Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Anonomous Guest Person

Pages: 1 2 3 [4] 5 6
46
Off Topic / Rioters Protest Darwinbots Blood Sports
« on: February 26, 2005, 12:53:09 AM »
Technically, DarwinBots are more like robots then life forms.
Until version four or so, that is. ^_^

47
Dead-End and Solved Suggestion Requests / Perfect Identification
« on: February 24, 2005, 05:56:40 PM »
Or perhaps would work more efficiently.
That way it acts to get rid of viruses or mutations, causing only the very best mutants to survive.

48
Off Topic / The English
« on: February 24, 2005, 05:10:54 PM »
Not improper. It's not an improper noun, and it's not a proper noun.
Non proper noun seemed to work. Still does, in fact.
It's just that you aren't thinking exactly how I want you to. :rolleyes:

49
Off Topic / The English
« on: February 24, 2005, 04:33:42 PM »
Quote
Quote
You used a capital in a non proper noun!

That's improper noun actually. HAH  :lol:

 :)  PY  :)
He said "Can", not "Dog". So hah back at you! :P

And not as in a can, as in "Can you jump into a river please?" :P

50
Off Topic / The English
« on: February 24, 2005, 03:54:12 PM »
You used a capital in a non proper noun!
Burn the Botsareus! :rolleyes:

Also, Mighty Penguin forgot a few cases where capitals are required.
I'd abuse them, but I'm not that mean. ^_^

51
Specialization, Metabolism, Digestions and Env Grid / Photosynthesis
« on: February 23, 2005, 06:18:03 PM »
But it would prove more worthwile then specializations would.

Instead of having:

Code: [Select]
'Alga Minimalis UPDATED

spec
5 photo spec
stop

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

We could have:

Code: [Select]
'Alga Minimalis UPDATED

body
  1 .photo build
  1 .wharvest build
  1 .wrecycle build
stop

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

cond
start
  50 *.sunlight div .photo store
  50 .wharvest store
  50 .wrecycle store
stop
end

To explain, .sunlight is how much light the bot is getting, .photo is pretty much how I described it in the first post, .wharvest is something that allows you to gather waste from the enviroment easily, and .wrecycle turns waste into energy.

To further explain the mechanics of the latter system, body is what starts a one-time running system that builds the bot's mechanics. It can be affected by mutation as well. It can use the stacking system as it pleases, and any memory locations that exist.
Build takes the last item from the stack, and builds it. If there's a second last item on the stack, it'll build it by that many times.
To see, you would need to build an .eye, as well as any features you want from it (without any special features, it'd tell you simple stuff like .refbody, but not stuff like .refshoot).
What's the advantage of building a mechanic multiple times? It allows more energy to be used.
Why not simply build everything that exists? Because each mechanic you build will cost energy, and generate waste.
If the user set the energy cost to 1 per mechanic, and the waste gain to 0.2 per mechanic, that Alga Minimalis would lose 3 energy per turn, and gain 0.6 waste per turn.
Waste will sooner or later become permanent waste with any particularily efficient robots, which will build up, and give it mortality.
Energy costs mean making a good energy efficient bot will become slightly more complicated.

(Note: Certain mechanics could have unusual functions when building more then one. One eye, for example, could allow the maximum to become 25, or 50. Two would double it. Of course, there'd be a limit to such things, such as 5-10 eyes being built (even though in reality, the bot would only have one, that's 5-10 times as good!))

52
Specialization, Metabolism, Digestions and Env Grid / Photosynthesis
« on: February 23, 2005, 05:42:31 PM »
Quote
I think the problem here is that bots have the machinery to do anything that any other bot can do.  Bots can't evolve ways to create new machinery.  We can limit their access to machinery, but that's about it.
Perhaps you could add another section to the bot's DNA file, which gives it it's physical form.
This, however, would be a huge step, and would likely be the jump from version 2.xx to 3.00 if it's added.

53
Specialization, Metabolism, Digestions and Env Grid / Photosynthesis
« on: February 23, 2005, 05:33:31 PM »
Probably quite a lot of generations. But DarwinBots simulations are defaulted to small areas.
And the bots themselves can go pretty fast, as well.
It doesn't take one very long to go from one side of the field to the other on a default simulation.

Your arguement may be valid. However, mere specializations seem very flat.

(Eheh. I wrote this post up, and only remembered to post at least five or six minutes later. <_< )

54
Short bots / Duo Minimalis (5G)(Anonymous Guest Person)-23.02.05
« on: February 23, 2005, 05:17:27 PM »
Code: [Select]
' Duo Minimalis
'Not the best bot. But once maths can be done in conditions, it might work a bit better!
'By the Anonomous Guest Person a.k.a. Roara.

cond
start
  *.body *.nrg 5 div
  *.eye5 50 sub dup abs div 1 add dup div *.refeye *.myeye div 1000 mult 1000 sub dup div mult *.shup add *.numties add 0
  *.eye1 *.eye3 add *.eye7 add *.eye9 add *.eye5 5 mult sub *.numties 100 mult add *.refeye *.myeye div 1000 mult 1000 sub dup div 1 sub abs 200 mult add 0
  *.maxvel 10 sub *.numties dup div 1 sub abs mult *.vel
  .deltie *.waste dup div 1 sub abs mult inc
  .strpoison *.pleas dup abs div mult inc
  .ploc inc
  .ploc *.ploc .tieval sub dup abs div mult dec
stop
cond
  >
start
  *.maxvel *.vel sub .up store
stop

cond
  >
start
  *.eye9 *.eye7 3 mult add *.eye3 3 mult *.eye1 add sub *.refeye *.myeye div 1000 mult 1000 sub dup div 1 sub abs 600 mult *.eye5 *.eye5 div mult add *.numties 1 sub abs dup div -100 mult *.eye5 *.eye5 div mult add .aimdx store
stop

cond
  >
start
  -6 *.shup 893 mult .shoot add store
  .tie *.shup -2 mult 1 add mult *.waste dup div mult inc
  .sharewaste *.waste dup div mult inc
stop

cond
  !%=
start
  *.body *.nrg 5 div sub abs .strbody *.body *.nrg 5 div sub dup abs div 1 add dup div sub store
stop

cond
  *.nrg 10000 >
start
  50 .repro store
stop
end

55
Specialization, Metabolism, Digestions and Env Grid / Photosynthesis
« on: February 23, 2005, 04:22:16 PM »
The problem with the shark arguement is that it assumes all the bots in DarwinBots are multi-cellular. Very multi-cellular.
It'd be simple to rework a single cell. It'd be nearly impossible to rework millions, without causing a metamorphosis.
And further more, with a metamorphosis, the organism's diet can change.
In fact, the reason any organism would have a metamorphosis, on a design side of view, is so that reproduction can be cheap, and organisms can still become powerful. Once they've gained the proper energy as a juvenile to grow into a powerful organism, that is.

So, therefore, your arguement is invalid, and simply is a mostly general case. But I believe most insects go through a metamorphosis. In fact, I'm pretty sure ALL of them do!

56
Dead-End and Solved Suggestion Requests / Reallowing delgene weapons
« on: February 23, 2005, 11:11:47 AM »
That'd be better.
That way, a bot could defend itself, but not against all viruses.
But good luck programming it. :P :D

57
Specialization, Metabolism, Digestions and Env Grid / Photosynthesis
« on: February 23, 2005, 11:05:25 AM »
No offense, PY, but that sounds kinda boring....
It might totally ruin the whole idea of a plant league too.
And what about bots that feed on other bots?
Would they specialize in tie feeding, or shots?

Simply having a specialization system might make programming it easier, but it might make programming less of an aspect in Darwinbots.

And if you don't have tie feeding or -1 shots or -6 shots as specializations, then a bot could specialize in methods of recycling energy, thus making plants redundant.

I think I'd rather have a whole DNA system about such things.
It would complicate things, yes, but I think it'd complicate them in a good way rather then a bad way.

58
Dead-End and Solved Suggestion Requests / Reallowing delgene weapons
« on: February 23, 2005, 10:57:25 AM »
It's impossible to use it constructively.
A virus enters as a random gene.
It's nearly impossible to track it down, since you can't get information about individual genes.
Which is why I say you store the virus's new gene number into a system variable.

59
Specialization, Metabolism, Digestions and Env Grid / Waste Conversion
« on: February 23, 2005, 10:51:23 AM »
The "basic" idea (which is funny to say, since the last three things I posted were all complicated, and all programmer-y-like, without actually speaking in a programming language) is that bots can turn waste into energy for a rather large amount of permanent waste.
This way, unless it's that bot's niche, or the bot reproduces insanely, it's much better to just shoot the waste, or give it to an unsuspecting victim.

To convert waste into energy, it'd be by setting a simple gene to how much waste you want to convert, which might be limited by something like (Body/50). Or just a flat out 25.

Like with photosynthesis, the program'll let you expend more energy then needed, allowing as a submethod for energy to vanish from the simulation, so there can be an addition of energy to the simulation.

Unlike most methods of conversion, which I suggested in the photosynthesis topic, waste conversion won't generate waste.
But it is pretty good energy, considering how much darned waste some bots can generate. You could hijack them, and steal it all! Or maybe harvest it from the enviroment, or something!
Anyway, to get back on the subject, you should gain 1 energy per waste. Not very efficient.
Considering it'll also get you 0.05 pwaste per waste!
But in the programming language, you'd actually gain 2 energy per waste, and lose 1 energy per waste that you attempt to convert.
So if every cycle, you try to turn 100 waste into 100 energy, and all you really get is 1 waste per cycle, that's 99 energy you're losing. Per cycle, even!
That means that you have to be smart about converting waste. Which also means that not every bot can do it successfully, and only a specialized bot should attempt such a lifestyle.

60
Specialization, Metabolism, Digestions and Env Grid / Photosynthesis
« on: February 23, 2005, 10:39:19 AM »
(We need longer topic descriptions.)

Ahem.

Photosynthesis would be a method of spending some energy, to get some energy back for converting things.
You could have to specifically choose what you're going to convert, or maybe not.

(By converting things, I mean converting body, waste, or anything else that can be turned into energy.)

Before I go on, I assume that converting something into energy would cost a number of energy equal to the amount you're converting. (10 body into energy would cost 10 energy.) (As another assumption, unless you're converting waste (which will generate plenty of permanent waste for you), you should gain this much in waste as well.)
But with this method, you can, provided you receive enough sunlight, expend even less energy.
To use photosynthesis, you'd basically set a variable called .photo.
This would be deleted after use. I'm not sure how this would work programming-wise, but it might require the use of a variable in which conversion costs would be added to this, and then later on in the cycle, it would be taken from .photo and then from energy.
Of course, you don't simply gain the energy you put in .photo.
Actually, the program'll read the value stored in .photo, and take this much energy from you.
Only afterwards would it limit it to (Body/50) or something like that.
After THAT, it would then be multiplied by how much light you're receiving (or something.)
Of course, rather then strength, once multiple types of energy storage are in, it would use a size-type number. (That way bigger bots can photosynthesis better, while smaller bots can fight better.)


If I'm wrong about photosynthesis, please tell me. But as far as I know, this is the basis of how it works. (And we shouldn't make DarwinBots TOO complicated. :P )

Pages: 1 2 3 [4] 5 6