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Automated IQ testing for Gizmos   
Feddlefew

Feddlefew
United States  


  1/21/2014

I've been trying to set up an automated IQ test for my norns, so I can do an overnight wolfling run while still weeding out the exceptionally stupid ones.

Problem 1:
-Most creatures don't have navigational abilities until childhood.
-Gizmos and derived breeds can't survive to childhood without eating.
-Setting up a food dispensing system for newborns has created a situation where norns that never try to walk away from their hatching place are rewarded with food.
+One way doors or walls don't seem to help
+Newer norns starve because the food was eaten before the egg could hatch.

Anyone have any ideas?

 
Nutter
Senior Wrangler

Nutter



  1/21/2014

Can you link together agents in such a way that you have several different IQ test locations, and eggs are transported in turn to each one? That way, food dispensers on a timer are less likely to overproduce or be swamped, depending on number of eggs produced.

OK, random WR agent idea: Something running in the background to freeze new eggs as soon as laid. At least one IQ test location, with a timer to check for presence of norns, and a timer to check for presence of eggs. Working on the basis of child at 9 mins, adolescent at 24, when a test location is available, transport an egg to it and unfreeze, vend food once per minute for 10 minutes, then stop. Keep checking for norns. All the while there is a norn nearby, don't import an egg to this location and don't vend any more food. If a norn is still present at 25 minutes, select and export it; eggs can then be re-imported to this location. If a check earlier than 25 minutes shows no norn (i.e. it's wandered off in search of food), start re-importing eggs to this location.

I have no idea if current CAOS commands would support this...

 
Feddlefew

Feddlefew



  1/21/2014

I think it would just be easier to set up a nursery and have an agent that automatically zaps norns over to the IQ test once they hit childhood, but I don't know if it's possible to set something that only grabs norns of a certain age once or if they're in a certain area without making a specialized metaroom.
 
Nutter
Senior Wrangler

Nutter



  1/21/2014

Hmmm. I think you could use a timer with enum to check for norns of a certain age. You could set threshholds - check for norns older than A but younger than B. I don't know if there's a way to specify a particular metaroom (i.e. "check all the rooms in the world except this one" ) but you could do the same with x,y co-ordinates in an if loop, though it might be a bit clunky.

The problem with that would be, what happens if they pass the test - where do they go? If they leave the nursery fairly rapidly and go back into the main world, there's a danger they'd get picked up again; though I suppose, if they've passed the test once they could pass again. You could do a "check for norns older than B in nursery" and then export them, if you didn't want them to expire.

 
Liam

Liam


 visit Liam's website: Spellhold Studios
  1/21/2014

I'd just like to point out that in DS, any "IQ test" which requires creatures to move from the workshop to the meso is not indicative of any sort of intelligence or hardiness -- simply their ability to follow a smell.

The CA are specifically created to force this behavior; it's not really intelligence on the part of norns.


- Liam / K'aeloree

Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community

 
Missmysterics

Missmysterics



  1/22/2014

^It's slightly more complicated than that, though calling it an intelligence test is pushing it.

It shows that they understand they need food, it shows their instincts involving elevators and doors are in order and sees whether they don't get too distracted by other creatures or toys to care about food.

Back on the topic, seriously, I would make them navigate from birth.
How familiar with norn genetics are you? If you're not familiar I guess I can give it a go, what exact genome have you got? Just chichi gizmo?

 
KittyTikara

KittyTikara


 visit KittyTikara's website: The Mobula Ray
  1/22/2014

If you do edit the navigational instincts in the Gizmos, don't forget about the navigational genes in the Norn's brain. I didn't edit those one time, and wondered wondered why there weren't moving until I realized there were other navigation genes.

The Mobula Ray - My Creatures blog
 
Feddlefew

Feddlefew



  1/22/2014

Missmysterics wrote:
Back on the topic, seriously, I would make them navigate from birth.
How familiar with norn genetics are you? If you're not familiar I guess I can give it a go, what exact genome have you got? Just chichi gizmo?



I've already made a lot of genetic edits to these norns*, but I have no plans to turn on their navigational instincts sooner. It's a personal preference thing, since I like having baby norns being squishy and (relatively) helpless.

*Their life cycle and pregnancies are more like C1 norns, for instance, and I've made a few alterations to their immune systems and stimuli to make them hardier.

 


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