scratch 1.2 KB

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  1. RETURN and end run after all harvested
  2. round logic:
  3. if doing nothing:
  4. ~~ choose randomly ~~
  5. choose based on greatest expected value, perhaps with some randomness added
  6. if harvesting:
  7. if time elapsed:
  8. done harvesting
  9. stop harvesting
  10. add resource to inventory
  11. if refining:
  12. if time elapsed:
  13. done refineing
  14. stop refining
  15. add artifact to invetory
  16. if has resource && has skill:
  17. refine skill
  18. ################################################################################
  19. simplest possible scenario: 1 resource
  20. simplest interesting scenario: 2 resources, no refinement
  21. individuals make decisions about whether to harvest a resource or not
  22. - could run a sim with geographical concentration of different resources, which
  23. could lead to localized specialization
  24. ################################################################################
  25. - could parameterize artifact similarity, as proxy for near- /far-transfer in
  26. skills
  27. - record all of an agents actions during a round, write this to data, allow it
  28. to be loaded back in later
  29. - where random.choice currently occurs in actions, will have to replace with
  30. logic based on EV