Darwinbots Forum

Code center => Bugs and fixes => Solved Bugs => Topic started by: PhiNotPi on February 23, 2014, 09:24:46 AM

Title: Are veggy population limits broken?
Post by: PhiNotPi on February 23, 2014, 09:24:46 AM
I think that veggy population limits have been changed since the introduction of chloroplasts.  I'm not sure of the specifics, but I'm pretty sure it works differently.  Anyways, it does not seem to be functional when I used the option to automatically give veggies some chloroplasts at birth.

I think that the following settings are the relevant ones:


Now, you should be able to run the simulation and see how the veggies are allowed to reproduce without bounds.  Even though the population limit is set to 25, there will soon be many hundreds of veggies.  Also, something else to point out is that the little "chlr" number at the bottom of the screen, which I assume is meant to measure the number of chloroplasts, never climbs above 11.  You can click on the individual robots to see that each has hundreds of chloroplasts.
Title: Re: Are veggy population limits broken?
Post by: MysticalDumpling on February 23, 2014, 11:09:36 AM
I find this too... it's quite annoying.  :dry:
Title: Re: Are veggy population limits broken?
Post by: Botsareus on February 23, 2014, 01:03:09 PM
PhiNotPi, the rules are correct.

Here is what is happening:

1.) The alga is not allowed to make its own chloroplasts.
2.) When the robots load in the total chloroplasts are (5000 * 5) = 25000 --> 25000 / 16000 which is about 2 'avg' chloroplasts
3.) The system keeps repopulating until the 'repopulation threshold avg vegys' is above 10 (as defined by your settings)

The key point here is that 'average vegys' does not actually mean 'population' anymore. It means the amount of chloroplasts on the screen.
The only thing I can think of doing is choosing better names for these settings:

Quote
Rates for Average Repopulation
Quote
Maximum number avg. vegys.
Quote
Repopulation threshold average vegys.

It is a little confusing for new users to understand that we are dealing with chloroplasts here, not actual population.
Title: Re: Are veggy population limits broken?
Post by: Botsareus on February 23, 2014, 01:04:03 PM
edited post above...
Title: Re: Are veggy population limits broken?
Post by: PhiNotPi on February 23, 2014, 02:28:21 PM
Okay, I'm pretty sure that I understand what is going on, but I do agree that we need to update the names of the settings.  To be honest, the current way of naming these settings is completely outdated with the addition of chloroplasts.

For example, "40 NRG veggy per cycle" no longer means "giving 40 nrg to each veggie every cycle."  I think we should rename it to something more descriptive.

Also, what is the logic behind dividing by 16000 to get "avg chloroplasts"?

Title: Re: Are veggy population limits broken?
Post by: Botsareus on February 24, 2014, 09:27:14 AM
Think of some names, I'll implement them.
The simple fact that 16K is average
Code: [Select]
( 0 + 32K) / 2  ;)