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- RETURN and end run after all harvested
- round logic:
- if doing nothing:
- ~~ choose randomly ~~
- choose based on greatest expected value, perhaps with some randomness added
- if harvesting:
- if time elapsed:
- done harvesting
- stop harvesting
- add resource to inventory
- if refining:
- if time elapsed:
- done refineing
- stop refining
- add artifact to invetory
- if has resource && has skill:
- refine skill
- ################################################################################
- simplest possible scenario: 1 resource
- simplest interesting scenario: 2 resources, no refinement
- individuals make decisions about whether to harvest a resource or not
- - could run a sim with geographical concentration of different resources, which
- could lead to localized specialization
- ################################################################################
- - could parameterize artifact similarity, as proxy for near- /far-transfer in
- skills
- - record all of an agents actions during a round, write this to data, allow it
- to be loaded back in later
- - where random.choice currently occurs in actions, will have to replace with
- logic based on EV
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