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Topics - spike43884

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61
Off Topic / Oh god, the forums have died again.
« on: December 11, 2014, 02:53:32 PM »
-Again-
): time to restart forum.darwinbots.com.sim1 simulation ):
Good god, why does nobody talk ever...and shadowgod, please please fix allswarm and all eyes 1.5

62
Bot Tavern / [Bot in progress] New Eyesight idea
« on: December 09, 2014, 02:26:11 PM »
Our body as a whole, doesn't just...See...so i've come up with a idea, a main body with 2 very stiff ties at opposite sides (not front and back, but left and right) with tiny little bots with variable marking them as EYES, they simple rotate on their stiff tie, and change tie length (to a normal of about 10, and if shot they move by like...6) and a lot of info (angle, distance, which eye its in, tie length etc.) is fed into the main body which processes the 2 EYES info together, and works out how far away, and where a enemy is...then spare eyes used for 360 short range vision which is litterally like feeling

63
Bot Tavern / Chromasones.
« on: December 02, 2014, 12:35:40 PM »
Before you say this should go into real biology, this is a query to more elaborate manual .sexrepro type systems...
What if we had a bot, with lets say 60 genes, but for every dominant gene we have 2 recessive, and activate them on birth randomly...
Just a forced variation idea...Could be useful in a long-term sim...


Also just a slightly offtopic point, Is it possible for DNA/VIRUSES to change the colour of a bot...I ask this because Im expanding in the virus area, and want to make a virus which changes enemies to my bot...

64
Multi-Bots / TriangleMB(By Spike43884)(F1)12-1-2014
« on: December 01, 2014, 01:44:53 PM »
Lost to fruitflies, otherwise reasonably strong.

Code: [Select]
'By spike43884
'Reasonably powerful, but cannot destroy fruitflies
'Also good at energy consumption...
'Don't believe the virus is being triggered, not sure why


def antivirus 976


'Gene 0 Anti-Virus
cond
*.robage 0 =
start
2000 .antivirus store
stop


'Gene 1 Virus Creation
cond
 *.vtimer = 0
 2000 *.antivirus !=
start
 *.thisgene .mkvirus store
 *.tiepres .deltie store
 0 .shoot store
 0 .repro store
stop

cond
 *.vtimer = 0
 2000 *.antivirus =
start
 2 .mkvirus store
stop


' Gene 2 Food Finder
cond
 *.eye4 2 >
 *.eye5 0 >
 *.eye6 2 >
 *.refeye *.myeye !=
start
 *.refveldx .dx store
 *.refvelup 30 add .up store
stop


' Gene 3 Eat Food
cond
 *.eye5 50 >
 *.refeye *.myeye !=
start
-1 .shoot store
-6 .shoot store
60 .vshoot store
 *.refvelup .up store
stop


' Gene 4 Avoiding Family
cond
 *.eye5 0 =
 *.refeye *.myeye = or
start
 314 rnd .aimdx store
stop


'Gene 5 Recombine
cond
 *.robage 0 =
start
 .tie inc
stop


'Gene 6 Tie Angles
cond
 *.robage 20 =
start
 418 *.numties mult .fixang store
stop


' Gene 7 Reproduce
cond
 *.nrg 10000 >
start
 50 .repro store
stop



'Gene 8 Brain
cond
 *.multi 1 =
start
 49 .sharenrg store
 15 .fixlen store
 75 .stifftie store
stop


end

65
RANT / GOOD LORD! WHAT HAS THE WORLD COME TO!
« on: November 30, 2014, 11:45:04 AM »
My Computer Science teacher told me about a year 7 who saw a floppy disk and said it was a giant model of the save symbol!
 :sad: :sad: :sad: :angry: :angry: :angry: :burnup: :burnup: :burnup: :tantrum: :tantrum: :tantrum: :help: :help: :help: O_O O_O O_O :excl: :excl: :excl: :banghead: :banghead: :banghead:

66
F1 bots / Vucaris(Vegetable)(F1)11-26-2014
« on: November 26, 2014, 12:14:45 PM »
Now, if it can't be entered into F1 because its a plant, then i guess you'll have to move it to interesting behavior or ecosim bots, But hopefully t'is will be allowed in. Its a vegetable as well, it doesn't move (even though in 1 gene it should  :dry:). This should EASILY be killed off...Maybe just highlight it in BLUE on the tables or such...But why not break convention of only normal bots in F1, we added chloroplasts for a reason.
Now the description pretty much explains this, and its a nasty beast.


Code: [Select]
'Vucaris   -   Vegetable
'By: Spike43884
'Description: Fast to multiply, and very efficient, has all round vision (or
'sensing you could say...lets say for the sake of things its like hairs sensing
'nearby movement) and once it see's prey it will tiefeed and (may) attempt to
'flee.
'UPDATE TO DESCRIPTION: Doesn't seem to flee ever, but does swing corpses around
'if tied to them, good for distracting enemies and still tiefeeds them sometimes.
'Sometimes corpses will detach and fire away from the vegetable, this attracts
'attention to predators leading them away from the plant normally.
'Good for ECOSIMS, possibly for testing bots in some aspects...
'Only tiefeeds. Should fire away from prey, doesn't normally though.
'Fun shapes as well it will often make Which is fun....Favourite shape is the
'diamond pattern caused by a below 50 sharenrg store value, but this doesn't
'as much occur now after me making it more efficient.
'Before you say, ooh 1 cycle attacked and it hasn't retaliated, run it smoothly
'and youll notice its a very short, but same every instance delay in responce
'this not sure why it occurs, but I don't mind as the tiefeeding caused by this
'veg is superb. Also, fun thing to do is to drag it about and you'll notice it
'is a jelly-like substance if you drag it slowly, normally...

def edge 51
def center 52


'Initialisation (EYES)
cond
*.robage 2 <
start
 135 .eye1width store
 135 .eye2width store
 135 .eye3width store
 135 .eye4width store
 15 .eye5width store
 135 .eye6width store
 135 .eye7width store
 135 .eye8width store
 135 .eye9width store
 410 .eye1dir store
 300 .eye2dir store
 190 .eye3dir store
 80 .eye4dir store
 0 .eye5dir store
 -80 .eye6dir store
 -190 .eye7dir store
 -300 .eye8dir store
 -410 .eye9dir store
stop



' Gene 1 SPINNY TIME
cond
*.edge 1 !=
*.center 1 != and
start
 320 rnd .aimdx store
stop


'Gene 2 Food Sighted
'*********************
cond
*.eye1 0 >
start
550 .aimdx
1 .edge
stop

cond
*.eye2 0 >
start
405 .aimdx
1 .edge
stop

cond
*.eye3 0 >
start
260 .aimdx
1 .edge
stop

cond
*.eye4 0 >
start
115 .aimdx
1 .edge
stop

cond
*.eye6 0 >
start
115 .aimsx
1 .edge
stop

cond
*.eye7 0 >
start
260 .aimsx
1 .edge
stop

cond
*.eye8 0 >
start
405 .aimsx
1 .edge
stop

cond
*.eye9 0 >
start
550 .aimsx
1 .edge
stop


cond
*.edge5 0 >
start
1 .center
stop

cond
*.eye1 0 =
*.eye2 0 =
*.eye3 0 =
*.eye4 0 =
*.eye5 0 =
*.eye6 0 =
*.eye7 0 =
*.eye8 0 =
*.eye9 0 =
start
0 .edge
0 .center
stop
'*********************


'Gene 2 Chloroplasts
cond
 *.chlr *.light <
start
100 .mkchlr store
stop


'Gene 3 Blind Retaliation
cond
*.hit 1 =
start
*.shang 718 sub .aimdx
20 .up store
stop


'Gene 4 Tie Shoot
cond
*.eye5 50 >
*.numties 3 <
*.refeye *.myeye !=
start
7 .tie store
stop


'Gene 5 Tie feed defence
cond
*.numties 0 >
start
-1 .tieloc store
-1000 .tieval store
*.tiepres .tienum store
stop


'Gene 7 Eww...Its rottern
cond
*.eyef 0 >
*.reftype 0 =
*.nrg 0 =
start
*.tiepres .deltie
stop


'Gene 8 Slime Defence
cond
 *.robage 10 <
start
 *.nrg 1500 div .mkslime store
stop


'Gene 9 Reproduce
cond
 *.nrg 2500 >
start
 25 .repro store
stop


'Gene 10 If MB Stuff
cond
 *.multi 1 =
start
 70 .stifftie store
 628 .fixang store
 10 .fixlen store
stop

end

67
F1 bots / [F1]BlindMurders (Trial 1.2)(Spike43884)11-25-2014
« on: November 22, 2014, 04:37:01 PM »
Code: [Select]
'You think I have to see to kill you...No, I just wait for you to attack!
'Contrary to its name, it isn't blind...so sorry about that, But it doesn't
'need to see you, to kill you...It uses .shang and .shflav to counter what
'you have shot at it, then shoot back as well!


'Gene 1 Initialisation
cond
*.robage 2 <
start
 135 .eye1width store
 135 .eye2width store
 135 .eye3width store
 140 .eye4width store
 10 .eye5width store
 140 .eye6width store
 135 .eye7width store
 135 .eye8width store
 135 .eye9width store
 410 .eye1dir store
 300 .eye2dir store
 190 .eye3dir store
 79 .eye4dir store
 0 .eye5dir store
 -79 .eye6dir store
 -190 .eye7dir store
 -300 .eye8dir store
 -410 .eye9dir store
stop


'Gene 2 Food Finder
cond
*.eye3 0 >
*.eye4 0 >
*.eye5 0 >
*.eye6 0 >
*.eye7 0 >
*.refeye *.myeye !=
start
*.refveldx .dx store
*.refvelup 30 add .up store
stop

'Gene 4 Blind Retaliation
cond
*.hit 1 =
start
*.shang 90 sub .aimshoot
-1 .shoot store
stop


'Gene 5 Eat Food
cond
*.eye5 49 >
*.refeye *.myeye !=
start
-1 .shoot store
'216 .shootval store
-6 .shoot store
*.refvelup .up store
stop


'Gene 6 Multi
cond
*.multi 1 =
start
48 .sharenrg store
10 .fixlen store
30 .stifftie store
stop


'Gene 7 Avoiding Family
cond
*.eye5 0 =
*.refeye *.myeye = or
start
314 rnd .aimdx store
stop


'Gene 8 Reproduce
cond
*.nrg 15000 >
start
30 .repro store
1 .tie store
stop


'Gene 9 Anti Virus/Anti Error (suicide)
cond
*.genes 9 !=
start
314 rnd .aimdx store
40 .up store
40 .dn store
40 .up store
40 .dn store
40 .up store
40 .dn store
40 .up store
40 .dn store
stop

end

A really simple little bot of mine, incorporates several experimental features...but incredibly efficient...
I doubt, and greatly doubt it'd get past any of the F1 cancerous bots (at this current version) as when its solo and outnumbered (even if its just a 2 v 1 situation!) it'll die quite quickly...Thats its major flaw...
You'll also notice a fun little trick of it, when attacking plants it looks pretty generic and boring...when attacking bots they suddenly shrink when encountering it...For you experienced programmers, just look for it...its quite obvious...
Oh also, you can't try to destroy any larger colonies of it with viruses or similar things, if it gains or loses any genes, it will...Suicide, quite litterally...it just spins virtually on the spot expending as much energy as possibly...doing nothing really, and this gene takes the highest prority to!


NOTE TO BOTSAREUS (Or really any moderator...): 1) Seriously, WHY ARE YOU NOT PAYING ATTENTION TO THE BEASTIARY and 2)Can I be able to add a bit onto the 'advanced shotbot tutorial' just explaining a nice little trick :D

68
DNA - General / Tranfering NRG and BODY
« on: November 22, 2014, 04:32:18 PM »
I need 1 gene which litterraly changes NRG and body (can use a freevariable) preferably, I just choose a value in COND for existing NRG/BODY ratio, and just enter a value into (free variable or) action in gene, to switch between making more NRG than body, or making more BODY than nrg...
Pleas set it to making more BODY than NRG in any replys...
This gene needed is purely for bots that I have which are OP, but cost to much so they are more efficient...
AND for a bot im making which is quite a cool fighter, but when its outnumber'd its pathetic...because it takes a while to finish them off...

69
DNA - General / TriangleBot sourcecode?
« on: November 22, 2014, 03:35:14 PM »
The original ordered MB, that all-famed triangle bot...yeah I want to know where its code is, reason I ask is...I've come up with a small adaption to it..

70
Off Topic / Food.
« on: November 20, 2014, 11:49:34 AM »
Im hungry.

71
Leagues / NEW LEAGUE IDEA (F1 LIKE)!
« on: November 17, 2014, 02:53:33 PM »
Ok, a new league its set in no-costs, has increased veg support (so we get many veggies) and is in a larger map.
A combination of pop&energy decides winner.


Howd it sound?

BTW! 1ST POST IN THIS BIT!

72
Newbie / Tie Infomation Feedy Stuff
« on: November 17, 2014, 02:36:17 PM »
How do I check memory location 'JAFFACAKE' (just as an example) of the person on the end of my tie.
Reason is I have a bot which has a queen, then offensive and defensive units, And each behave differently in NRG and tie lengths/characteristics...And on how they attack along with eyes...
See hunters actually have very short vision in how im going to prepare it and 1 whisker probably...they just grab for food, and the colony actually never move to food...just fed from the hunters...

73
RANT / Sick of how quite it is.
« on: November 16, 2014, 04:58:00 AM »
Did we have a hayday here or something, its like a ghost town, litterally nobody is around, even botsareus has just silenced himself, its now purely me, peter, shadowgod2 & testlund...and the occasional bump from numsigl.

Seriously, maybe get like nums to send a post to everyone who has ever registered here saying...'we miss you' because its driving me insane, im quite litterally invading the forums (like every thread has me finishing it off 0.0)

74
F1 bots / Russia (F1 League)(By Spike43884)11-19-2014
« on: November 15, 2014, 10:34:50 AM »
Possibly more correctly should be called Siberia, if it gets to a *dangerously* low NRG it will shut down all of functions, and store access's except 1 specific gene which is the one that initiates the hibernation, which will simply stores 1 into hibernation each cycle, presuming all eyes see nothing, and its in a very low NRG state...this is quite a powerful bot, it also has NRG sharing function implemented presuming it goes into MB form (my counter-mb tactics are pretty rudimentary so if they fail I like this mb support). Not to be feared as i've noted a lot of the time when its just sitting there with nothing to do, it actually loses 0 energy, which is quite a substantial thing.

Latest version of code:
Code: [Select]
'Russia (F1 League)
'By Spike43884
'Originally All Eyes V1.5
'This bot goes into hibernation whilest waiting
'Dev Info:
'Hibernation Sys - TRUE
'Hunting Sys - AllEyes
'Corpsify - UNKNOWN
'Confusion - TRUE


'Just some free variables
def attack 50
def hibernate 51


'Initialisation (EYES)
cond
*.robage 2 <
start
 135 .eye1width store
 135 .eye2width store
 135 .eye3width store
 135 .eye4width store
 15 .eye5width store
 135 .eye6width store
 135 .eye7width store
 135 .eye8width store
 135 .eye9width store
 410 .eye1dir store
 300 .eye2dir store
 190 .eye3dir store
 80 .eye4dir store
 0 .eye5dir store
 -80 .eye6dir store
 -190 .eye7dir store
 -300 .eye8dir store
 -410 .eye9dir store
 .aimsx .vloc store
 128 .venval store
stop



' Gene 1 Initiate Hibernation (waiting)
cond
*.eye1 0 =
 *.eye2 0 = and
 *.eye3 0 = and
 *.eye4 0 = and
 *.eye5 0 = and
 *.eye6 0 = and
 *.eye7 0 = and
 *.eye8 0 = and
 *.eye9 0 = and
 *.refeye *.myeye = or
 *.nrg 3000 < and
 *.hibernate 0 = and  'KEY
start
 1 .hibernate store
stop

' Gene 1 Search (waiting)
cond
*.eye1 0 =
 *.eye2 0 = and
 *.eye3 0 = and
 *.eye4 0 = and
 *.eye5 0 = and
 *.eye6 0 = and
 *.eye7 0 = and
 *.eye8 0 = and
 *.eye9 0 = and
 *.refeye *.myeye = or
 *.nrg 3000 >= and
start
 10 rnd .aimdx store
stop


'Gene 2 Food Sighted
'*********************
cond
*.refeye *.myeye !=
*.eyef 0 !=
start
1 .attack store
stop

cond
*.refeye *.myeye =
*.eyef 0 = or
start
0 .attack store
stop

cond
*.eye1 0 >
*.attack 0 =
start
550 .aimdx
0 .hibernate store
stop

cond
*.eye2 0 >
*.attack 0 =
start
405 .aimdx
0 .hibernate store
stop

cond
*.eye3 0 >
*.attack 0 =
start
260 .aimdx
0 .hibernate store
stop

cond
*.eye4 0 >
*.attack 0 =
start
115 .aimdx
0 .hibernate store
stop

cond
*.eye6 0 >
*.attack 0 =
start
115 .aimsx
0 .hibernate store
stop

cond
*.eye7 0 >
*.attack 0 =
start
260 .aimsx
0 .hibernate store
stop

cond
*.eye8 0 >
*.attack 0 =
start
405 .aimsx
0 .hibernate store
stop

cond
*.eye9 0 >
*.attack 0 =
start
550 .aimsx
0 .hibernate store
stop
'*********************


' Gene 3 Chase Food
cond
*.eye5 0 >
 *.refeye *.myeye !=
start
 *.refveldx .dx store
 *.refvelup 30 add .up store
stop


' Gene 4 Long Range Food Handling

cond
 *.eye5 50 >
 *.refeye *.myeye !=
 *.refeye 0 >
 *.hibernate 0 =
start
1 rnd 2 mult 3 sub .shoot store
216 .shootval store
stop

' Gene 5 Eat Food
cond
 *.eye5 50 >
 *.refeye *.myeye !=
 *.hibernate 0 =
 *.refeye 0 =
start
-1 .shoot store
 *.refvelup .up store
stop

'venom

cond
 *.hibernate 0 =
 *.venom 50 <
start
10 .strvenom store
stop

' Gene 6 Avoiding Family
cond
 *.eye5 0 =
 *.refeye *.myeye = or
 *.hibernate 0 =
start
 314 rnd .aimdx store
stop

' Gene 7 Reproduce
cond
 *.nrg 20000 >
 *.robage 3 > and
start
 15 .repro store
stop

'*-*-*-*-*-*-*-*-*-*-*-*

' Gene 8 tie to parent
cond
*.robage 0 =
start
.tie inc
stop

' Gene 9 sever tie to parent
cond
*.robage 1 =
start
.deltie inc
stop


'Gene 10 If MB Stuff
cond
 *.multi 1 = or
 *.hibernate 0 =
start
 45 .sharenrg store
stop
end

Thanks Shadowgod!Seriouslys.

75
Newbie / Virus's
« on: November 15, 2014, 09:49:14 AM »
1st off, How to code viruses (like a tutorial somewhere?)
2nd off, can the code stored within a virus change *on demand* so for example, my bot could get hit by a tie and an attempt to be fed through that tie be sensed, so a virus is sent which will delete that tie?

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