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Topics - Testlund

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61
Interesting behaviour bots / Nitrosobactus
« on: September 06, 2013, 08:54:00 PM »
I tried to make a bot like those that lives in aquarium filters. Very slow reproducing organisms.  :)

Code: [Select]
'****************************************
'*  Nitrosobactus, an imagined hybrid   *
'* between Nitrosomonas and Nitrobacter.*
'*  Made by Testlund in September 2013. *
'*     This bot requires a sim full     *
'*        of nrg shots to thrive.       *
'****************************************
cond
*.nrg 250 > and
*.fixpos 1 <
start
1 .fixpos store
stop

cond
*.fixpos 0 > and
*.nrg 250 > and
*.slime 250 <
start
50 .mkslime store
stop

cond
*.nrg 500 >
start
10 .strbody store
stop

cond
*.body 16000 >
start
314 rnd .aimdx store
50 .repro store
stop

cond
*.waste 250 >
start
.backshot inc
-4 .shoot store
*.waste .shootval store
stop

62
Bot Tavern / Custom variables for colors
« on: September 06, 2013, 11:31:33 AM »
I'm wondering if there is a way to affect bot behavior depending on what color it has, but I can't find any mentioning about what numbers are for what colors, if this is even possible to do.

63
Solved Bugs / Run-time error 6 overflow.
« on: September 02, 2013, 06:04:53 PM »
I've attached the bots, the autosave file and a screenshot in this zip file.

64
Solved Bugs / Chloroplast counter
« on: September 02, 2013, 05:23:37 AM »
I've tested the beta version but for what I can see it's just a counter that count to 16000. It doesn't matter if the sun is on or not either.  :unsure:

65
Simulation Emporium / A randombot simulation example
« on: June 19, 2013, 05:18:34 PM »
Hi! I've uploaded a video on YouTube that shows how you can set up a randombot simulation. Maybe it might be helpful for some people who wants to get started with this.  :)

https://www.youtube.com/watch?v=w43JbEApMgw&feature=c4-overview&list=UUZDVh1J8SG8HAfq6qypiANw

66
Anyone wanna join and check out how it works? :)

67
Bug reports / Incompatible bots
« on: August 24, 2012, 11:51:13 AM »
The crash I had earlier I think is related to bots that may be to old for version 2.45.02. It appears to be one or more of these bots that cause it:

Code: [Select]
'*******************************/
'  Robottus Fisannis
'
'* C. Fisanne, 24 january 2003 */
'
'   Modified by Testlund december 2009  /
'
'*******************************/

'******************/
'* REPRODUCTION   */
'******************/

cond
*.nrg
10000
>
start
100 .strbody store
stop
cond
*.body 4000 >
start
50
.repro
store
stop

'******************************/
'* NO TARGET => CIRCLE SHAPE  */
'******************************/

cond
*.eye1
0
=
*.eye2
0
=
*.eye3
0
=
*.eye4
0
=
*.eye5
0
=
*.eye6
0
=
*.eye7
0
=
*.eye8
0
=
*.eye9
0
=
*.nrg 1000 >
start
8 .aimsx rnd store
8 .up rnd store
stop

'*************************************/
'* TARGET = different robot and far  */
'* => firing & coming nearer         */
'*************************************/

cond
*.eye5
0
>
*.eye5
41
<
*.refeye
60
<
*.refeye
0
!=
start
-1
.shoot
store
10
.up
store
stop

'*********************************************/
'* TARGET = different firing robot and near  */
'* => to kill asap                           */
'*********************************************/

cond
*.eye5
0
>
*.eye5
40
>
*.refeye
60
<
*.refeye
0
!=
start
.dn
.shoot
store
10000
.shootval
store
stop

'**************************************/
'* TARGET = far VEG with enough nrg   */
'* => firing & coming nearer          */
'**************************************/

cond
*.eye5
0
>
*.eye5
41
<
*.refeye
0
=
*.refnrg
200
>
start
-1
.shoot
store
7
.up
store
stop

'**************************************/
'* TARGET = near VEG with enough nrg  */
'* => only firing                     */
'**************************************/

cond
*.eye5
0
>
*.eye5
40
>
*.refeye
0
=
*.refnrg
200
>
start
-1
.shoot
store
stop

'****************************************/
'* TARGET = VEG with poor nrg and robot */
'* enough nrg to reproduct => go away ! */
'****************************************/

cond
*.eye5
0
>
*.refeye
0
=
*.refnrg
201
<
*.nrg
5500
>
start
100
.aimdx
store
stop

'*******************************/
'* TARGET = wall => go away !  */
'*******************************/

cond
*.eye5
0
>
*.refeye
0
=
*.refnrg
10000
=
start
600
.aimdx
store
stop

'************************/
'* TARGET = same robot  */
'*  => go away !        */
'************************/

cond
*.eye5
0
>
*.refeye
59
>
start
300
.aimsx
store
stop

'**********************************/
'* research of the best heading   */
'**********************************/

'*******  eye6  *********/

cond
*.eye6
0
>
*.eye5
0
=
start
22
.aimdx
store
stop

'*******  eye4  *********/

cond
*.eye5
0
=
*.eye4
*.eye6
>
start
22
.aimsx
store
stop

'*******  eye7  *********/

cond
*.eye5
0
=
*.eye7
*.eye6
>
*.eye7
*.eye4
>
start
45
.aimdx
store
stop

'*******  eye3  *********/

cond
*.eye5
0
=
*.eye3
*.eye6
>
*.eye3
*.eye7
>
*.eye3
*.eye4
>
start
45
.aimsx
store
stop


'*******  eye8  *********/

cond
*.eye5
0
=
*.eye8
*.eye6
>
*.eye8
*.eye4
>
*.eye8
*.eye7
>
*.eye8
*.eye3
>
start
75
.aimdx
store
stop

'*******  eye2  *********/

cond
*.eye5
0
=
*.eye2
*.eye1
>
*.eye2
*.eye6
>
*.eye2
*.eye4
>
*.eye2
*.eye7
>
*.eye2
*.eye3
>
*.eye2
*.eye8
>
start
75
.aimsx
store
stop

'*******  eye9  *********/

cond
*.eye5
0
=
*.eye9
*.eye6
>
*.eye9
*.eye4
>
*.eye9
*.eye7
>
*.eye9
*.eye3
>
*.eye9
*.eye8
>
*.eye9
*.eye2
>
start
95
.aimdx
store
stop

'*******  eye1  *********/

cond
*.eye5
0
=
*.eye1
*.eye6
>
*.eye1
*.eye4
>
*.eye1
*.eye7
>
*.eye1
*.eye3
>
*.eye1
*.eye8
>
*.eye1
*.eye2
>
*.eye1
*.eye9
>
start
95
.aimsx
store
stop

'**********************************************/
'* IF the robot is shot and no robotic target */
'* => to aim the shooting robot               */
'**********************************************/

cond
*.shdn
0
!=
start
630
.aimdx
store
stop

cond
*.shdx
0
!=
start
315
.aimdx
store
stop

cond
*.shsx
0
!=
start
315
.aimsx
store
stop

end


Code: [Select]
'Modified 2009 to store to body before repro.'

cond
*.edge 0 =
start
40 40 angle .setaim store
30 *.vel sub .up store
stop

cond
start
.delgene *.edge mult inc
stop

cond
start
.fixpos *.fixed mult dec
9 inc
stop

cond
*.robage 0 =
start
50 1 rnd mult inc
stop

cond
*.nrg 300 >
*50 0 =
start
50 inc
stop

cond
*.eye5 50 >
*.refeye *.myeye !=
start
-1 *.refage *.refage div mult .shoot store
stop

cond
*.refeye 0 =
start
.tie inc
stop

cond
*.numties 4 =
start
.fixpos inc
stop

cond
*50 0 !=
*.vel 20 <
*.numties 0 =
*.eye5 50 <
start
20 *.vel sub 2 div rnd .up store
stop

cond
*.eye2 *.eye8 !=
start
*.eye2 *.eye8 sub 2 div .aimsx store
stop

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

cond
*.refeye *.myeye =
start
314 rnd .aimsx store
stop

cond
*.nrg 10666 >
start
32 .strbody store
stop

cond
*.body 10666 >
start
300 inc
stop

end


Code: [Select]
'Modified 2009 to store to body before repro.'

start
.fixpos *.fixed mult dec
9 inc
*.eye5 dup sub dec
stop

cond
*.robage 0 =
start
50 1 rnd mult inc
.tie inc
stop

cond
*.nrg 300 >
*50 0 =
start
50 inc
stop

cond
*.eye5 50 >
*.refeye *.myeye !=
*.refnrg 1024 <
*.nrg 1024 < or
start
-6 .shoot store
stop

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

cond
*.body 1000 <
*.nrg 1100 >
*.robage 2 >
start
100 .strbody store
stop

cond
*50 0 !=
*.vel 20 <
*.numties 0 =
*.eye5 50 <
start
20 *.vel sub 2 div rnd .up store
stop

cond
*.eye2 *.eye8 !=
start
*.eye2 *.eye8 sub 2 div .aimsx store
stop

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

cond
*.numties 0 >
*.tiepres 0 !=
start
*.tiepres .deltie store
stop

cond
*.refeye *.myeye =
start
314 rnd .aimsx store
stop

cond
*.nrg 10666 >
start
32 .strbody store
stop

cond
*.body 10666 >
start
300 inc
stop

end


Code: [Select]
start
*.body 200 <
*.nrg 200 > and
20 .dn store
.backshot inc
618 .eye5dir .focuseye add store
-1 .shoot store
50 .strbody store
*.eyef 0 > and
*.in1 *.out2 = and
-6 .shoot store
20 .up store
*.refvelup .dx store
*.body 200 >=
*.nrg 20000 > and
.repro inc
swapbool
*.numties 0 = and
*.eye5 70 > and
.tie inc
swapbool
not
10 .up store
or
*.refxpos *.refypos angle *.aim sub 35 *.focuseye mult add .eye5dir *.focuseye add store
-1 .shoot store
*.nrg 1500 >
*.body 100 < and
10 .mrepro store
600 .aimdx store
.mkshell inc

Maybe you code experts can tell what dna commands in these bots that are not compatible with version 2.45.02. I'm a bit intoxicated this friday evening to do an in depth analyzis.  :D

68
Internet Mode Commentary / Anyone up for Internet Mode today?
« on: August 24, 2012, 09:51:58 AM »
I have found my old favorite bots and was thinking I should give IM a try, if I can remember how to set it up.

69
Bot Tavern / Conspecies references
« on: August 23, 2012, 08:40:12 PM »
I'm trying to figure out a good conspecies reference to get THIS bot:

Code: [Select]
start
*.refxpos 0 >
*.refxpos *.refypos angle .setaim store and
*.ref? *.my? !=
8 .shootval store
-6 .shoot store
stop
start
*.nrg 16000 >
10 .strbody store
stop
start
*.body 16000 >
50 .repro store
15 .aimdx store
stop
start
*.shflav -1 =
25 .up store
stop
start
*.shflav -6 =
25 .dn store
stop
start
*.shflav 0 !=
*.shflav -2 != and
0 .shflav store
*.aim *.shang sub .setaim store
*.maxvel .dn store
-4 .shoot store
*.waste .shootval store
stop

..to leave it's own conspecies alone but shoot at these two:

Code: [Select]
' Alga minimalis
'
' Vegetable
'
' This robot has a single gene,
' necessary for it to reproduce.
' Energy is given to it by the program,
' by checking the "autotroph" box.

cond
  *.nrg
  6000
  >
start
  50
  .repro
  store
  15
  .aimdx
  store
stop
end

Code: [Select]
'Animal_Minimalis
'By: Nums
'Good for mutation sims and for
'newbies to see how a basic bot works.
'Contains everything necessary for it
'to survive and reproduce.

' Gene 1 Food Finder
cond
 *.eye5 0 >
 *.refeye *.myeye !=
start
 *.refveldx .dx store
 *.refvelup 30 add .up store
stop

' Gene 2 Eat Food
cond
 *.eye5 50 >
 *.refeye *.myeye !=
start
-1 .shoot store
 *.refvelup .up store
stop

' Gene 3 Avoiding Family
cond
 *.eye5 0 =
 *.refeye *.myeye = or
start
 314 rnd .aimdx store
stop

' Gene 4 Reproduce
cond
 *.nrg 20000 >
start
 10 .repro store
stop

end

I thought using aim as a reference was a good idea but that doesn't work. It turns out looking like this in the sim:


 *.refaim *0 !=

*.myaim gets changed to 0.

I also tried to use a custom label but I couldn't get that to work either. It seems very limited what you can use as conspecies reference. Maybe I have to add an eye command to Alga Minimalis just so my bot can shoot at it.

70
Bot Tavern / Simple NRG shooting bot problem!
« on: August 22, 2012, 07:57:48 PM »
Can someone tell me why this bot doesn't shoot when it's NRG reach above 1000?

*.nrg 1000 >
 314 rnd .aimright store
 -2 .shoot store

It just sits there.

71
Off Topic / Merry Christmas!
« on: December 24, 2011, 07:34:17 AM »
I'm not dead. I just haven't been posting much here. I don't have any programming or scripting knowledge so I don't feel I've had much to contribute to whatever you guys are working on, though I'm still eager to test a new version of DB if it ever comes out. Hmn.

That's why I call myself Testlund. Lund is the second part of some Swedish names. Hehe.

Back in the 90's I used to test cracked games for bugs and playability and write information about those games. But that is in the past. I'm totally legal now. :-) (Let there be open source! Haha!)

I'm also a collector of fantasy roll playing games, especially from Bioware. Right now I'm playing Skyrim. Totally addicted.

My other interest is electronic music, especially progressive house and new beat. I have some tracks of electronic music I've uploaded at http:/soundcloud.com/soundstruggler if you want to check it out. I'm sure it's not your genre. Hehe. New Beat was popular in the late 1980's.

I also like to collect all sorts of information on the internet. It feels like my head is going to explode sometimes. Haha! So I've taken a break from it. There is a lot of inrormation out there that is hard for mortal minds to bare, if you can get past the noise and everybody wanting to make money on everything.

Well... I felt it is about time I posted something about myself after being part of this forum for so long. Merry Christmas and a Happy New Year to all of you! I'm sure 2012 is going to be interesting! I just hope there won't be any nutcases that will cause some self fullfilled profecies out there! Cheers!

I spelled the word profecies wrong, didn't I? Bah! Couldn't find it in the English-Swedish dictonary.

Anyway, I hope you guys are doing fine. Over and out! :-)

72
Suggestions / Suggestion for randomness
« on: August 02, 2011, 03:41:06 AM »
I watched a dokumentary on TV yesterday about chaos and order. They talked about nature generating randomness spontainlessly without any external input, caused by fractal geometry.

So I was wondering if this could be used in Darwinbots. When starting a sim the program could generate a fractal and then make a seed for the simulation from a snapshot of that fractal.

What do you think?

73
Bugs and fixes / Shooting cost and random behavior
« on: February 22, 2010, 10:04:23 AM »
Alright, I've been running a randombot sim on my laptop for a week, 30 heterotrophs, each with unique random numbers that I started with. Today I found a bot that was shooting constantly but no shooting costs were applied. I had set it to 0.64. It has always worked but today I discovered that I had to set it above 1 for any cost to be applied. If I set it to 1 or lower it shoots for free.

I was thinking maybe it was a temporary glitch, so I thought I should try this bot on my stationary computer. I copied the dna over and started a number of this bot together with some veggies and what do I see? The bots come alive! While they constantly shoots they sometimes swims and sometimes floot around! On my laptop this bot was constantly fixed! So just by picking one bot and start a new sim with it you can get different behavior from the same DNA!

I've also discovered that on my laptop costs are rounded down (0.64 becomes 0) while on my stationary they are rounded up (0.64 becomes 1)!

I know that the GUI's in DB are somewhat depended on the computers language settings for values, but Eric fixed that for the cost GUI, but maybe there is something else causing the difference in rounding.

It seems Morphological Costs were rounded since version 2.43.1L, maybe earlier than that which I've somehow missed. Anything from 1 and higher for movement and shooting is too aggressive imo.  The oddity with my laptop is that I must set the cost ABOVE 1 to get any cost at all, like 1.001 for instance.

Fortunately the Cost Multiplier isn't rounded so I can lower that instead. I didn't know this until today so I've been running sims with either too aggressive costs or no costs at all! Argh!

Here's the bot DNA if you want to check it out:

Code: [Select]
^ 833 150 -- add sqr clear and
 ~
''''''''''''''''''''''''  Gene:  1 Begins at position  10  '''''''''''''''''''''''
 cond
 - false
 << 249 509 *.up 125 714 *-242 846 *.up ^ sub *398 751 736 ~ 263 438 517 216
''''''''''''''''''''''''  Gene:  1 Ends at position  31  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  2 Begins at position  32  '''''''''''''''''''''''
 cond
 177 ceil !%=
 << >> sub << inc
 inc
 *.backshot 497 311 mult 337 sgn
''''''''''''''''''''''''  Gene:  2 Ends at position  47  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  3 Begins at position  48  '''''''''''''''''''''''
 cond
 sub 271 dec
 start
 ~ false
 919 sub sqr 784 swapbool
 over
''''''''''''''''''''''''  Gene:  3 Ends at position  60  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  4 Begins at position  61  '''''''''''''''''''''''
 cond
 .eye1dir store
 860 start
 ceil store
 203 ++ *.mydn
''''''''''''''''''''''''  Gene:  4 Ends at position  70  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  5 Begins at position  71  '''''''''''''''''''''''
 start
 9 clearbool
 <=
 add 987 537 577 702 234
''''''''''''''''''''''''  Gene:  5 Ends at position  80  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  6 Begins at position  81  '''''''''''''''''''''''
 start
 532 469 floor << |
''''''''''''''''''''''''  Gene:  6 Ends at position  86  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  7 Begins at position  87  '''''''''''''''''''''''
 else
 1022 681 sub dup 321 ~ inc
 %=
 *358 =
 =
 & store
 angle mod
''''''''''''''''''''''''  Gene:  7 Ends at position  102  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  8 Begins at position  103  '''''''''''''''''''''''
 else
 dist add or
 <=
 826 675 dist 127 inc
 559 <
 *985 784 1047 !=
 55 1 334 !~=
 ceil 671 rnd ++ -2 or
 or
 309 dropbool
 or
 320 angle *.up 218 462 !~=
 dup ~=
 ~ angle swap
''''''''''''''''''''''''  Gene:  8 Ends at position  143  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  9 Begins at position  144  '''''''''''''''''''''''
 start
 734 91 mult store
 | !~=
 657 div angle overbool
 600 .shoot dec
 <
 pow pow store
 307 abs dupbool
 store
 dec
 397 inc
 1189 59 dist 640 672 inc
 734 ~
''''''''''''''''''''''''  Gene:  9 Ends at position  176  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  10 Begins at position  177  '''''''''''''''''''''''
 cond
 inc
 else
 379 ~=
 341 412 true
 390
''''''''''''''''''''''''  Gene:  10 Ends at position  185  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  11 Begins at position  186  '''''''''''''''''''''''
 cond
 >
 656 ++ clearbool
 inc

''''''''''''''''''''''''  Gene:  11 Ends at position  191  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  12 Begins at position  192  '''''''''''''''''''''''
 cond
 938 !%=
 *.up 91 sqr 674 inc
 *223 ceil *718 store
 22 ceil
''''''''''''''''''''''''  Gene:  12 Ends at position  205  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  13 Begins at position  206  '''''''''''''''''''''''
 cond
 205 clearbool
 683 start

''''''''''''''''''''''''  Gene:  13 Ends at position  210  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  14 Begins at position  211  '''''''''''''''''''''''
 cond
 437 759 ++ 89 167 >=
 start
 inc
 xor
 pow *383 <
 599 swapbool
 1 281 348 dropbool
 817 2
''''''''''''''''''''''''  Gene:  14 Ends at position  231  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  15 Begins at position  232  '''''''''''''''''''''''
 start
 143 197 1060 1110 619 630 *746
''''''''''''''''''''''''  Gene:  15 Ends at position  239  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  16 Begins at position  240  '''''''''''''''''''''''
 else
 .mydn inc
 184 *247 >=
''''''''''''''''''''''''  Gene:  16 Ends at position  245  '''''''''''''''''''''''

74
Off Topic / Ubuntu 9.10 and DB?
« on: December 28, 2009, 02:27:29 PM »
Anyone tried running DB on this OS? I've just bought a new laptop today and would like to try this OS if DB works on it.  

75
Bug reports / Shapes stucked at the edges!
« on: December 21, 2009, 08:25:05 AM »
Check this out. I've never seen this before. Shapes stucked at the edges in both the sims I'm running.

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