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Evolution and Internet Sharing Sims / Tie Movement
« on: March 15, 2010, 01:25:24 PM »
is there somebody who got darwin pond working?
i think i fucked the link up, so: Darwin Pond Download

yea, a better physics engine would be nice and i like the idea about connecting bots with their surfaces. different sorts of "antigens" would be interesting: common ones for feeding and virus adhersion, specified for multibots (and differentiated organs).

muscle simulation would be possible if bots where able to adjust their radius somehow.

and neural networks could easily be simulated with suppressing and amplifying "potential spreading" along MB.
ceck out The Origin of the Brain
gets interresting in the last quater. it's a counter creationist video lol.

Evolution and Internet Sharing Sims / Tie Movement
« on: March 14, 2010, 12:10:54 PM »
hmm.. sorry.
don't know, why it won't work.
just copy-paste it.
it's worth it!

Evolution and Internet Sharing Sims / Tie Movement
« on: March 14, 2010, 10:01:46 AM »
Did you ever heard of "Dawin Pond"?
It's a evosim simulating small bacteria like things with a variable number of subdivided tails. after some time, real gliding behaviour evolves.
i think it doesn't seems too complicated to implement this in DB. By setting the volutary movement cost to a high level, cooperation between bots would be crucial for survival.

Try out "Darwin Pond" - this kind of estetic behaviour in DB would be great!

[a href=\'index.php?showtopic=0\'][/a]

i am stupid.
can't upload sims. can't download sims.

is the file management broken or something?

cool. i'll do that as soon as i figuered out how to upload sims.

in case you running DB 2.43 on XP use win 95 compatibility on Darwin.exe. Works for me!

Thanks for the virus, Houshalter, i gonna give it a try after my current sim.
It uses a virus_minimalis:
    >start .vshoot inc *.thisgene .mkvirus store stop<

After 2500000 cycles i got a species average of: dna-lenght 800; 100 genes; 35 condition statements and interessting behaviour.
the bot dna is mostly junk and unreadable, and so is the memory. The bots produce venom, shell, slime and poison in different amounts (i think they produce more shell at low and more poison at high energy - but i'm not shure, looks very random) and cycle between stationary and mobile phases, feed on enzymes or bonds and have a moving behaviour that changes over time.
i can't confirm at this time conditional behaviour, but i can confirm a lot of diversity in all atributes and a lot of adaptation. Especially virus evolution is interesting, because bots tend to find a way (even without slime or shell production) to prevent infection after some thousand cycles (i made dna execution somewhat expensive). i don't know if its biomorph to say there are "pandemics" of new viruses every once and a while (somethimes only a >cond< statement in a virus shell).

i used high brownian motion and gravity and subdivided a small world with shapes of about 1/6 lenght into 5 parts (good for species diversity).

please, anyone start a virus sims to confirm my findings.

Are initional virus infection or introns* allowed?

* like
*.thisbp *.thisbp 8 add 0 .dnalen rnd insert

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