Fertile Ground

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Alast
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Re: Fertile Ground

Post by Alast » Tue Apr 05, 2016 3:03 pm

Got a 2 mode swimmer staying between 650 and 850 as extreme outliers, mostly between 700 and 800 :)
Perfection hasnt reached me yet, but its trying hard!
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Alast
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Re: Fertile Ground

Post by Alast » Tue Apr 05, 2016 3:34 pm

Also the Stemocyte genome is the most precise one staying within 630 and 680. Such narrow boundaries are probably only possible with this particular strategy. The precision of your solution is amazing!

Oh, but did you actually mean Photocyte, Neurocyte, Stemocyte? No Senseocyte? I'm also using that but then overall also 6 modes instead of 4. Might have to see how I can get the mode count down there ;)
Perfection hasnt reached me yet, but its trying hard!
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bwisialo
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Re: Fertile Ground

Post by bwisialo » Tue Apr 05, 2016 3:36 pm

It was relatively easy to tweak. I earlier tried a 2mode Phagocyte-Devorocyte solution, and it seemed unlikely to work. 4 modes was easier. The Secrocyte version still has a much larger range than the Devorocyte one, riughly 600-850.
amor fati
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bwisialo
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Re: Fertile Ground

Post by bwisialo » Tue Apr 05, 2016 3:42 pm

Correct. No Senseocyte. M1 Photo, M2 Neuro, M3 Stemo differentiates M1, M3. A strand of Neuros with a Stemo / Photo at the end. The oscillation controls how long the Stemo remains a Stemo, during which the strand doesn't get energy.

Edit - The only thing M4 does is create two strands, splitting M1, M1.
amor fati
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Alast
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Re: Fertile Ground

Post by Alast » Tue Apr 05, 2016 3:48 pm

Yeah, I figured it would have to be Oscillation then if really no Senseo. I sense other cells in the area with the Senseocyte and only if there aren't too many too close the Stemocyte transforms.
Perfection hasnt reached me yet, but its trying hard!
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Alast
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Re: Fertile Ground

Post by Alast » Tue Apr 05, 2016 4:18 pm

Haha, already proved myself wrong :-) Got pretty good precision of 706 to 716 with a 4 mode Lipocyte splitting into 4 Photocytes that spam Flagellocytes that just don't move. Even when not swimming they use up more energy than any other cell and therefore die quicker.

Slow swim force works too up to a value of 0.03. Also looks cooler ;-) Anything higher needs more Photocytes which means more modes.

/edit: made that work to a precision of 616 to 620
Perfection hasnt reached me yet, but its trying hard!
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CandyYAHFT
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Re: Fertile Ground

Post by CandyYAHFT » Tue Apr 05, 2016 11:55 pm

Solved after 3 tweaks get a perpetual equilibrium.
6 celled worm like species with 3 flagellocytes 1 keratynocyte and a twin head phagocyte-lipocyte.
Is hard when you have a species that you have to make more "inneficient" or controlled if you prefer, once it gets equilibrium the higher the cell count goes is 830 and for the lowest I remember I saw some 650, so is not a lucky hit, I think I'm getting better at this
PEACE & LOVE,
CANDY
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bwisialo
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Re: Fertile Ground

Post by bwisialo » Wed Apr 06, 2016 2:08 am

Inefficiency is the name of the game here -- for most species. The Stemocyte species is more a matter of designing for control than for inefficiency.
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Alast
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Re: Fertile Ground

Post by Alast » Wed Apr 06, 2016 6:43 am

Yeah, guess you could call it that :-) I had a pond in mind where too many algae would make it (what we call in German) "tilt", meaning everything in it dies. So you don't want to get too much of your species.

And nice worm creature btw., really fun to look at, Candy.
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CandyYAHFT
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Re: Fertile Ground

Post by CandyYAHFT » Wed Apr 06, 2016 7:05 pm

thanks Alast :D took a while but it's worth it to see that you can actually set how much of your species is, nutrient priorities was the hardest part
PEACE & LOVE,
CANDY
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