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Messages - Endy

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Simulation Emporium / caterpillar simulation
« on: April 29, 2009, 04:23:04 PM »
It's not really that they're bad, it's just it'll make it more likely to have one bot start a chain reaction. Each bot giving tit-for-tat until they inadvertently wipe themselves out.

Poison and venom are just kind of pointless in evo sims, since they don't impact their own species.

Simulation Emporium / caterpillar simulation
« on: April 25, 2009, 06:38:38 PM »
Some of it's genes aren't all that good for evolution, like the retaliation one. Any sort of accident/mutant can cause them to start attacking each other. Most of the defensive genes could also be left out.

Darwinbots3 / A new project ( and possible thoughts for DB3)
« on: March 30, 2009, 06:12:44 PM »
I was thinking a language with percent based actions and that modified all memlocs/memvals to be within a standard range would work best.

For multibots, you'd need a semi-global memloc system accessible by all bots in an MB. Then they can directly communicate and co-ordinate movement. I rigged up a version using *.totalmyspecies and it did well to have them all going the same direction.

I was hoping for something that could interact with the user too; see the cursor, sense a key press. You can rig something up in DB that works like that and program the bots to react. It's weird, but cool to see them reacting directly to something you do.

Simulation Emporium / Any other Zerobot Sims?
« on: March 25, 2009, 09:08:59 AM »
There is something weird I've noticed since EricL's changes. Point mutations tend to be in the lower ranges by default, ie. 1 becomes 2, or inc becomes 1. Unless you fiddle with the ranges it gives by default pretty poor quality mutations for just point.

Insertion works better, but requires reproduction before it can be used.

Repro - I think they tend to use dist/angle/rnd since they don't risk a mutation causing reproduction continually occur or not at all. It's also likely easier to store/inc a random range than evolve the exact value of 300.

Once they have, "semi-randomly reproduce" it's just a matter of juggling the numbers that determine the rate and energy to give offspring.

Simulation Emporium / Any other Zerobot Sims?
« on: March 23, 2009, 10:21:41 PM »
Ran a test on it and it will repeatedly reproduce if you turn Brownian motion on. Just have to make sure and ween them off it once they evolve a little bit further.

Simulation Emporium / Any other Zerobot Sims?
« on: March 20, 2009, 09:03:50 PM »
That's odd, it shouldn't be doing that from a saved sim. You might want to try restarting with just the shooter strains.

Simulation Emporium / Any other Zerobot Sims?
« on: March 20, 2009, 01:14:50 PM »
Just copy the dna from the robdna menu into a blank text file.  

Ctrl-C still works, even though it's not really obvious.

Simulation Emporium / Any other Zerobot Sims?
« on: March 15, 2009, 09:57:37 PM »
A higher number of insertion mutations seems to be working for increasing the amount of novel DNA. Might be too high at 1000, but they seem to be evolving better overall.

My current computer keeps threatening to meltdown when running sims. I'm going to try and get a new screen to use with a laptop, so I can start up again.

Simulation Emporium / Any other Zerobot Sims?
« on: March 13, 2009, 10:47:49 PM »
Two zero bots at F1 settings, I see a fight coming on

It is neat how the different sims evolve. You'd think we'd see more similar results, but each one winds up different.

Simulation Emporium / Any other Zerobot Sims?
« on: March 08, 2009, 05:11:48 PM »
Well, we're still evolving, just much slower than the bots

I think the main stresses for us are STD's and the various population migrations going on. From a species view evolution is attempting to realize every possible combination that can survive. The more that we learn to cure/fix the more genetically diverse our population should become(assuming we don't change the genome itself).

Simulation Emporium / Any other Zerobot Sims?
« on: March 07, 2009, 03:16:50 PM »
Every once in a while I find I need to change things around. Sometimes I change the number of Veggies, other times I just tweak the costs or mutations. I also had to hand-feed the bots a few times, because at first they were just sitting still fire at nothing. Now they move so it isn't a real issue anymore.

I've always seen it as slowly increasing the challenges they face. I imagine RL evolution had much the same thing occurring, life having progressive challenges it evolved to overcome.

It's odd how they're making poison.  Could just be random or they are trying to defend themselves.

Simulation Emporium / Any other Zerobot Sims?
« on: March 07, 2009, 01:09:18 PM »
It is neat how they evolve to work together to overcome problems. Kind of like a primitive colony

Could you upload the sim? Curious now what it looks like.

I think I'm going to start using Insertion mutations instead of Point to introduce more novelty. Point mutations tend to be in the same number range as before, so in a zerobot it tends to have mostly lower range memlocs. Insertion seems to rove over the whole spectrum so should be more useful. It kills the sim when it's set at one, so I'm going to try a scaled back run in hopes they make use of the more advanced dna.

Simulation Emporium / Any other Zerobot Sims?
« on: March 07, 2009, 11:25:23 AM »
Yeah, learning to tie does seem to be a common trait. I'm guessing your veggies feed the other bots and so they're attempting to remain close in order to maximize the chance of being fed.

My current thinking is that their ability to shoot is undermining their ability to learn any other feeding methods.

I'm planning on either using a shotgun approach using hypermutation or wiping out their shooting ability while raising the costs on shot formation to encourage them to evolve tie or share feeding. Once I get the desired DNA I can then induce viruses to splice them together so they have both abilities.

Simulation Emporium / Any other Zerobot Sims?
« on: March 06, 2009, 10:00:38 PM »
I'm thinking some of the DNA compacting is being done to cut down on the odds of deadly mutations occurring, "2 .sx store" is harder to effect than something like "1 ++ .sx or store".

The One trounced it  

It gets eaten alive by tie feeding and sharefeeding. After several fights it can pull off a win against C_Ancestralis.  

I'm going to try and either evolve it to sharefeed or evolve a strict sharefeeder zerobot and combine their DNA. They're still having trouble finding food, the few times C_Ancestralis won were when the zerobot didn't find food. Not really sure how to get them to evolve to some of these things.

Simulation Emporium / Any other Zerobot Sims?
« on: March 06, 2009, 12:20:25 PM »

They've finally made it to F1 costs!


I was noticing last night that their population had been repeatedly cycling between 200 and 400, apparently independent of costs, so I decided to chance it and ramped costs up from 0.85 to 1. The have managed to survive overnight and I think it's safe to admit them into F1.

At some point I want to pick apart their dna and try to figure out exactly how parts of it work.  Some of it is obvious, but most is pretty esoteric.

Code: [Select]
''''''''''''''''''''''''  Gene:  1 Begins at position  1  '''''''''''''''''''''''
 -24 -749 -49 *0 inc
 12 0 dup *.trefbody mod false
 .shoot inc

''''''''''''''''''''''''  Gene:  1 Ends at position  16  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  2 Begins at position  17  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  2 Ends at position  17  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  3 Begins at position  18  '''''''''''''''''''''''
 7 true
 236 298 282 317 mult dropbool
 240 383 *370 angle xor
 400 rnd & add store
 *.aimright sub -38 dec
 -44 inc
 ~ 48
''''''''''''''''''''''''  Gene:  3 Ends at position  46  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  4 Begins at position  47  '''''''''''''''''''''''
 1282 angle %=
 *-29 -- =
 9 -36
''''''''''''''''''''''''  Gene:  4 Ends at position  56  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  5 Begins at position  57  '''''''''''''''''''''''
 2 .sx store
 pow *.focuseye ++ sub stop
''''''''''''''''''''''''  Gene:  5 Ends at position  71  '''''''''''''''''''''''
 .robage store

''''''''''''''''''''''''  Gene:  6 Begins at position  74  '''''''''''''''''''''''
 | <
 -45 inc
 * .timer store
 & >

''''''''''''''''''''''''  Gene:  6 Ends at position  84  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  7 Begins at position  85  '''''''''''''''''''''''
 .shoot dec
 & sqr not
 ~ or

''''''''''''''''''''''''  Gene:  7 Ends at position  92  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  8 Begins at position  93  '''''''''''''''''''''''
 floor 2 -1 ^
''''''''''''''''''''''''  Gene:  8 Ends at position  98  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  9 Begins at position  99  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  9 Ends at position  99  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  10 Begins at position  100  '''''''''''''''''''''''
 sqr ++ -219 overbool
 108 181
''''''''''''''''''''''''  Gene:  10 Ends at position  108  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  11 Begins at position  109  '''''''''''''''''''''''
 *-222 mult 1067 overbool
 *.aimleft else
 * dropbool
''''''''''''''''''''''''  Gene:  11 Ends at position  120  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  12 Begins at position  121  '''''''''''''''''''''''
 *.dn and
 << 59 * -18 16 clear mod <=
 <<''''''''''''''''''''''''  Gene:  12 Ends at position  134  '''''''''''''''''''''''

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