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Messages - gymsum

Pages: 1 ... 11 12 [13] 14
181
The Gene depository / Timerless timer
« on: April 30, 2008, 05:11:13 PM »
Timers are perfect for fetch and store through veg ties. Every cycle, a bot forces sonme var into another location, then on the next cycle (or every 2 cycles), another bot reads that location and var, and acts acordingly. The trick for syncronization is using the lowest common denominator, so that you don't get an overlap down the line.

Timers aren't the greaetest for focuseye especially if you use the 360 configurations. Timers are better for information transfer among large MB networks, so that a bot doesn;t try telling the same two bots the same thing while the rest go derrrr. Mod is the remainder of a quoteint or product, or in the case of a graph, it is a point with which a conical sphere (or doughnut) is formed around leaving a whole, or in certain aplications, antoher plane for say imaginary numbers. It reset 0 to whatever number you want, perfect for Myan convertions. GOd how I love Mod functions....

For isntance time is a modular function on anolog clocks. 12 mod 24 should always read as 12, and 24 mod 24 should read as 0, so that is to say that all the numbers wrap around the number 24. Modular functions are also perfect for 3d vision systems; I'm working on an MB to use two bot's eyes on one target to acurately pinpoint its location using a mod from the eyef vars of both bots. You use a mod to wrap other numbers around them, meaning *.robage mod 20 will always wrap the robots age around the number 20 (or for those that raelly love math, it replaces the number 0 with 20, now we can go into quantum physics, or stay on point). Modulous is a wonderful thing, in fact, I think I might have figured a method for ceating complex structures in DB using MB.. Bacillius, can I edit your Ant bot? The one where hive id was introduced, I think I can make a unique thing for the Ant dna that wouldn't be to complex or large. I woudl add it to the Slim Evo project, but I'm thinking more along the lines of a multibot that never becomes single bot again, the Ant Bot project would raelly get some use out of it, both in tactics and hive formation.

182
F1 bots / Flitter(F1)(bacillus)-30.04.08
« on: April 30, 2008, 12:27:19 PM »
Not sure I understand, what does it filter?

183
Evolution and Internet Sharing Sims / Successes...and Failures?
« on: April 30, 2008, 10:25:49 AM »
Quote from: EricL
Quote from: Shasta
Would it be possible to let us define our own "best" bot algorithm?

 By this I mean something like the program parsing a text file that we create using some key words (mostKills, mostOffspring, mostNrg... ect), operators and numbers. Then defining if we want the lowest or highest result when run for the bots.
Anything is possible.  It's all just priorities and time.  Create a new post in the Suggestions forum and I'll add it to the list.


Im not sure if thats wise, your work load has you coding until Janurary 20010, this will only push you back further

184
Darwinbots3 / Release date
« on: April 30, 2008, 09:57:32 AM »
Rubla is better than Java or Python, but we're not making heirarachle web page browsing are we.

Anyways, I know physics, but nothing about prgoramming, if you would like me to test it out I could.

185
Suggestions / fear and courage
« on: April 30, 2008, 09:54:56 AM »
I think this already exissts in the form of pain and pleasure..

186
Bot Tavern / Community Bots
« on: April 29, 2008, 04:30:11 PM »
If you're making a multibot, the best form of food I have found is stringy (ie uses ties to form clusters). This means a bot can harvest through a chain of veggies without having much difficulty searching for food.. If you're going to make a boung of species, then coordinate their tactics for shots accordingly, make larger venomous bots to slow an enemy, and the smaller ones to feed and kill.

Also it looks like you put some conditions after the start command....

187
Interesting behaviour bots / Antbot v1.1
« on: April 29, 2008, 09:24:53 AM »
I like the idea of hive id, will use it later

Nice bot

188
Bot Tavern / Slim Evo the Finale
« on: April 29, 2008, 09:23:30 AM »
Quote from: Gambit
Quote from: rsucoop
reproduces with other clusters sexually

  howd ya do that? viruses to transfer genes?

When the two bots see eachother, they must be in a certain stage to sexually reprodcue. So being the swarm is a requirement for the sexual reproduction.

Also not sure the next version will be conditionless, might be half and half.

189
Bot Tavern / Slim Evo the Finale
« on: April 28, 2008, 11:31:54 PM »
OK, next memory feature to be introduced will be enemy tactics and results. The individuality memory locations will be used to keep track of bots, if they do not return or aren't seen by the colony then it is assumed that he/she is dead. Since sexual reproduction helps evolution, I'm going to introduce certain sex-dependent genes to create variations among evolutionary lines in bot size, activity and sucess. Since the new tout/in features, this will be done easily. Veggies will even be of some use for the information retreval. Dedicated touts will transmit requests and answers for a specific bot among the group, the stronger value will be used by default based on past results and possible solutions. Each stage is a solution, so I just need soe reorganizing of the entire stage system for a counter to be created to record results for the colony. Since they stick in packs while hunting the traditional outs will be used to communicate among other colonies. A new system which the new Ant Bot has done well will give coordinates of colonies and keep bots loyal to a specific colony. Expect a post of its dna by this weekend. This bot will use multiple level of multibot structure which was left out of the previous versions for time; the waiting predator will now actually spin around a fixed point and the spinner will send food to the fixed bot for energy harvest. The war stage will no longer untie everyone, and will a chain connected to the harvest of food to commit mroe energy reserves to battle; also scouts will be used to get other colonies to fight with them unless that colony is already fighting. The tie system is going to be completely redone for the new out/ins in ties, and tmem manipulation will be reserved for veggies and non-conspecs only, hence the rightside master. The left can be used for developing an arm or limb, and the next version will handle multibot memory, a timer will be used to guess how many bots are in the colony, based on the time it takes two bots to transfer information through the tie outs/ins. Since hunters are not necessarly the best, a new class system will be developed for two purposes, one for production and harvest, and one completely built to destroy any opponent. Hope you guys will enjoy it.

190
Interesting behaviour bots / Antbot v1.1
« on: April 28, 2008, 10:15:07 PM »
I cant see how it works.... type and queen vars seem to both = 0, so the genes have to mutate..... what is it meant for? Also it seems the hiveid updates several times under combat situations, does this not confuse the bots or is there a mechanism for turning to antoher hive? Gladly test it for you..

191
Suggestions / Communal Bot League
« on: April 28, 2008, 10:10:38 PM »
What is the bots list? And what are the parameters for their spawn points in the sim?

192
Multi-Bots / Seasnake 1.0 (MB)(EricL) - 23.04.08
« on: April 28, 2008, 06:22:34 PM »
Is the 1st gene supposed to be read *971 not *.971? Or is that meant for evolutionary purposes?

193
Interesting behaviour bots / Slim Evo Colonies 1.2
« on: April 28, 2008, 03:47:51 PM »
'Slim Evo 3; The Predator:
'Developed from Slim Evo 2 and Welwordion's 360 Eye Arrays. I have modified Welwordion's design to
'maintain even more detailed information about each entity in an eye, and added a second condition for
'multi-bot mode, which takes the place of the swarm theory in The Communicator.
'The targeting systems have been developed for multiple staged combatants, and multipled formations.
'Best of all, is individual identity, for a more personal relation between a bot and its fellows.
'The current limitations for conspec identity is 10 individuals for this bot.
'There are several other interesting behaviors that become active throughout each stage.

'Individuality

def botname .out1
def bot1 970
def bot2 971
def bot3 972
def bot4 973
def bot5 974
def bot6 975
def bot7 976
def bot8 977
def bot9 978
def bot10 979

'Historical Info

def bxpos 82
def bypos 83
def fxpos 80
def fypos 81

'Tie Info

def readcounter 150
def multimode 151
def tiereader 60
def multeyef 86
def tsexrpro 88
def multrefage 84
def multrefvel 87
def readreset 149
def tiecounter 74

'Attack/Defence

def venomsel 76
def stage 75
def shotselect 40

'Eye Info

def newbot 50
def memcounter 73
def preveye1 51
def preveye2 52
def preveye3 53
def preveye4 54
def preveye5 55
def preveye6 56
def preveye7 57
def preveye8 58
def preveye9 59
def eye1id 61
def eye2id 62
def eye3id 63
def eye4id 64
def eye5id 65
def eye6id 66
def eye7id 67
def eye8id 68
def eye9id 69


'Welwordion's 360 Eyes/Initialization and Indientity
'**********************

cond
*.robage 0 =
start
*.tiepres .deltie store
9999 rnd .botname store
*.dnalen .out2 store
420 .eye1dir store
315 .eye2dir store
210 .eye3dir store
105 .eye4dir store
-105 .eye6dir store
-210 .eye7dir store
-315 .eye8dir store
-420 .eye9dir store
105 .eye1width store
105 .eye2width store
105 .eye3width store
105 .eye4width store
105 .eye5width store
105 .eye6width store
105 .eye7width store
105 .eye8width store
105 .eye9width store
50 *.nrg 1000 div mult .repro store
stop

cond
*.eyef 0 >
*.refeye 0 !=
*.in2 *.out2 !=
*.refeye *.myeye !=
*.in1 *.bot1 !=
*.in1 *.bot2 !=
*.in1 *.bot3 !=
*.in1 *.bot4 !=
*.in1 *.bot5 !=
*.in1 *.bot6 !=
*.in1 *.bot7 !=
*.in1 *.bot8 !=
*.in1 *.bot9 !=
*.in1 *.bot10 !=
start
3 .stage store
stop

cond
*.robage 21 =
start
*.tiepres .deltie store
stop

'eye1 specific

cond
*.eye1 *.preveye1 5 !~=
*.eye1 *.preveye2 5 ~=
*.eye2id 1 = and
*.eye1 *.preveye9 5 ~=
*.eye9id 1 = and or
start
1 .eye1id store
stop

cond
*.eye1 *.preveye1 5 !~=
*.eye1 *.preveye2 5 !~=
*.eye1 *.preveye9 !~=
start
0 .eye1id store
stop

cond
*.eye1 0 =
start
0 .eye1id store
stop

'eye2 specific

cond
*.eye2 *.preveye2 5 !~=
*.eye2 *.preveye3 5 ~=
*.eye3id 1 = and
*.eye2 *.preveye2 5 ~=
*.eye1id 1 = and or
start
1 .eye2id store
stop

cond
*.eye2 *.preveye2 5 !~=
*.eye2 *.preveye3 5 !~=
*.eye2 *.preveye1 5 !~=
start
0 .eye2id store
stop

cond
*.eye2 0 =
start
0 .eye2id store
stop

'eye3 specific

cond
*.eye3 *.preveye3 5 !~=
*.eye3 *.preveye4 5 ~=
*.eye4id 1 = and
*.eye3 *.preveye2 5 ~=
*.eye2id 1 = and or
start
1 .eye3id store
stop

cond
*.eye3 *.preveye3 5 !~=
*.eye3 *.preveye4 5 !~=
*.eye3 *.preveye2 5 !~=
start
0 .eye3id store
stop

cond
*.eye3 0 =
start
0 .eye3id store
stop

'eye4 specific

cond
*.eye4 *.preveye4 5 !~=
*.eye4 *.preveye5 5 ~=
*.eye5id 1 = and
*.eye4 *.preveye3 5 ~=
*.eye3id 1 = and or
start
1 .eye4id store
stop

cond
*.eye4 *.preveye4 5 !~=
*.eye4 *.preveye4 5 !~=
*.eye4 *.preveye3 5 !~=
start
0 .eye4id store
stop

cond
*.eye4 0 =
start
0 .eye4id store
stop

'eye5 specific

cond
*.eye5 *.preveye5 5 !~=
*.eye5 *.preveye6 5 ~=
*.eye6id 1 = and
*.eye5 *.preveye4 5 ~=
*.eye4id 1 = and or
start
1 .eye5id store
stop

cond
*.eye5 *.preveye5 5 !~=
*.eye5 *.preveye6 5 !~=
*.eye5 *.preveye4 5 !~=
start
0 .eye5id store
stop

cond
*.eye5 0 =
start
0 .eye5id store
stop

'eye6 specific

cond
*.eye6 *.preveye6 5 !~=
*.eye6 *.preveye7 5 ~=
*.eye7id 1 = and
*.eye6 *.preveye5 5 ~=
*.eye4id 1 = and or
start
1 .eye6id store
stop

cond
*.eye6 *.preveye6 5 !~=
*.eye6 *.preveye7 5 !~=
*.eye6 *.preveye5 5 !~=
start
0 .eye6id store
stop

cond
*.eye6 0 =
start
0 .eye6id store
stop

'eye7 specific

cond
*.eye7 *.preveye7 5 !~=
*.eye7 *.preveye9 5 ~=
*.eye8id 1 = and
*.eye7 *56 5 ~=
*.eye6id 1 = and or
start
1 .eye7id store
stop

cond
*.eye7 *.preveye7 5 !~=
*.eye7 *.preveye8 5 !~=
*.eye7 *.preveye6 5 !~=
start
0 .eye7id store
stop

cond
*.eye7 0 =
start
0 .eye7id store
stop

'eye8 specific

cond
*.eye8 *.preveye8 5 !~=
*.eye8 *.preveye9 5 ~=
*.eye9id 1 = and
*.eye8 *.preveye7 5 ~=
*.eye7id 1 = and or
start
1 .eye8id store
stop

cond
*.eye8 *.preveye8 5 !~=
*.eye8 *.preveye9 5 !~=
*.eye8 *.preveye7 5 !~=
start
0 .eye8id store
stop

cond
*.eye8 0 =
start
0 .eye8id store
stop

'eye9 specific

cond
*.eye9 *.preveye9 5 !~=
*.eye9 *.preveye1 5 ~=
*.eye1id 1 = and
*.eye9 *58 5 ~=
*.eye8id 1 = and or
start
1 .eye9id store
stop

cond
*.eye9 *.preveye9 5 !~=
*.eye9 *.preveye1 5 !~=
*.eye9 *.preveye8 5 !~=
start
0 .eye9id store
stop

cond
*.eye9 0 =
start
0 .eye9id store
stop

'the focuseye is set

cond
*.robage 20 mod 0 !=
*140 0 =
start
5 .focuseye *.eye1 sgn abs mult *.eye1id 1 sub abs mult store
6 .focuseye *.eye2 sgn abs mult *.eye2id 1 sub abs mult store
7 .focuseye *.eye3 sgn abs mult *.eye3id 1 sub abs mult store
8 .focuseye *.eye4 sgn abs mult *.eye4id 1 sub abs mult store
9 .focuseye *.eye5 sgn abs mult *.eye5id 1 sub abs mult store
1 .focuseye *.eye6 sgn abs mult *.eye6id 1 sub abs mult store
2 .focuseye *.eye7 sgn abs mult *.eye7id 1 sub abs mult store
3 .focuseye *.eye8 sgn abs mult *.eye8id 1 sub abs mult store
4 .focuseye *.eye9 sgn abs mult *.eye9id 1 sub abs mult store
stop

'the visual memory is stored

cond
start
*.eye1 .preveye1 store
*.eye2 .preveye2 store
*.eye3 .preveye3 store
*.eye4 .preveye4 store
*.eye5 .preveye5 store
*.eye6 .preveye6 store
*.eye7 .preveye7 store
*.eye8 .preveye8 store
*.eye9 .preveye9 store
stop

'Individuality Genes
'*******************

'check species and bot name

cond
*.eyef 0 >
*.in2 *.out2 =
*.myeye *.refeye %=
*.in4 *.bot1 != and
*.in4 *.bot2 != and
*.in4 *.bot3 != and
*.in4 *.bot4 != and
*.in4 *.bot5 != and
*.in4 *.bot6 != and
*.in4 *.bot7 != and
*.in4 *.bot8 != and
*.in4 *.bot9 != and
*.in4 *.bot10 !=
start
1 .newbot store
*.memcounter 1 add .memcounter store
stop

'select a memory location for in4

cond
*.newbot 1 =
*.memcounter 1 =
*.bot1 0 =
start
*.in1 .bot1 store
cond
*.bot1 0 !=
*.bot2 0 =
start
*.in1 .bot2 store
cond
*.bot2 0 !=
*.bot3 0 =
start
*.in1 .bot3 store
cond
*.bot3 0 !=
*.bot4 0 =
start
*.in1 .bot4 store
cond
*.bot4 0 !=
*.bot5 0 =
start
*.in1 .bot5 store
cond
*.bot5 0 !=
*.bot6 0 =
start
*.in1 .bot6 store
cond
*.bot6 0 !=
*.bot7 0 =
start
*.in1 .bot7 store
cond
*.bot7 0 !=
*.bot8 0 =
start
*.in1 .bot8 store
cond
*.bot8 0 !=
*.bot9 0 =
start
*.in1 .bot9 store
cond
*.bot9 0 !=
*.bot10 0 =
start
*.in1 .bot10 store
stop

'Turning Genes
'****************

'Turn to a veg

cond
*.numties 2 <
*.robage 21 >
*.eyef 0 >
*.refeye 0 =
*.refxpos *.refypos angle *.tieang !=
start
*.refxpos *.refypos angle .setaim store
stop

'turn towards an enemy

cond
*.focuseye 1 =
*.refeye *.myeye !=
*.refeye 0 !=
start
420 *.refxpos *.refypos angle sub .aimdx store
*.refxpos *.refypos angle .setaim store
0 .focuseye store
3 .stage store
stop

cond
*.focuseye 2 =
*.refeye *.myeye !=
*.refeye 0 !=
start
315 *.refxpos *.refypos angle sub .aimdx store
*.refxpos *.refypos angle .setaim store
0 .focuseye store
stop

cond
*.focuseye 3 =
*.refeye *.myeye !=
*.refeye 0 !=
start
210 *.refxpos *.refypos angle sub .aimdx store
*.refxpos *.refypos angle .setaim store
0 .focuseye store
stop

cond
*.focuseye 4 =
*.refeye *.myeye !=
*.refeye 0 !=
start
105 *.refxpos *.refypos angle sub .aimdx store
*.refxpos *.refypos angle .setaim store
0 .focuseye store
stop

cond
*.focuseye 6 =
*.refeye *.myeye !=
*.refeye 0 !=
start
-420 *.refxpos *.refypos angle sub .aimdx store
*.refxpos *.refypos angle .setaim store
0 .focuseye store
stop

cond
*.focuseye 7 =
*.refeye *.myeye !=
*.refeye 0 !=
start
-315 *.refxpos *.refypos angle sub .aimdx store
*.refxpos *.refypos angle .setaim store
0 .focuseye store
stop

cond
*.focuseye 8 =
*.refeye *.myeye !=
*.refeye 0 !=
start
-210 *.refxpos *.refypos angle sub .aimdx store
*.refxpos *.refypos angle .setaim store
0 .focuseye store
stop

cond
*.focuseye 9 =
*.refeye *.myeye !=
*.refeye 0 !=
start
-105 *.refxpos *.refypos angle sub .aimdx store
*.refxpos *.refypos angle .setaim store
0 .focuseye store
stop

'Turn to conspec

cond
*.numties 2 <
*.robage 21 >
*.eyef 0 >
*.refeye *.myeye %=
*.in2 *.out2 = or
*.in1 *.bot1 = or
*.in1 *.bot2 = or
*.in1 *.bot3 = or
*.in1 *.bot4 = or
*.in1 *.bot5 = or
*.in1 *.bot6 = or
*.in1 *.bot7 = or
*.in1 *.bot8 = or
*.in1 *.bot9 = or
*.in1 *.bot10 =
*.in4 1 =
*.refxpos *.refypos angle *.tieang !=
*.tin1 0 !=
start
*.refxpos *.refypos angle .setaim store
0 *.velup sub *.eyef sub *.fixpos mult ~ .up store
0 .stage store
stop

'Movement Genes
'****************

'Move Forward

cond
*.fixed 0 =
*.out4 1 !=
*.eyef 0 >
*.eyef 80 <
*.refeye *.myeye !=
*.refxpos *.refypos angle *.tieang !=
start
*.refxpos *.refypos angle -1 mult *.aim add
1256 add 1256 mod
dup dup dup dup dup 314 ceil swapint
314 floor 942 ceil 314 sub sub swapint
942 floor 942 sub add 2 div *.veldx sub .dx store
628 ceil -1 mult 314 add swapint
628 floor 628 sub add 2 div *.velup sub .up store
stop

cond
*.eyef 0 =
*.fixed 0 =
*.vel *.maxvel !=
start
*.maxvel *.vel sub .up store
stop

cond
*.fixed 0 =
*.refaim -1 mult *.aim =
*.refvel -1 mult *.vel = or
*.refeye *.myeye != and
*.out1 *.in1 !=
*.eye1 20 <
*.eye2 20 <
*.eye3 20 <
*.eye4 20 <
*.mass 1 >
*.refeye 0 !=
start
*.maxvel *.mass div *.vel sub .sx store
*.refxpos *.refypos angle *.setaim store
stop

cond
*.fixed 0 =
*.refaim -1 mult *.aim =
*.refvel -1 mult *.vel = or
*.refeye *.myeye != and
*.out1 *.in1 !=
*.eye6 20 <
*.eye7 20 <
*.eye8 20 <
*.eye9 20 <
*.mass 1 >
*.refeye 0 !=
start
*.maxvel *.mass div *.vel sub .dx store
*.refxpos *.refypos angle *.setaim store
stop

cond
*.numties 0 >
*.trefvel *.vel = or
*.trefvel *.vel >
start
*.trefaim .setaim store
*.maxvel *.vel sub .up store
stop

'Attack/Defensive Genes
'*****************

cond
*.eyef 0 =
*.pain 0 <
start
0 .shotselect store
stop

cond
*.eyef 0 =
*.refeye *.myeye = or
*.refshoot 0 = or
*.shflav 0 !=
*.shflav -2 !=
start
942 *.shang sub .setaim store
0 .shflav store
100 .mkshell store
26 .strvenom
.shoot .ploc store
stop

cond
*.fixed 0 =
*.refvel *.vel = or
*.refeye *.myeye != and
*.out1 *.in1 !=
*.eyef 40 >
*.refeye 0 !=
*.refxpos *.refypos angle *.tieang !=
start
*.refxpos *.refypos angle .aimshot store
*.nrg 4 *.pain add div .shootval store
-1 .shotselect store
cond

cond
*.refaim *.aim !=
*.refvel *.vel = or
*.refeye *.myeye != and
*.out1 *.in1 !=
*.eyef 40 >
*.eyef 90 <
*.refeye 0 !=
start
*.refxpos *.refypos angle .aimshot store
*.setaim .shootval store
*.aim .shotselect store
cond

cond
*.refeye *.myeye != or
*.in2 *.out2 !=
*.eyef 40 >
*.refeye 2 >
*.in1 *.bot1 !=
*.in1 *.bot2 !=
*.in1 *.bot3 !=
*.in1 *.bot4 !=
*.in1 *.bot5 !=
*.in1 *.bot6 !=
*.in1 *.bot7 !=
*.in1 *.bot8 !=
*.in1 *.bot9 !=
*.in1 *.bot10 !=
start
*.refxpos *.refypos angle .aimshot store
100 *.body sub *.nrg add .shootval store
-1 .shotselect store
stop

'Create Venom and Poison

cond
*.nrg 6000 > and
*.venom 20 <
*.poison 20 <
start
*.nrg *.venom sub 7 div .strvenom store
*.nrg *.poison sub 6 div .mkpoison store
stop

cond
*.eyef 40 >
*.refeye *.myeye !=
*.in1 *.out1 !=
*.venom 0 >
*.refeye 0 !=
start
1 .venomsel store
cond
*.venomsel 1 =
start
728 .venloc store
*.myeye .venval store
-3 .shoot store
*.venomsel 1 add .venomsel store
cond
*.venomsel 2 =
start
.shoot .venloc store
-2 .venval store
-3 .shoot store
*.venomsel 1 add .venomsel store
cond
*.venomsel 3 =
start
.setaim .venloc store
*.xpos *.ypos angle .venval store
-3 .shoot store
*.venomsel 1 add .venomsel store
cond
*.venomsel 4 =
start
0 .venomsel store
stop

cond
*.eyef 0 =
*.pain 0 <
start
0 .shotselect store
stop

cond
*.nrg 3000 >
*.shell 20 <
start
*.nrg 5 div .mkshell store
stop

'Used for Info Shots under certain conditions

cond
*.fixed 0 =
*.eyef 40 >
*.refeye *.myeye !=
*.in1 *.out1 !=
*.refkills *.kills >
*.refeye 0 !=
start
.fixpos .shootval store
*.refxpos .fxpos store
*.refypos .fypos store
stop

'Shoot at the enemy using the 40 selection

cond
*.eyef 60 >
*.shotselect 0 !=
start
*.refxpos *.refypos angle *.eyef mod -1 mult .aimdx store
*.focuseye .focuseye store
2 140 store
*.shotselect .shoot store
stop

'Disguise if mutated

cond
*.in2 *.dnalen !=
*.in2 *.out2 !=
*.refeye *.meye %=
*.refeye 0 !=
start
*.in2 .out2 store
stop

'Memory Loactions 80-81
'*******************

'Return to a trapped enemy if in pain

cond
*.pain 100 >
*.eyef 0 =
*.numties 0 =
*.robage 21 >
*.fixpos 0 =
start
*.fxpos *.fypos angle .setaim store
1 90 store
stop

cond
*.eyef 0 >
*.eyef 50 <
*90 1 =
*.xpos *.fxpos %=
*.ypos *.fypos %=
start
*.nrg 3 div .shootval store
-1 .shotselect store
stop


'Tie Genes
'****************

'Tie to a veg in Multi Bot Mode

cond
*.eyef 50 >
*.refeye 0 =
*.multimode 0 >
*.numties 1 =
start
1 *.tiecounter add .tiecounter store
*.tiecounter .tie store
stop

cond
*.stage 6 !=
*.trefeye 0 =
*.multimode 0 >
*.tielen 30 !=
*.in4 5 !=
start
210 *.tienum mult .fixang store
30 .fixlen store
70 .stiftie store
stop

'Tie to conspec

cond
*.in4 3 =
*.numties 2 <
*.in2 *.out2 = or
*.in1 *.bot1 = or
*.in1 *.bot2 = or
*.in1 *.bot3 = or
*.in1 *.bot4 = or
*.in1 *.bot5 = or
*.in1 *.bot6 = or
*.in1 *.bot7 = or
*.in1 *.bot8 = or
*.in1 *.bot9 = or
*.in1 *.bot10 =
*.in2 *.out2 =
*.myeye *.refeye %=
*.eyef 50 >
*.refxpos *.refypos angle *.tieang !=
start
*.tiecounter 1 add .tiecounter store
*.tiecounter .tie store
0 .shotselect store
stop

cond
*.eyef 40 >
*.refeye 0 =
*.numties 3 <
*.refxpos *.refypos angle *.tieang !=
start
*.tiecounter 1 add .tiecounter store
*.tiecounter .tie store
0 .shotselect store
75 *.aim add .setaim store
stop

'Read Ties

cond
start
*.robage mod *.numties *.tiepres add .readtie store
stop

'Tell Veg that You're taken

cond
*.trefeye 0 =
*.trefnrg 10 >
start
.tout1 .tieloc store
5 .tieval store
stop

'set the paramaters for the veggie, ie distance and angle

cond
*.numties 0 > and
*.trefeye 0 = and
*.tielen 60 != or
*.tieang 90 *.tienum add !=
*.multimode 0 =
start
*.readcounter .tienum store
60 .fixlen store
90 *.tienum add .fixang store
60 .stifftie store
stop

cond
*.numties 0 >
*.numties 0 > and
*.trefeye 0 = and
*.tielen 60 != or
*.tieang 90 *.tienum add !=
*.out4 1
start
*.readcounter .tienum store
180 *.tienum mult .fixang store
60 .fixlen store
60 .stifftie store
200 .tmemloc store
*.vel .tmemval store
stop

'Feed from Veg

cond
*.trefeye 0 =
*.numties 0 >
start
*.tiepres .readtie *.numties sgn mult store
.tiepres .memloc *.robage -1 mult 1 add sgn mult store
.numties .tmemloc *.robage -1 mult 1 add sgn mult store
55 10 rnd add .tie *.refeye sgn -1 mult 1 add sgn mult *.eye5 45 sub sgn mult *.memval sgn -1 mult 1 add sgn mult *.robage sgn mult store
628 .fixang *.numties sgn mult store
200 .fixlen *.numties sgn mult store
*.tiepres .tienum *.numties sgn mult store
*.tiepres .readtie *.numties sgn mult store
.fixpos .tieloc *.numties sgn mult *.treffixed mult store
0 .tieval *.numties sgn mult *.treffixed mult store
80 .sharenrg *.multi mult store
-1 .tieloc store
-1000 .tieval store
100 .sharewaste *.multi mult store
stop

cond
*.nrg *.trefnrg <
*.numties 0 >
*.body 800 <
*.nrg 2100 <
*.trefeye *.myeye %=
start
50 .sharenrg *.multi mult store
stop

cond
*.multimode 1 =
*.waste 0 >
*.numties 0 >
*.multi 0 >
*.trefeye *.myeye %=
start
50 .sharewaste *.multi mult store
stop

'Delete Ties to enemies

cond
*.numties 0 >
*.trefeye *.myeye !=
*.trefeye 0 !=
start
*.tiepres *.tienum store
*.trefaim *.aim sub .setaim store
*.tiepres .deltie store
0 .stage store
stop

cond
*.tiepres *.readcounter !=
*.numties 0 >
*.trefeye *.myeye !=
*.trefeye 0 !=
start
*.tiepres .tienum store
400 .tieval store
.tieval .tieloc store
50 .sharewaste *.multi mult store
stop

cond
*.numties 2 >
*.fixed 0 !=
*.tin1 0 !=
start
0 .fixpos store
6 .stage store
stop

cond
*43 2 >
*.nrg 10000 >
*.body 900 >
*.numties 0 >
start
*.tiepres .deltie store
0 .fixpos store
0 .multimode store
6 .tout1 store
stop

'Multibot Tie mode
'*****************************

cond
*.numties 0 >
*.trefeye *.myeye =
*.multimode 0 =
*.stage 6 !=
start
*.readcounter .multimode store
stop

cond
*.multimode 0 >
*.multeyef *.eyef >
*.stage 6 !=
start
*.multrefvel *.vel sub .dn store
1 .multi store
stop

'Turn both bots to face 90 degrees out.

cond
*.multimode 0 >
*.trefeye *.myeye %=
*.trefeye 0 !=
*.tielen 70 !=
*.tieang 210 !=
*.stage 6 !=
start
210 .fixang store
70 .fixlen store
70 .stiftie store
stop


'Command Interpretation
'****************

cond
*.in4 7 =
*.in2 *.out2 = or
*.in1 *.bot1 = or
*.in1 *.bot2 = or
*.in1 *.bot3 = or
*.in1 *.bot4 = or
*.in1 *.bot5 = or
*.in1 *.bot6 = or
*.in1 *.bot7 = or
*.in1 *.bot8 = or
*.in1 *.bot9 = or
*.in1 *.bot10 =
*.in2 *.out2 =
*43 3 <
start
50 .sexrepro store
*.refxpos *.refypos angle .aimshot store
-8 .shoot store
*.refvel *.vel sub .dn store
1 .fixpos store
0 .multimode store
7 .out5 store
*43 1 add 43 store
stop

cond
*.in2 *.out2 = or
*.in1 *.bot1 = or
*.in1 *.bot2 = or
*.in1 *.bot3 = or
*.in1 *.bot4 = or
*.in1 *.bot5 = or
*.in1 *.bot6 = or
*.in1 *.bot7 = or
*.in1 *.bot8 = or
*.in1 *.bot9 = or
*.in1 *.bot10 =
*.in2 *.out2 =
*.in5 7 =
*.out4 7 =
*43 3 <
start
0 .out4 store
*43 1 add 43 store
stop

cond
*.stage *.tout1 !=
start
*.stage .tout1 store
stop

cond
*.tin1 *.stage !=
start
*.tin1 .stage store
0 .fixpos store
*.numties .tout2 store
stop

cond
*.robage *.trefage >
*.numties *.tin2  >
*.tin2 2 <
*.kills 3 >
start
55 .tout1 store
stop

cond
*.in2 *.out2 = or
*.in1 *.bot1 = or
*.in1 *.bot2 = or
*.in1 *.bot3 = or
*.in1 *.bot4 = or
*.in1 *.bot5 = or
*.in1 *.bot6 = or
*.in1 *.bot7 = or
*.in1 *.bot8 = or
*.in1 *.bot9 = or
*.in1 *.bot10 =
*.in2 *.out2 =
*.out5 7 =
*.in4 7 =
start
0 .out5 store
0 .out4 store
stop

'Stage 2: Swarm Mode
'***************

'Swarm in a Circle:

cond
*.multi 0 >
*466 0 >
*.eye5 30 >
*.eye5 80 <
*.refeye *.myeye =
*.in4 1 =
*.numties 2 >
*.nrg 3000 >
*.stage 6 =
start
*.bxpos .bypos angle .setaim store
*.refvel *.vel sub .up store
1 .out4 store
stop

cond
*.refeye *.myeye %=
*.in1 *.out1 %=
*.in4 1 =
*.stage 6 =
start
*.tiepres 1 add .tie store
*.tiepres .readtie store
stop

cond
*.trefeye *.myeye %=
*.robage *.trefage >
*.stage 6 =
start
30 *.aim add .setaim store
*.maxvel *.vel sub .dn store
stop

cond
*.stage 6 =
*.trefeye *.myeye %=
*.robage *.trefage <
start
20 .fixlen
0 140 store
260 .fixang store
40 .stifftie store
*.trefvel *.vel sub .up store
*.trefaim .aim store
stop

cond
*.out4 1 =
*.poison 150 <
*.nrg 2000 <
start
*.nrg 9 div .mkpoison store
*.eyef .ploc store
stop

cond
*.multeyef *.eyef >
start
*.multvel *.vel sub .dn store
stop

cond
*.multeyef *.eyef =
*.trefaim *.aim %=
*.trefeye *.myeye %=
start
*.refvel *.vel sub .aim store
-1 .shotselect store
stop


'Stage 3-War
'===================

cond
*.refeye *.myeye =
*.in6 42 =
start
*.in6 .out6 store
3 .stage store
*.in7 *.in8 angle .setaim store
*.maxvel *.mass mult *.vel sub .up store
stop

cond
*.stage 3 =
*.numties 0 >
start
*.numties .deltie store
stop

cond
*.stage 3 =
*.eyef 0 >
*.refeye *.myeye !=
start
*.maxvel *.vel sub .up store
*.refxpos *.refypos angle .setaim store
42 .out6 store
*.refxpos .out7 store
*.refypos .out8 store
stop

cond
*.stage 3 =
*.eyef 40 >
*.refeye *.myeye !=
start
30 *.pain sub .shootval store
-1 .shoot store
stop

cond
*.tin1 3 =
start
3 .stage store
stop

'Stage 1B: The Sitting Predator
'*************************

'Become fixed

cond
*.multimode 0 =
*.numties 1 >
*.trefeye 0 =
*.fixpos 0 =
start
3 .out4 store
1 .fixpos store
70 .stiftie store
stop

cond
*.trefeye *.myeye %=
*.fixed 1 =
*.numties 2 = or
*.mutlimode 0 >
start
6 .out4 store
0 .fixpos store
50 .stiftie store
stop

'Become the Swarm

cond
*.numties 2 >
*.trefeye 0 = or
*.stage 6 !=
*.fixed 0 =
*.tin1 0 !=
start
6 .stage store
stop

'Stage 5 Genes: The Waiting trap
'**********************

cond
*.stage 5 =
*.robage 26 =
start
9 140 store
stop

cond
*.stage 5 =
*.robage 25 = or
*.nrg 5000 >
start
50 .repro store
*.tiecounter 1 add .tiecounter store
*.tiecounter .tie store
stop

'Wait for the tie to harden and then set the adolecesants memory

cond
*.stage 5 =
*.multi 0 >
start
*.stage .tieloc store
55 .tieval store
70 .stifftie store
stop

cond
*.trefeye *.myeye %=
*.stage 5 =
*.tielen 40 >
start
40 .fixlen store
70 .stifftie store
stop

cond
*.stage 5 =
start
.setaim .tieloc store
*.aim .tieval store
stop

cond
*.stage 5 =
*.maxvel *.numties div *.vel !=
start
*.maxvel *.numties div *.vel .aim store
stop

cond
*.stage 5 =
*.numties 3 =
*.xpos *.bxpos %=
*.ypos .bypos %=
*.robage 200 >
*.kills 2 >
start
1 .fixpos store
stop

cond
*.stage 5 =
*.numties 3 =
*.fixed 1 =
*.trefeye 0 =
*.kills 3 >
start
.fixpos .tieloc store
1 .tieval store
stop

cond
*.stage 5 =
*.numties 3 =
*.fixed 1 =
*.trefeye *.myeye %=
start
55 .sharenrg *.multi mult store
stop

cond
*.stage 5 !=
*140 9 =
start
0 140 store
stop

'Stage 5-5 Instructions:
'********************

cond
*140 9 !=
*.numties 0 >
*.trefeye *.myeye =
*.multimode 0 =
*.stage 55 =
start
*.readcounter .multimode store
stop

cond
*140 9 !=
*.multimode 0 >
*.multeyef *.eyef >
*.stage 55 =
start
*.multrefvel *.vel sub .dn store
stop

'Turn both bots to face 90 degrees out.

cond
*140 9 !=
*.multimode 0 >
*.trefeye *.myeye %=
*.trefeye 0 !=
*.tielen 70 !=
*.tieang 210 !=
*.stage 55 =
start
240 .fixang store
70 .fixlen store
70 .stiftie store
stop

cond
*.stage 55 =
*.trefeye *.myeye %=
start
*.trefvel *.vel sub .aim store
55 .sharenrg *.multi mult store
stop

cond
*.stage 55 =
*.nrg 4000 >
*.eyef 0 =
*.venom 100 <
start
*.nrg 6 div .strvenom store
stop

cond
*.stage 55 =
*.nrg 4000 >
*.eyef 0 =
*.poison 50 <
start
*.nrg 5 div .mkpoison store
.eyef .ploc store
stop

cond
*.stage 55 =
*.nrg 5000 >
*.eyef 0 =
*.poison 0 >
*.venom 0 >
start
*.nrg 3 div .shootval store
stop

cond
*.stage 55 =
*.kills 5 >
start
.stage .tieloc store
0 .tieval store
stop

cond
*.stage 55 =
*.kills 5 >
start
.fixpos .tieloc store
0 .tieval store
0 .stage store
stop

'Dietary Genes
'***************

cond
*.nrg 3000 >
*.body 1000 <
*.pleas 0 >
start
*.pleas 2 div .strbody store
stop

'Feed when hungry from body

cond
*.nrg 500 <
*.body 0 >
*.numties 0 =
start
*.body *.pain add 2 div .fdbody store
stop

'Reproductive Genes
'****************

cond
*.fixed 0 !=
*.nrg 6000 >
*43 5 <
start
60 .repro store
*43 1 add 43 store
stop

cond
*.numties 2 <
*.trefeye 0 =
*.nrg 4000 >
*43 6 <
start
50 .repro store
*43 1 add 43 store
stop

cond
*.refeye *.myeye !=
*.nrg 2000 >
start
50 .repro store
stop

'MultiMode Only

cond
*.multimode 0 >
*.nrg 4000 >
*.trefeye *.myeye = or
*.refeye *.myeye =
start
*.multimode *.tienum store
*.tieang .setaim store
7 .out4 store
stop

'Reset Values
'**************

cond
*.stage 3 =
start
0 .fixpos store
stop

cond
*.numties 0 =
*.fixed 0 !=
*.out4 7 !=
start
55 .stage store
0 .fixpos store
stop

cond
*.numties 0 =
*.vel 0 !=
start
0 .fixpos store
0 .tiecounter store
stop

cond
*.fixed 0 != and
*.out4 7 != or
*.out5 7 != or
*.trefeye *.myeye %=
*.vel 0 !=
start
0 .fixpos store
0 .stage store
stop

cond
*.numties 0 >
*.readcounter *.multimode >
start
0 .multimode store
stop

cond
*.numties 0 >
*.readcounter *.multimode =
*.trefeye 0 =
start
0 .multimode store
stop

cond
*.readcounter *.multimode =
start
213 .tieloc store
0 .tieval store
stop

cond
*.readcounter *.multimode =
start
151 .tieloc store
*.multimode .tieval store
stop
end

Many fixes to stages and gene triggers, added better way to become certain stages, was impossible to swarm without sticking and trying to move, fixed position sticking issues. Seems to have developed some deficiency in its attack genes, can't figure out why it won't attack agressors 100% of the time, other multibots it kills, loaners it has a hard time deciding if its an enemy or not. Most likely its in how its location memory is handled, will look into it more later. Most importantly I fixed the multi system to return 1 when ties harden, every 20 cycles. Are you alowed to load valeus into a var and use it for shoot, such as -1 with var 40? This could be its major malfunction lol. Anyways, it reads and feeds better now, doesn't hunt so well since I've messed with it, but it will construct elaborate structures between colonies to share energy between them. Sorry its a long post, but in order to make behavior it requires a lot of genes and switches to make the bot act smart, I like it tho, reminds me of boolean algebra, only theres 1000s of gates to choose from; I could see the ultimate thinking bot having 320000+ genes for a simple decision that a 3rd grader could answer, such as are you my enemy, can I trick you, and what do I need?

194
Internet Mode Commentary / A multibot now owns IM
« on: April 28, 2008, 03:34:36 PM »
Quote from: EricL
The term "multibot" is not subjective.  It has a specific, technical meaning.  It means the .multi sysvar is non-zero and the only way that happens is if the bot has one or more hardened ties.   Certain sysvars don't work for example (such as sharing) unless the bot is a multibot.  The simulator changes lots of things under the covers for multibots - things like shot power and costs.

So, while there are no doubt plenty of interesting and exciting multi-cellular bots to be made without hardened ties, none of them are technically multibots unless they have hardened ties adn the .multi sysvar is non zero.

I found the mistake with all my slim evos... lol thanks ericl.

195
The Gene depository / Timerless timer
« on: April 28, 2008, 03:10:15 PM »
Quote from: Peksa
Quote from: fulizer
cond
*.robage 20 10 rnd sub mod 1 =
start
stop

would this work

Not with *.robage over 32000. That's the reason to use .timer instead of .robage. There's no need for rnd with trigger with robage as condition. And while I'm at, probably not too much with .timer either. It could cause slight problems in leaguebots when eg. all periodical venom shooting happened during one cycle as opposed to nearly even spread that can be archieved by .robage. League matches rarely last over 32 kcycles though.

cond
*.robage 32000 sub mod 1 =
start
stop

this works even at birth aeven if it lives to see hundreds of generations at 320,000 cycles (never seen it myself).

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