First suggestion


I'm not too fond of the code as it is... The mutation is random, it piratically isn't  beneficial to anyone...
The point we had survived so far is that DNA has a safeguard... I'm talking about chromosome pairs...
If one of the chromosome pair fails to do it's job, we have a "backup". So what I'm suggesting is a dual code system... This dual code system could also be used as a sexual reproduction system...

Example:

Current system:
   We have a 3 gene code in our bot. Like... A B C. Let us say that it work perfectly. The mutation then damages the B gene. Then : A B* C. Our robot no longer functions.

Dual code system:

We have a 3 gene code in our bot. Like... A B C & A B C. The mutation damages the B gene...
Then: A B* C & A B C. Our bot can still function because the robot can execute the code...

Also we have sexual reproduction. When it reproduces, Robot 1 donates 1 half of the code A B* C & A B C.
Robot 2 donates 1 half of the code A B* C & A B C.

Now we have possible combinations: ABC&ABC , AB*C&ABC, ABC&AB*C and AB*C&AB*C

75% of the descendants work normally ,  25% of the descendants have only the mutation gene...

The problem is choosing what gene to run... How can a bot know if it's running OK?
One way is to mark the gene that has mutated. The normal gene could run normally, the mutated one is blocked. But when we have this situation:AB*C&AB*C, markers would go away and we would get completely new organism, because we have all mutated genes... All it has to do is survive and reproduce...

How can a bot know which bot is it's own species?
Hash could be calculated from the "good" genes and could use it to recognize a potential mate. Mutated genes are excluded from the calculation.

The real problem it that this is an eukaryote model not prokaryote model (bacteria)...
But as mentioned many times before... Darwinbots have nothing to do with real world life...

Second suggestion

What happened to the material? Calcium, Silicate,...? Bots could build walls from that kind of material, could gather it to incorporate it into shell... Nutrients could be used by vegs and bots as an essential material for life... Oxygen and carbon dioxide could be used in darwinbot universe to convert energy to mater and vise versa.

The complexity would be beneficial and make the system more stable...


Conclusion  

I'm no programmer... If I could be, I would make my own version...

7
Suggestions / Tielen
« on: April 12, 2005, 10:28:27 AM »
I suggest adding .treftielen to reference tielenght...
With some coding we could prevent tearing the ties apart...

8
Suggestions / How many bots? How many?!
« on: April 08, 2005, 04:57:28 AM »
I have a suggestion about objects in DB.

If a bot sees a large group of objects, bots and vegs, then how can it decide which would it go to.
Can we add something like:

.objects - returns a number of objects it sees and assign reference numbers to them.
(number 1 is the closest, number n is the most distant)
.numobj - select a object you wish to gather info from. If you dont use this, than program would reference the closest bot. This number should be 1 by default.
.refobj - used for reference in conditions. Without of use of refobj the program should automaticly reference the closest bot.

cond
*.eye5 0 >
*.objects 1 >
start
2 .numobj start
*.refxpos *.refypos angle .setaim store
stop

Explanation: If a bot sees more than 1 bot than, with this code would go to second closest.

cond
*.refobj 1 >
*.refeye 0 =
start
*.refxpos *.refypos angle .setaim store
stop

Explanation:
If a second closect (or more) bot is a veg than go for it!!!


Just an idea...

9
Suggestions / Building
« on: April 07, 2005, 01:41:34 PM »
So, I noticed Ca and SiO2 in new version...

I thought, why not use this by bots to build things?
First, I thought bots could collect the stuff and make walls by them selfs (SiO2 walls, Ca walls) by shooting collected stuff into grid by concentrating it into single point. Then I thought, hey, we could use corpses and use this stuff only to "glue" them together.
Just like building a house of bricks and use this stuff only to layer the corpses...
And why not alow to tie to a corpse and drag it somewhere?

But at the other hand, this could be used as weapon to glue a bot to imobilize it.

Perhaps you are wondering, why would this feature add something good to DB?
Well, there is another way to escape from a predator, so why not build a shelter?

10
Suggestions / World setup
« on: March 29, 2005, 07:32:06 AM »
World setup - by that I meen, to setup a simulation and break it into sectors.
Like: braking 1 big square into (let say) 9 small ones.
We have a sim, we have a total of reasources used by sim...
Couldn't ve make terrains with it, simply setting values for each sector.
That way we have different enviroments for different types of bots. But limiting reasources only to sectors is not enough.
For example: If we have two totaly different sectors and we have bots live in one but not the other, how could a bot survive, if bot accidently moves to other sector? It couldn't survive. At least not for long...
But, if we set enviroments to  turn from one to other at edges, than bots could have a chanse and time to evolve to live in a different enviroment.
My vision is to have 1 sim devided to 9 sectors, each having totaly different enviroment.
The enviroments are turning from one to another at edges.
At the center sector (enviroment, teritory, square... whatever), we have bots and vegs. Could they evolve and spread to a different enviroment?

(Idea came after chating with Zelos)

11
Old Suggestions Awaiting Programming / Editor
« on: March 26, 2005, 05:47:48 AM »
Wouldn't it be great to edit and test bots in real time? With a build-in editor that could be possible.  them (
I like that radious circle around the bots, when you click ongot the 2.36 version from Numsgil). Wouldn't be also great to add eyes sections to it, like from eye1 - eye9.
And then to change color when they see something with their eyes.

12
Suggestions / Complications...
« on: March 23, 2005, 06:01:31 AM »
O.K. I'm starting to be very pissed about everything I read here.

Let us remember that DB is a "virtual world" - not "real".
So we don't need to be very precise.
I don't think there is a computer in the world, that can calculate every condition that exist in nature, so we should simplify it.
Let us simplify nature.
1. gather info
2. make it simple
As I know, DB 3.0 will contain CO2 and O2 levels (and other?)in the e-grid, but you can't see it. Why would you? The same is with enzymes. Why do we need their presence? Let's just asume they are there. Anyway, if we add to much stuff to DB, it's gonna become more and more complex, what meens, it's gonna become more and more unstable.

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