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Veggie pop control

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Sprotiel:
The way I understand population control, it only allows vegetables to reproduce when there's less of them than the threshold, in which case all of them trying to repro are allowed to do so, which means that veggie pop can reach up to twice the threshold. The trouble is that right now, I have a sim with pop max = 1000 and 2192 vegetables!

Numsgil:
I've included something in the new version no one has yet, I've forgot to mention it.

As the number of veggies drops below the max, vegs are allowed to reproduce.  As the new population climbs above the max, vegs have a one in (how many over we are) chance of reproing.

It's not perfect...

PurpleYouko:
I originally tried to set it up such that each veg could only repro if the current population was less than the limit.
The trouble is that the veg population is calculated independently of the repro loop so it didn't work out right.

I could have fixed this by incrementing the population as a new veg was born but this would have meant that only veggies with low robot numbers would be able to repro as they would be get to go first each time.

I like Num's idea better.

Numsgil:
It still favors bots with low numbers, but at least it addresses the problem.

Greven:
The problem is, if you have a maxpop at 75, and you have a veggie pop 75 >, the veggies just accumulate energy, and a lot of them get up to 32000, even at 5 nrg/cycle/veggie. When the pop goes under 75, 74 for example, all the vegs reproduce (at the extreme) and we get 2 * 74 = 148, which completely schrews up the sim (or so I think), although the energy level is the same, it is just easier for the bots to find possible food....

This problem need to be adressed as soon as possible! I know Num & PY is busy on other things, but it shouldnt be too hard...?

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