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Messages - Ramiro

Pages: [1] 2
1
F2 bots / Jejen 1.11 (F2)(Ramiro)-10.03.07
« on: March 11, 2007, 04:31:20 PM »
Actually I was thinking of using SWARM 2.0 and some other genes to make Jejen 2.0

All genes are TM of Elite, PY and some from the wiki manual. I just blend them togheter.

2
F2 bots / Jejen 1.11 (F2)(Ramiro)-10.03.07
« on: March 10, 2007, 12:04:15 PM »
Code: [Select]
' Jejen 1.11
' Just a mix of SWARM (Elite) and Hunter 2.13 (PY)
' and many other good ideas from other authors
' Nothing of my own creation actually
' Works on 2.43



' Anti birth-tie

cond
start
.tie *.robage 1 add mult inc
.deltie inc
stop

' Swarm

cond
*.eye5 0 >
*.refeye *.myeye =
start
*.refaim .setaim store
*.refvelup .up store
stop

' Move

cond
*.eye5 0 =
start
1 .up store
*.eye9 *.eye1 sub 2 mult .aimdx store
stop

' Aim

cond
*.eye5 0 >
*.refeye *.myeye !=
*.eye1 *.eye5 >
*.eye1 *.eye9 >
start
100 .aimsx store
'5 .sx store
stop

cond
*.eye5 0 >
*.refeye *.myeye !=
*.eye9 *.eye5 >
*.eye9 *.eye1 >
start
-100 .aimsx store
'5 .dx store
stop

cond
*.eye5 0 >
*.refeye *.myeye !=
*.eye3 *.eye5 >
*.eye3 *.eye7 >
start
50 .aimsx store
'5 .sx store
stop

cond
*.eye5 0 >
*.refeye *.myeye !=
*.eye7 *.eye5 >
*.eye7 *.eye3 >
start
-50 .aimsx store
'5 .dx store
stop

cond
*.eye5 35 >
*.refeye *.myeye !=
start
*.refvelup .up store
*.refvelsx .sx store
*.refveldx .dx store
*.refxpos *.refypos angle .setaim store

stop

' Attack

cond
*.eye5 35 >
*.refeye *.myeye !=
start
-6 .shoot store
16 .shootval store
stop

' Retaliate

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


' Reproduce

cond
*.body 1000 >
start
30 .repro store
stop

' Feed on and store body

cond
*.nrg 10000 >
start
100 .strbody store
stop

cond
*.nrg 1000 <
start
*.body 0 floor .fdbody *.body sgn mult store
stop

end


Just a swarming bot that works in 2.43. I use it as a veggie (challenging prey) for evolution sims with other bots.

3
Bot Tavern / I miss SWARM
« on: March 09, 2007, 03:45:41 PM »
Hello, been a while since the my alst post.

I have moved to 2,43 and SWARM does not form swarms any more!!! Has anyone have a new version of this bot?

I use it as veggies for my evolution sims (as some kind of hervivorous herd)

Please help. I love this bots

4
Off Topic / Molecular Dynamics
« on: September 23, 2006, 07:43:45 AM »
I think this may be of interest to somebody in this forum.

http://en.wikipedia.org/wiki/Molecular_dynamics

http://folding.stanford.edu/

It is related to my field of work, if you have any question I would try to help you.

5
Suggestions / Eyes
« on: September 14, 2006, 10:39:04 PM »
I think that eyes all around of the bot could be interesting. Sometimes could be usefull and sometimes don´t but it would be quite challenging to make a bot take the right course of action when it sees many enemies around.

Bonicular perception could be used to asses distance and eliminate the variables that return the EXACT distance, something that hardly occurs in nature.

6
Bot Tavern / Workable MB
« on: September 07, 2006, 07:25:48 PM »
Thanks for the idea!!!

7
Newbie / Dwarfs
« on: September 04, 2006, 09:01:14 PM »
Try setting NRG/veggy/cyc to 100 or less and the Maximun amount of veggies to 50 or less in the GENERAL pannel when you star a new simulation.

8
Bot Tavern / Workable MB
« on: September 04, 2006, 08:15:52 AM »
I tried editting a latter version of this bots. I saw many genes that cause it to spin or move laterally that began with conditions like 0 6 =!  for example (I think that these are mutations, not designed genes, because the condition is always true and does not refer to any sysvar) so I replace it with more rational conditios like *.eye5  0 =
I tried it against SWARMS and it was OK, but against Diabolus exterminio the original version was superior to my "intelligent" desing. Interesting ,isn´t it?

9
DNA - General / About Conspec recognition
« on: September 03, 2006, 11:35:57 AM »
Quote from: Jez
Something like a .parent/.baby recognition system would be cool, I could see that being a lot of fun to use in evo sims and possibly changing the mutation trends we normally see.

Exactly, that kind of sysvars I was looking for. Perhaps for a future edition. And maybe .grandparent / .grandson too (or a variable number of generations)

10
Newbie / Can DB do this?
« on: September 03, 2006, 05:09:55 AM »
For simulating "chloroplast" you can use a vegie. The "cell" could be any Dbots that form a tie with it and obtains energy throgh it, but to be a real simbiotic relationship the vegie should obtain some advantage too. I think, and thats only  an idea, that perhaps in pond mode a vegie tied to a bots that swims upward (into the light) would produce more energy and the process wuold be mutually beneficial

11
DNA - General / About Conspec recognition
« on: September 02, 2006, 09:55:20 AM »
When does it ends? Appart from cannibots that don´t recongnize even its own offspring, is there a set amount of mutations for a DBot to stop reconnizing its original form? How can I make a bot that has suffered a mutation to stop reconnizing its parent as CONSPEC but still recongnizing its childs?

I would like to try simulations with fast evolution without setting mutations rates too high wich are eventually deleterious to al DBots.

12
Bot Tavern / Workable MB
« on: September 02, 2006, 09:32:54 AM »
I have an interesting bot evolved from A. Praxidicae in Version 2.37.6.  It can make ties and forms large groups (like tissues), surely there is a lot of JUNK genes because it has not been desingned but take a look. it may give some ideas.  Please, feel free to move or delete it, is quite long but I´m not sure wich genes are relevant

'#Evolved from A. Praxidicae
'#Pitted against autotrophe SWARMS as Veggie
'#Forms ties

cond
  *.robage
  0
  =
start
  330
  inc
stop

cond
  *.numties
  0
  !%=
start
  330
  inc
stop

cond
start
  468
  inc
  mult
  mult
  0
  85
stop

cond
  *.robage
  1
  =
start
  467
  rnd
  inc
stop

cond
  15
 -307
  !=
  *0
  1
  =
start
  180
  .aimright
  store
  1
  0
  store
stop

cond
  *.nrg
  4000
  >
  *.robage
  300
  <
start
  1
  0
  store
  180
  .aimleft
  store
  50
  300
  566
  store
  0
  .shoot
  store
stop

cond
  *.nrg
  30000
  >
  *.robage
  300
  >
start
  1
  0
  store
  180
  .aimleft
  store
  50
  .repro
  store
  0
  .shoot
  store
stop

cond
  *.eye1
  *.eye9
  !=
start
  *.eye1
  *.eye9
  sub
  *381
stop

cond
  *.eye2
  *.eye8
  !=
start
  *.eye2
  *.eye8
  sub
stop

cond
  *.eye4
  *.eye6
  !=
start
  *.eye4
  *.eye6
  sub
stop

cond
  *.memval
  *.genes
  =
start
  mult
  180
stop

cond
start
  .aimleft
  store
stop

cond
  6
  0
  !=
start
  *.aimleft
  10
  div
  .sx
  store
stop

cond
  *.pain
  60
  >
  *.eye5
  0
  =
start
  90
  6
  sub
stop

cond
  *.shell
  90
  <
start
  100
  776
  .mkshell
  store
stop

cond
  *.slime
  90
  <
start
  100
  820
  mult
  store
stop

cond
  *.numties
  0
  =
  *.refeye
  *.myeye
  !=
  *.refsx
  *.mysx
  !=
  *.vel
  40
  <
  *.eye5
  0
  >
start
  *.refvelup
  *.vel
  sub
  2
  mult
  60
  add
  .up
  store
  dec
  .up
  store
stop

cond
  *.vel
  40
  <
  *.robage
  10
  !%=
start
  10
  .up
  store
stop

cond
  *.eye5
  40
  >
  *.nrg
  3000
  <
  *.refnrg
  1500
  <
  *.refshell
  50
  >
or
  *.refpoison
  0
  =
or
start
 -1
  .shoot
  store
  10
  .shootval
  store
stop

cond
  *.eye5
  40
  >
  *.nrg
  3000
  <
  *.refnrg
  1500
  >
  *.refshell
  50
  <
or
  *.refpoison
  0
  >
or
start
 -6
  .shoot
  store
  10
  .shootval
  store
stop

cond
  *.eye5
  40
  >
  *.nrg
  3000
  >
  *.robage
  6
  >
  *.refnrg
  1500
  <
  *.refshell
  50
  >
or
  *.refpoison
  0
  =
or
start
 -1
  .shoot
  store
  150
  .shootval
  store
stop

cond
  *.eye5
  40
  >
  *.nrg
  3000
  >
  *.robage
  6
  >
  *.refnrg
  1500
  >
  *.refshell
  50
  <
or
  *.refpoison
  0
  >
or
start
 -6
  .shoot
  store
  150
  .shootval
  store
stop

cond
  *.body
  20
  >
  *.nrg
  1000
  <
start
  100
  .fdbody
  store
stop

cond
  *.body
  1000
  <
  *.nrg
  1100
  >
  *.robage
  6
  <
start
  100
  451
  .strbody
  store
stop

cond
  *.body
  5000
  <
  *.nrg
  2000
  >
start
  400
  .strbody
  store
stop

cond
  *.waste
  100
  >
start
  1
  0
  store
 -4
  .shoot
  store
  *.waste
  .shootval
  store
stop

cond
  *.robage
  0
  =
start
  341
  .memloc
  store
stop

cond
start
  *.genes
  340
  *.thisgene
  *.genes
  sub
 dup
  div
  mult
  *.robage
 sgn
  mult
  store
  339
  inc
stop
end

13
Biology / Quorum Sensing and Chemotaxis
« on: September 01, 2006, 08:56:30 AM »
For what I have learn up to this moment the way to transmit information in DBots is by ties or by "looking at" other bots.

I wonder if there is the possibility of simulating long distance comunication through chemical signals or if it is planned to be included in a future version?

14
Evolution and Internet Sharing Sims / First unusual thing: INMORTAL BOT???
« on: September 01, 2006, 08:46:53 AM »
Quote from: Jez
AFAIK the program uses pwaste to eventually kill off 'immortal bots'. The normal waste a bot produces will damage a bot if it gets to large but the waste can be ejected, pwaste (permanent waste) is also produced and can't be removed. When the waste or pwaste gets to large the bot runs a risk of destroying part of its code. This causes bots that get to old to malfunction and eventually die!

Fantastic!!! Just like real methabolism (wich  produces end products wich are toxic to the organism that produces them).

15
Off Topic / Armageddon, Nuclear Holocaust, The end of the world and what not
« on: September 01, 2006, 08:41:12 AM »
Don´t forget Venezuela and Bolivia.

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