Editing Bibites (Tutorial)

## Editor Options

This tutorial uses Bibitinator, which allows editing genes, brains, and world files. It only runs on windows.

If you're doing any heavy-lifting brain editing, you'll want to use Einstein. Einstein has by far the best usability and intuitiveness when it comes to editing brains. However it only runs on windows and can't edit genes or whole world files.

Bibrainer is a brain editor that can run on non-windows platforms but has poor usability and can't edit genes or whole world files.

Editing genes is easy to do using a simple text editor like Notepad, by directly opening the .bb8 files.

## Bibite Editing - Using Bibitinator

Note: Bibitinator requires .NET 6.0 Desktop Runtime to be installed, if you don't have it installed already, it will prompt you to do so when you launch it for the first time.

### **Step 1 -** Save your Bibite

Click the graph icon in the top left, then click save in the bibite menu. Take note of where you saved the bibite and the name that you gave it, you will need to navigate to that file in a moment.

### **Step 2** - Open Bibitinator & Upload your File

Select the 'browse' button next to the upload Bibite box, and use the file explorer to select the bibite you want to edit. This will open up the bibite editor window.

### Editing the bibite's brain

The tree view in the left-hand panel of the brain editor shows you which input neurons affect each output neuron. Expanding the items will show you the intermediate neurons as well as strengths of the synapses between them. This is a useful tool to understand the bibite's brain.

Tip: select an item in the expanded tree, and it will show you that connection in the right-hand panel

The right-hand panel in the brain editor allows you to add & remove synapses as well as create intermediate nodes. To create a connection, select your desired Input neuron, output neuron, and the strength of the connection between them, then click add synapse. To create a new intermediate neuron, select a neuron type from the lower dropdown menu, and click add neuron, then that neuron will appear in the available neuron choices.

For example: select 'MeatConcentrationAngle' to 'Rotate' with a strength of 3, to make the bibite quickly rotate in the direction of meat.

### Editing the bibite's Genes

Click the 'Genes Editor' tab at the top of the editor window. Modify values in the textboxes to your desired value.

For example: I changed the 'Strength' of this bibite to 25, so it can kill bibites much larger than itself.

Note: Do not change the value to start with a decimal point, like '.3', you must have the leading 0, like '0.3', to avoid corrupting your bibite file. This is a bug in the current version of Bibitinator.

### Step 4 - Remember to Press Save

Always make sure to press save before closing your bibite editor window. Both the brain editor tab and the genes editor tab have save buttons. Additionally, pressing the 'Save as Copy' button in the brain editor tab will save a new bibite with the name bibite\_(number), in whatever directory your bibite is saved.

Step 5 - Upload Your Modified Bibite

In the bottom left corner of game GUI select the upload bibite icon, then navigate to the edited bibite file. Now you will be able to place the bibite down by left clicking on the simulation area. When you are done placing your bibite(s) press X in the 'Bibite Placement' box in the bottom left.

### You're All Done!

Have fun seeing how your changes affected the bibite's behavior, and enjoy learning the true meaning of "Trying to Play God" when the naturally evolved bibites inevitably out-compete your most cleverly engineered creations.

you could also save a bibite with format JSON, open the save folder and click on the saved bibites file, open with notepad, you will be greeted by physical stats and below will be nodes and at the bottom is synapses, dont mess with the nodes unless you want to add a new node.

      {

        "Type": 0,

        "TypeName": "Input",

        "Index": 0,

        "Inov": 0,

        "Desc": "Constant",

        "Value": 1.0,

        "LastInput": 0.0,

        "LastOutput": 0.0

      },

that is the constant node,

      {

        "Type": 3,

        "TypeName": "TanH",

        "Index": 33,

        "Inov": 0,

        "Desc": "Accelerate",

        "Value": 0.113774695,

        "LastInput": 0.114269465,

        "LastOutput": 0.113774695

      },

this is the accelerate node

      {

        "Inov": 0,

        "NodeIn": 0,

        "NodeOut": 33,

        "Weight": 1,

        "En": true

      },

this is a synapse linking the 2 with a weight of 1, you want to pay close attention to the node index, as that is what you put into the nodein nodeout things

you can find the node indexes with any node above the synapses with the exception of the hidden nodes(you can copy paste them in from other bibites if they have them, but make sure the node index is the number after the node index of the last node, otherwise it wont work) you can copy paste a synapse then change the indexes to make a new synapse.

it might take some time to understand what you are looking at, keep messing with it till you do. thats how i learned.

good luck and have fun