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 - rwill128

Pages: [1] 2 3 ... 5
Newbie / Re: Zerobots
« on: January 31, 2014, 04:38:28 PM »
Awesome advice! I'm going to try your method as well.


Darwinbots3 / Re: Fluid preview
« on: January 21, 2014, 02:33:53 PM »
I just tried the demo because I finally had a computer with a newer graphics card to try it on, and I got this error.

Confirmed & Outstanding bugs / Re: Mutations going crazy!
« on: January 16, 2014, 08:24:19 PM »
You gotta take care of yourself first buddy! We can always roll back to an earlier version if things are messed up. Best of luck and stay well.

Announcements / Re: Darwin2.46.02BetaB.exe
« on: January 14, 2014, 09:09:20 PM »
Good question. I keep forgetting to come back to ask that. It's like the chloroplasts mod makes it so that the max veggies threshold and repopulation threshold don't work any more.

Suggestions / Re: Help create settings files!
« on: January 13, 2014, 11:08:39 AM »
Sure, yeah, go for it. Sorry I haven't had time to contribute any other settings files, work has been keeping me busy.

Bug reports / Re: Overflow error
« on: January 06, 2014, 07:49:35 PM »

I've had similar problems in some of my sims, where the robot DNA just totally blows up and the sim slows to a crawl. It happens because of sexual reproduction, as you mentioned.

Solved Bugs / Re: Local Internet Mode Broken in 2.46?
« on: December 30, 2013, 02:45:53 PM »
Woot! It appears to be working. I will leave my four divergent evolution sims running tonight in Internet Mode and we'll see which species wins out.

Solved Bugs / Re: Local Internet Mode Broken in 2.46?
« on: December 27, 2013, 04:39:07 PM »
That's before compression. I actually emailed the settings files and the sim to Botsareus this morning.

Solved Bugs / Re: Local Internet Mode Broken in 2.46?
« on: December 27, 2013, 11:16:45 AM »
I let all the sims run over the holidays and now I'm back.. They are 25 mgs each. I will see if I can email them to you along with the saved settings files.

Solved Bugs / Re: Local Internet Mode Broken in 2.46?
« on: December 23, 2013, 07:00:25 PM »
It's the same error TestLund seems to be getting, actually. Error 6.

Here's a screen cap of my sims, though. They're doing awesome and I want to connect them! Hopefully we can get this fixed after the holidays?

Solved Bugs / Local Internet Mode Broken in 2.46?
« on: December 23, 2013, 01:11:47 PM »
I have two decent sized sims running (about 900 sex-repro animal minimalis) and about 800 veg each. They're going great at almost 30 fps. But when I tried to connect them with Internet Mode I immediately get an overflow error.

Solved Bugs / Out of Memory error
« on: December 22, 2013, 01:40:19 PM »
Was just talking to Botsareus, and for my recently achieved huge sims, I've only had them work with DB 2.45.

2.46 gives me an out of memory error. As soon as I get Botsareus's email I can send him one of my sim files (they're each almost 100 mb) and he can try to debug it.

Evolution and Internet Sharing Sims / Re: Maximizing numbers in EvoSim
« on: December 21, 2013, 02:31:14 PM »
That's a cool idea Shadowgod2, I'll definitely think about implementing that.

And to Numsgil, that's definitely what I'm planning on doing. I left it on last night, and I might drop by the office today to check it. I'll definitely check it on Monday and then leaving it running until Friday over my Christmas break.

Each sim (out of 8) should be near a million cycles by the time I get there today. I know that's not a lot, but last night I was browsing around and I've already found veggies that seem to be running away from animals, and I've sen a couple interesting mutations in animals as well.

What's more is that the average number of mutations is at about 5 (and only slowly increasing, which is a good sign) and (this is a first for me) the average DNA length of both animal minimalis and alga minamalis is actually going up slightly.

One of the really cool things is that in a sim of this size, and with this ratio of animals to vegs, there's actually a chance for vegs to escape from close encounters with animals, and I'm actually seeing evolution on both sides.

Evolution and Internet Sharing Sims / Maximizing numbers in EvoSim
« on: December 20, 2013, 12:51:59 PM »
What are the largest numbers most of you guys can achieve in your sims?

I used to keep the size relatively small because it makes for more interesting interactions, and my sims would run great on the computer I'm currently using (an i5 2500K at 3.3Ghz -- my work computer), but only if I kept the population somewhere between a few hundred and a thousand creatures (including vegs). If I let the numbers get higher than that the sim would slow to a crawl and get less than .1 - .2 frames per second.

But I was reading about a grid optimization that was implemented a while back and I realized it might be beneficial to make a huge environment and let the creatures spread out. I was able to get 5,000 veggies running in the same sime with 3,900 animal minimalis at about 5-6 FPS.  Big improvement!

So I tried doing the same thing in 8 sims at once to take advantage of the quad cores, and I was able to get 3-4 FPS on each. So almost 4,000 * 8 is about 30,000 animal minimalis and about 50,000 veggies all running at the same time at about 3-4 FPS. I'm hoping to get a new computer for home use in just a couple weeks, so imagine the possibilities then!

I wanted to point this out because with so many creatures running at once, it might be possible to get much more interesting results in an evosim. Anybody have suggestions on what to use / where to start?

Exactly! You've got the idea as far as why I think it's interesting. (The signal is more analog and fuzzy.)

Anyway, I'll come back with a demo if I find myself with some spare time on my hands. I've been learning Scala and brushing up on my math / learning about reinforcement learning any time I feel like doing programming-related work outside of my normal work.

Pages: [1] 2 3 ... 5