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Merry Christmas all! To celebrate, I'm here to release some
updates! The list is long, and I checked it twice, and I think you will all be
interested in what I've developed. First, let me start off by telling you what
I was NOT able to include. The custom settings.txt feature that .exe users have
long wanted was not finished, and I am sorry, because I am releasing an updated
executable with this release. Sticks and walls are not included, but they are
high on my list of things to try. These are two of the three big things I said
I was going to do and I have not done them. I apologize. But, here to make up
for it, is the feature list for this update. Enjoy!
Browse and fork the code at Github: https://github.com/GhengopelALPHA/scriptsbots
DL the .exe from this dropbox: https://www.dropbox.com/s/q1pfhvv34vuoe9h/Scriptbots_v14G.zip
The Big Features:
+ GLUI integration. Now, many functions of the program have been migrated to a
gui, including world saving, loading, and resetting, simulation states (closed,
paused, draw speed), visualization schemes (chose what layer is displayed, and
now also what color agents display), and follow commands. There are some other
features, and there is room for so much more.
+ Added land/water (environment of some kind). At world init, cells are
determined to be 0 or 1 on a map layer, and agents now have an attribute,
lungs, which must correspond to the environment type, otherwise health will be
lost. Combined with temp differences, this should take speciation to a higher
level. It is currently tuned that going from one environment to another is
hard, but not impossible.
+ Added variable agent radius. Now agents can be big or small! The only effect
now is in collisions; bigger radii will collide more often (probably) and will
not bounce as much as smaller agents.
+ Changed hearing and sound sensors into "ears." Two dots represent
where they are on an agent, and there are two by default. They have random,
inherited positions on the agent's skin.
+ Brain changes:
LiveMutate function: capable of mutating brain slightly while
agents are alive.
New mutations: Swap Inputs (Birth only), Hebb connecting (Live
only), & Weight stimulating (Live only)
New Connection Type: Memory. Freezes box if incoming value is >
0.5
More boxes will connect directly to inputs (40%)
Dampening made more likely and prominent.
Health is now lost for rapidly changing synapses. It is very, very
minor.
+ Added fruit. Agents can now eat from three possible sources, any two which
cannot be used together too well (reduces efficiency of intake), giving
Herbivores, Carnivores, and hopefully soon Frugivores. Fruit randomly populates
like food used to, but only on cells with plants present. Replaces Temperature
layer.
+ Metabolism now only effects the rate of reproduction and health loss, not
food intake, as it was overwhelmingly choosing the faster rates. Now more
variation in the rate and strength of agent blooms is observed.
Minor Changes:
Agent-Agent Interactions
Collisions damage agents if too violent.
Collisions do not count as a “spiked” event, thus reducing accidental standing
colonies.
Collisions are also now softer and take the relative bot's radii into account
(smaller bots get pushed more)
Give function of bots now activates only if target bot has less health than
self.
Agent-Cell Interactions:
Agents now have two eye sense modifiers, one for seeing other agents, the other
for seeing cells. Should help with the flooded green eye problem.
Carnivores now get same bonus as herbivores for moving slowly over their food.
Agent speed factor for food consumption switched from average to max of the
speeds of the two wheels. (Agents which run at full speed will not get any food
from any source now.)
Plant spread now directly related to fruit presence, which now requires 1/4
plant instead of 1/10
Poison/hazard hurts bots more (several runs were observed with localized speciation
after this change)
Food balancing, as usual.
Reproduction of Agents:
Agents can no longer count down their reproduction counter if health below
mothering health threshold (0.65 default, configurable).
Agents at max health will double the rate at which their reproduction counter
decreases, speeding up reproduction and rewarding keeping full health.
Daughter bots should now spawn behind their mothers more.
Giving birth no longer takes health for sexual reproduction, and 0.4 for
assexual
Agent Functions:
Jumping bugs fixed, and now a grace period is required before another jump can
be initiated.
Aesthetics and Simulator Features:
(Mentioned above) Can now change how agents are visualized: have the program
display their stomach type, temp discomfort, or sound volume by changing their
appearance. Visual effect only. Can also disable bot drawing to speed up
program.
Several minor color scheme changes, and changes to spike, eyes, and ears
rendering to compensate for variable radii.
New follow type: Most Productive: the bot which has had the most number of
children over its lifetime will be followed. (NOTE: this is not working fully
yet and only follows oldest agents. Will fix in next update)
Max generation following will no longer select zero generation agents, meaning
if there are only zero generation agents, the focus will not constantly change.
Recordkeeping:
Graph moved to left side of world area, to better fit wide-resolution screens.
Frugivore count tracked and reported on the graph and report files (instead of omnivores
now).
Species count no longer reported.
Load/Save functionality for all added features. Can still load old saves, but I
don’t recommend doing that because world constants may have changed and
settings definitely have been.
Fixes to order of operations in loading world.
And that is about all I've got! The versionhistory.txt of course outlines more,
so look there if you're curious what the process has been this last year.
If something does not work, please let me know via this thread, and don't junk
up the main forum. Thanks!
--
/usr/bin/ld: CMakeFiles/scriptbots.dir/GLView.cpp.o: undefined reference to symbol 'glOrtho'
/usr/lib/x86_64-linux-gnu/mesa/libGL.so.1: error adding symbols: DSO missing from command line
collect2: error: ld returned 1 exit status
make[2]: *** [scriptbots] Error 1
make[1]: *** [CMakeFiles/scriptbots.dir/all] Error 2
make: *** [all] Error 2
--
WORLD:
SIM:
And many, many other changes. See Versionhistory.txt for full change log.
Again, I can give no guarantees that this will work on your machine. The code was built specifically on a Windows machine under debug, and I am only a hobbyist. However, if you can help me make a better program that runs on more platforms, I will gladly work with you!
Enjoy!