Difference between revisions of "Elite's Bot Tutorial"

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Line 85: Line 85:
 
This type of shot, rather than taking energy from another bot, will alter another bot's memory. You can use this sneaky tactic to gain a tactical advantage over other bots.  
 
This type of shot, rather than taking energy from another bot, will alter another bot's memory. You can use this sneaky tactic to gain a tactical advantage over other bots.  
  
Store a memory location in [[.shoot]] and that memory location will be overwriten by the contents of [[.shootval]]. Sounds complicated? Here's an example from Light's bot  
+
Store a memory location in [[.shoot]] and that memory location will be overwritten by the contents of [[.shootval]]. Sounds complicated? Here's an example from Light's bot Icarus, which used this tactic to dominate the F2 league for a while:
 
 
Icarus, which used this tactic to dominate the F2 league for a while:
 
  
 
  .aimdx .shoot store
 
  .aimdx .shoot store
Line 265: Line 263:
 
Yey, venom - this stuff is great fun!
 
Yey, venom - this stuff is great fun!
  
Venom is similar to poison. It can be stored using [[.strvenom]]. You can see how much venom you have stored by referencing [[.venom]].
+
Venom is similar to poison. It can be stored using [[.strvenom]]. You can see how much venom you have stored by referencing [[.venom]]. The effects of venom are determined by the sysvars [[.vloc]] and [[.venval]]. [[.vloc]] serves the same function as [[.ploc]] - specifying a memory location. However, rather than just setting a memory location to zero, venom sets it to a specific value ([[.venval]])
  
 
Venom can be fired by storing -3 in [[.shoot]]. The amount of venom you fire depends on [[.shootval]]. More venom lasts longer.
 
Venom can be fired by storing -3 in [[.shoot]]. The amount of venom you fire depends on [[.shootval]]. More venom lasts longer.
 
The effects of venom are determined by the sysvars [[.vloc]] and [[.venval]]
 
 
[[.vloc]] serves the same function as [[.ploc]] - specifying a memory location. However, rather than just setting a memory location to zero, venom sets it to a specific value ([[.venval]])
 
  
 
You can do all kinds of fun things with venom:
 
You can do all kinds of fun things with venom:
Line 343: Line 337:
  
 
You may need to check out [[Custom labels|this wiki article]] is you are unsure as to what the first line does.
 
You may need to check out [[Custom labels|this wiki article]] is you are unsure as to what the first line does.
 +
 +
=== Alga Toxicus ===
 +
 +
Here's an alga I made that uses poison and venom
 +
 +
cond
 +
  *.robage 0 =
 +
start
 +
  .shoot .ploc store
 +
  .shoot .vloc store
 +
  -2 .venval store
 +
stop
 +
 +
cond
 +
start
 +
  120 rnd .aimdx store
 +
  -3 .shoot store
 +
stop
 +
 +
cond
 +
  *.nrg 1000 >
 +
start
 +
  50 .repro store
 +
  100 .strpoison store
 +
  100 .strvenom store
 +
stop
 +
end
 +
 +
It is easy to substitute the values for the poison and venom for your own. Have a play around, go on ... come back when you're ready to move onto viruses.
  
 
== Viruses ==
 
== Viruses ==
  
Viruses are cyan-coloured shots that can be used to inject a gene into other bots. You can do ''tons'' of stuff with viruses. I couldn't possibly cover it all here but here's the basics.
+
Viruses are cyan-coloured shots that can be used to inject a gene into other bots. You can do ''tons'' of stuff with viruses. I couldn't possibly cover all the possibilities here but here's the basics, and you can have an experiment yourself.
  
 
=== Making and firing viruses ===
 
=== Making and firing viruses ===
Line 352: Line 375:
 
Here's how to make and fire a virus:
 
Here's how to make and fire a virus:
  
* Copy one of your genes into .mkvirus
+
* '''Copy one of your genes into .mkvirus'''
 
If you want to make gene number one into a virus then store 1 into [[.mkvirus]]. If you want to copy the current gene into a virus then use *.thisgene. This can be used to create self-replicating viruses.
 
If you want to make gene number one into a virus then store 1 into [[.mkvirus]]. If you want to copy the current gene into a virus then use *.thisgene. This can be used to create self-replicating viruses.
* Fire the virus
+
* '''Fire the virus'''
 
The virus takes time to be copied. The larger the gene, the longer it takes. The time taken is the length of the gene multiplied by two. <br>
 
The virus takes time to be copied. The larger the gene, the longer it takes. The time taken is the length of the gene multiplied by two. <br>
[[.vtimer|*.vtimer]] tells you what the status of the virus is: If *.vtimer = 0 then there is no virus being copied, and you must create one by storing a gene number into .mkvirus. If *.vtimer > 1 then the virus is being prepared - be patient. <br>
+
[[.vtimer|*.vtimer]] tells you what the status of the virus is: If *.vtimer = 0 then there is no virus being copied, and you must create one by storing a gene number into .mkvirus. If *.vtimer > 1 then the virus is being prepared - be patient. Once *.vtimer reaches 1 the virus is ready - fire it by storing a positive number into [[.vshoot]]. The bigger the number you put into .vshoot, the further the virus will go but be aware that .vshoot is also the energy cost. about 100 will do for a reasonably-ranged virus.
Once *.vtimer reaches 1 the virus is ready - fire it by storing a positive number into [[.vshoot]]. The bigger the number you put into .vshoot, the further the virus will go but be aware that .vshoot is also the energy cost. about 100 will do for a reasonably-ranged virus.
 
  
 
=== Viruses ===
 
=== Viruses ===
Line 452: Line 474:
 
  start
 
  start
 
   30 .repro store
 
   30 .repro store
 +
stop
 +
end
 +
 +
The virus is gene 3. You can substitute it for a virus of your own.
 +
 +
=== Defending against viruses ===
 +
 +
There are ways of countering viruses, but most of them are very, very complex, involving elaborate gene-checking. There are some simple ways though.
 +
 +
1) Remember that a self-replicating virus has to use [[.mkvirus]] to propagate itself. It's actually telling you where it is in your genome! Use [[.delgene]] to delete it:
 +
 +
cond
 +
  *.mkvirus 0 !=
 +
start
 +
  *.mkvirus .delgene store
 +
stop
 +
 +
2) A much underused way of defending against viruses is to use [[slime]]. Slime can be made by using [[.mkslime]] and you can see how much slime you have made by referencing [[.slime]]. Slime wears away slowly over time though, you will need to replace it periodically. Slime also reduces the chance of enemy ties hitting you.
 +
 +
A few hundred units of slime will keep all but the most determined virusbot at bay.
 +
 +
=== Animal Minimalis demo ===
 +
 +
Here is Animal Minimalis, modified to use the antivirus methods we've been discussing.
 +
 +
cond
 +
  *.eye5 0 >
 +
  *.refeye *.myeye !=
 +
start
 +
  *.refveldx .dx store
 +
  *.refvelup 30 add .up store
 +
stop
 +
 +
cond
 +
  *.eye5 50 >
 +
  *.refeye *.myeye !=
 +
start
 +
  -1 .shoot store
 +
  *.refvelup .up store
 +
stop
 +
 +
cond
 +
  *.eye5 0 =
 +
  *.refeye *.myeye = or
 +
start
 +
  314 rnd .aimdx store
 +
stop
 +
 +
cond
 +
  *.slime 300 <
 +
start
 +
  100 .mkslime store
 +
stop
 +
 +
cond
 +
  *.nrg 15000 >
 +
start
 +
  30 .repro store
 +
stop
 +
 +
cond
 +
  *.mkvirus 0 !=
 +
start
 +
  *.mkvirus .delgene store
 
  stop
 
  stop
 
  end
 
  end
Line 460: Line 546:
  
 
Elite
 
Elite
 +
 +
[[Category:Tutorial]]

Latest revision as of 22:19, 15 February 2014

Meet Animal Minimalis

This is Animal Minimalis: (He's been slightly modified to produce offspring with more energy, but otherwise he's the same)

'Animal Minimalis
'by Nums

cond
 *.eye5 0 >
 *.refeye *.myeye !=
start
 *.refveldx .dx store
 *.refvelup 30 add .up store
stop

cond
 *.eye5 50 >
 *.refeye *.myeye !=
start
-1 .shoot store
 *.refvelup .up store
stop

cond
 *.eye5 0 =
 *.refeye *.myeye = or
start
 314 rnd .aimdx store
stop

cond
 *.nrg 15000 >
start
 30 .repro store
stop
end

We're going to be using him to demonstrate each of the things I show you.

Basic Types of Shots

Did you know that there are a whole range of shots: not just -1 shots? The type of shot you fire depends on what number you put into .shoot.

Feeding

To feed from another bot you need to use either a -1 shot or a -6 shot.

Simpler bots may only ever use -1 shots, but they miss out on the advantages of using -6 shots. -6 shots do not trigger poison, and so are particularly helpful when facing an enemy that uses poison. -6 shots are also usually more efficient against vegetables and will also kill them quicker. Of course there are also occasions when a -1 shot may be preferable to a -6 shot, for example if your enemy has a thick shell.

Vegetables are much more easily fed on by -6 shots than -1 shots. You can see this in action with Animal Minimalis. Load him up and see how it does. Then modify him to use only -6 shots. Load him up again and you will see that he is much better at killing veggies.

For maximum efficiency you need to use an evaluation system to decide which shot to use when facing an enemy. You would probably want to use -6 shots on veggies, bots with poison and bots with no poison or shell, and -1 shots on bots with shell. You can decide yourself on what to do with bots with both poison and shell. You will need to make use of the refvars .refpoison and .refshell. You might also use .refnrg and .refbody to evaluate an enemy.

Waste

Putting -4 in .shoot fires a waste shot. You should put a gene in your bot somewhere to dispose of waste, but you can make do without; especially if your bot is only designed to last only for a short time (ie. in a league). .shootval determines how much waste you will fire.

Here's a simple 'waste disposal' gene. I've done the work for you, so now you've got no excuse ...

cond
*.waste 40 >
start
.backshot inc
-4 .shoot store
*.waste .shootval store
stop

This gene will make a bot fire all of it's waste out of it's rear end when the amount of waste it's carrying exceeds 40.

If the amount of waste you're carrying exceeds the 'waste threshold' set at the start of the sim, then the bot will start to store random values in random memory locations.

The most common 'accident' is for a bot to store a number in .fixpos and become stuck to the spot.

Memory Shots

Now you're wondering: "what happens when I put a positive number into .shoot"

This type of shot, rather than taking energy from another bot, will alter another bot's memory. You can use this sneaky tactic to gain a tactical advantage over other bots.

Store a memory location in .shoot and that memory location will be overwritten by the contents of .shootval. Sounds complicated? Here's an example from Light's bot Icarus, which used this tactic to dominate the F2 league for a while:

.aimdx .shoot store
314 .shootval store

This shot would cause the poor bot that got hit by it to turn 90 degrees to the right.

You can also use memory shots to fix a bot by shooting 1 into .fixpos. You can counter this by using the gene below, which will unstick your bot if it becomes stuck. You should probably include this gene anyway just in case.

cond
start
 .fixpos *.fixed mult dec
stop

Some bots in the past have used memory shots as a offensive weapons, forcing bots to use up massive amounts of energy by storing ridiculously high values in movement sysvars, or forcing bots to feed so heavily on their body that they died. This was supposed to have been fixed, but ...

Shootval

For version 2.36 and above, you can use .shootval to increase the power and range of shots. Did you know that? Using this feature will give you a great advantage over bots that don't, so what are you waiting for!

Here's how it works:

  • Putting negative numbers in .shootval will increase the range of -2 shots and -6 shots..
  • Putting positive numbers in .shootval will increase the power of -1 shots, -2 shots and -6 shots.

The multiplier is log base 2 of .shootval. So putting -4 or 4 in shootval will double the range or shot strength. Putting -8 or 8 in .shootval will triple it. Putting -16 or 16 in .shootval will quadruple it and so on.

Animal Minimalis demo

Here's Animal Minimalis with powered-up shots. See how much better he performs.

cond
 *.eye5 0 >
 *.refeye *.myeye !=
start
 *.refveldx .dx store
 *.refvelup 30 add .up store
stop

cond
 *.eye5 50 >
 *.refeye *.myeye !=
start
8 .shootval store
-1 .shoot store
 *.refvelup .up store
stop

cond
 *.eye5 0 =
 *.refeye *.myeye = or
start
 314 rnd .aimdx store
stop

cond
 *.nrg 15000 >
start
 30 .repro store
stop
end

Backshot and Aimshoot

.backshot and .aimshoot can be used to aim shots at directions other than the direction the bot is facing. Can you think of a use for this?

Storing a positive number in .backshot makes the bot fire backwards on that cycle. A simple way of doing this is using inc

.backshot inc

.aimshoot allows you to specify an angle to shoot at. The angle is measured counter-clockwise from the bot's eye5 vector (where it's facing). Here's some examples:

314 .aimshoot store

Fires 90 degrees to the left of the bot's eye.

628 .aimshoot store

Fires directly behind the bot.

You can use .aimshoot in conjunction with .shang and .shflav to fire back at enemies that hit you. Take a look at this neat gene:

cond
*.shflav 0 !=
*.shflav -2 !=
start
1256 *.shang sub .aimshoot store
8 .shootval store
-6 .shoot store
0 .shflav store
stop

Notice anything? *.shang is measured clockwise from 90 degrees right of the bot's eye (for some reason) and so 1256 *.shang sub (1256 - *.shang) compensates for this.

Poison and Shell

Now, what about defending against other bot's shots? There are two ways of defending against shots:

  • Poison (defends against -1 shots and memory shots)
  • Shell (defends against -6 shots and venom)

Poison

"Don't attack me - I'm poisonous!"

Poison is stored by using .strpoison. You can see how much poison you have stored by referencing .poison.

If an enemy -1 shot hits you, you will fire poison back at your attacker. When poison hits an enemy, one of his memory locations will be set to zero for a period of time.

The memory location specified in the .ploc of the bot that fired the poison defines which memory location will be affected. If .ploc is not specified then a random memory location will be affected.

Good targets of poison (put into .ploc) are:

  • .shoot (perhaps the most popular: prevents your enemy from shooting),
  • .eye5 (blinds your enemy)
  • .refeye or .myeye (disables enemy conspec recognition).

Shell

You can make a nice thick shell to protect you from body shots ...

Shell can be made by using .mkshell. You can see how much shell you have made by referencing .shell.

Shell defends against -6 (body) shots and venom. It will wear away slowly as it is hit but the big disadvantage of shell is that it makes you heavier and slower. Shell does not defend against -1 shots, which will just go straight through it.

Animal Minimalis demo

I've modified Animal Minimalis to use shell and poison. Give him a try. Feel free to play around with him.

cond
 *.robage 0 =
start
 .shoot .ploc store
stop

cond
 *.eye5 0 >
 *.refeye *.myeye !=
start
 *.refveldx .dx store
 *.refvelup 30 add .up store
stop

cond
 *.eye5 50 >
 *.refeye *.myeye !=
start
 -1 .shoot store
 *.refvelup .up store
stop

cond
 *.eye5 0 =
 *.refeye *.myeye = or
start
 314 rnd .aimdx store
stop

cond
 *.poison 500 <
start
 50 .strpoison store
stop

cond
 *.shell 250 <
start
 100 .mkshell store
stop

cond
 *.nrg 15000 >
start
 30 .repro store
stop
end

Venom

Yey, venom - this stuff is great fun!

Venom is similar to poison. It can be stored using .strvenom. You can see how much venom you have stored by referencing .venom. The effects of venom are determined by the sysvars .vloc and .venval. .vloc serves the same function as .ploc - specifying a memory location. However, rather than just setting a memory location to zero, venom sets it to a specific value (.venval)

Venom can be fired by storing -3 in .shoot. The amount of venom you fire depends on .shootval. More venom lasts longer.

You can do all kinds of fun things with venom:

  • Making an enemy move
  • Storing 1 in .fixpos, rooting an enemy to the spot
  • Storing -2 in .shoot, making your enemy fire energy
  • Storing your .myeye in his .refeye, fooling refeye/myeye based conspec recognition systems
  • Storing -32000 in .mkshell or .strpoison, stripping your enemy of his defences

The possibilities are endless.

Animal Minimalis demo

Here's Animal Minimalis modified to use venom. Can you see how it works?
This technique was 'borrowed' from PY.

def venomcounter 51

cond
 *.robage 0 =
start
 .shoot .vloc store
 -2 .venval store
stop

cond
 *.eye5 0 >
 *.refeye *.myeye !=
start
 *.refveldx .dx store
 *.refvelup 30 add .up store
stop

cond
 *.eye5 50 >
 *.refeye *.myeye !=
start
 .venomcounter inc
 -1 .shoot store
 *.refvelup .up store
stop

cond
 *.venomcounter 19 >
start
 50 .shootval store
 -3 .shoot store
 0 .venomcounter store
stop

cond
 *.eye5 0 =
 *.refeye *.myeye = or
start
 314 rnd .aimdx store
 0 .venomcounter store
stop

cond
 *.venom 500 <
start
 50 .strvenom store
stop

cond
 *.nrg 15000 >
start
 30 .repro store
stop
end

You may need to check out this wiki article is you are unsure as to what the first line does.

Alga Toxicus

Here's an alga I made that uses poison and venom

cond
 *.robage 0 =
start
 .shoot .ploc store
 .shoot .vloc store
 -2 .venval store
stop

cond
start
 120 rnd .aimdx store
 -3 .shoot store
stop

cond
 *.nrg 1000 >
start
 50 .repro store
 100 .strpoison store
 100 .strvenom store
stop
end

It is easy to substitute the values for the poison and venom for your own. Have a play around, go on ... come back when you're ready to move onto viruses.

Viruses

Viruses are cyan-coloured shots that can be used to inject a gene into other bots. You can do tons of stuff with viruses. I couldn't possibly cover all the possibilities here but here's the basics, and you can have an experiment yourself.

Making and firing viruses

Here's how to make and fire a virus:

  • Copy one of your genes into .mkvirus

If you want to make gene number one into a virus then store 1 into .mkvirus. If you want to copy the current gene into a virus then use *.thisgene. This can be used to create self-replicating viruses.

  • Fire the virus

The virus takes time to be copied. The larger the gene, the longer it takes. The time taken is the length of the gene multiplied by two.
*.vtimer tells you what the status of the virus is: If *.vtimer = 0 then there is no virus being copied, and you must create one by storing a gene number into .mkvirus. If *.vtimer > 1 then the virus is being prepared - be patient. Once *.vtimer reaches 1 the virus is ready - fire it by storing a positive number into .vshoot. The bigger the number you put into .vshoot, the further the virus will go but be aware that .vshoot is also the energy cost. about 100 will do for a reasonably-ranged virus.

Viruses

If you want your virus to self-replicate then add this to the viral code:

*.thisgene .mkvirus store
200 .vshoot store

As to what the virus does the choice is yours. Here are some examples:

' Breaks up multibots and prevents tie-feeders from feeding
*.tiepres .deltie store
' Deletes all of the infected bot's genes
*.thisgene 1 rnd 2 mult -1 add add .delgene store
' Makes the infected bot reproduce itself to death
50 .repro store
' Stops the infected bot from shooting
0 .shoot store
' Stops the infected bot from reproducing
0 .repro store

And so on ... feel free to think up some more.

Some of these viruses are rather deadly. You certainly don't want them executing in your gene code so you're going to have to add something to stop them executing when they're in you.

The simplest way is for your to use a memory location to identify you and your species. Add this gene to your gene code:

cond
*.robage 0 =
start
7 989 store
stop

And this condition to your virus:

cond
7 *989 !=

Now your virus will only execute in enemy bots. Problem solved!

Animal Minimalis demo

Here's Animal Minimalis modified to use a virus.

cond
 *.robage 0 =
start
 7 989 store
stop

cond
 *.vitmer 0 =
start
 3 .mkvirus store
stop

cond
 7 *989 !=
start
 *.thisgene 1 rnd 2 mult -1 add add .delgene store
stop

cond
 *.eye5 0 >
 *.refeye *.myeye !=
start
 *.refveldx .dx store
 *.refvelup 30 add .up store
 50 .vshoot store
stop

cond
 *.eye5 50 >
 *.refeye *.myeye !=
start
-1 .shoot store
 *.refvelup .up store
stop

cond
 *.eye5 0 =
 *.refeye *.myeye = or
start
 314 rnd .aimdx store
stop

cond
 *.nrg 15000 >
start
 30 .repro store
stop
end

The virus is gene 3. You can substitute it for a virus of your own.

Defending against viruses

There are ways of countering viruses, but most of them are very, very complex, involving elaborate gene-checking. There are some simple ways though.

1) Remember that a self-replicating virus has to use .mkvirus to propagate itself. It's actually telling you where it is in your genome! Use .delgene to delete it:

cond
 *.mkvirus 0 !=
start
 *.mkvirus .delgene store
stop

2) A much underused way of defending against viruses is to use slime. Slime can be made by using .mkslime and you can see how much slime you have made by referencing .slime. Slime wears away slowly over time though, you will need to replace it periodically. Slime also reduces the chance of enemy ties hitting you.

A few hundred units of slime will keep all but the most determined virusbot at bay.

Animal Minimalis demo

Here is Animal Minimalis, modified to use the antivirus methods we've been discussing.

cond
 *.eye5 0 >
 *.refeye *.myeye !=
start
 *.refveldx .dx store
 *.refvelup 30 add .up store
stop

cond
 *.eye5 50 >
 *.refeye *.myeye !=
start
 -1 .shoot store
 *.refvelup .up store
stop

cond
 *.eye5 0 =
 *.refeye *.myeye = or
start
 314 rnd .aimdx store
stop

cond
 *.slime 300 <
start
 100 .mkslime store
stop

cond
 *.nrg 15000 >
start
 30 .repro store
stop

cond
 *.mkvirus 0 !=
start
 *.mkvirus .delgene store
stop
end

Ending Thoughts

Well, I hope this tutorial has been useful to you. Good luck with coding a new advanced bot!

Elite