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Suggestions / Re: Population Control and Energy Management Aren't Intuitive
« on: February 24, 2014, 10:25:57 PM »
The main thing (which might have been just me) is that the number 40 just felt like an arbitrary multiplier. For example, it is hard to determine how much energy you are actually feeding the veggies, without doing a measurement after the fact.
Before chloroplasts were implemented, if I set "max veggies = 200" and "20 nrg per veggy," then I knew that there is going to be 4000 nrg created every cycle, as well as 200 veggy bots in the sim. Now, if I set "max veggies = 200" and "20 nrg per veggy" then I honestly have no clue how many bots are going to be in the sim, or how much nrg is going to be created.
I feel that, in general, the settings tend to drastically underestimate the amount of energy put into the sim. Why? I think it has to do with the choice of light level as the "baseline." Currently, 16000 light is the baseline (half the screen). Does this ever happen? If I put 1000 bots in a size 1 sim, then the light level is still slightly over 25000. So, every veggie receives much more energy than what the settings imply.
For example, take that one simulation in which there were 1000 veggies (16000 chlr each) in a size 1 sim. There was 10000 total "avg" chloroplasts, a setting of 100 nrg per veggy, and a light level of about 25000. The "intuitive prediction" is that the veggies will receive 1000 chlr * 100 nrg = 100000 nrg per cycle. Rather, they receive 237000 nrg per cycle because of the very high light level. If you look at my attachment, however, you can see that it is very overcrowded and this doesn't make sense!
Nothing has to be fundamentally altered, you don't have to change any exponents (actually, please don't). I think that there should be a "scaling factor" of sorts. Basically, since the actual feeding rates are always higher than what the settings imply (since light level is always pretty high), we can divide the feeding rate by a scaling factor to make the effects more similar to what the settings imply.
I propose a scaling factor of 1/3.53929, which makes the "baseline" light level equal to 32000 rather than 16000.
To see how this makes things better, take the "intuitive" prediction of 100000 nrg for the sim I was talking about earlier. Without the scaling factor, the sim receives 237000 nrg per cycle. With the scaling factor, the sim receives 66963 nrg per cycle. This is much closer to the prediction, given the insanely high amount of crowding which reduces light level.
Before chloroplasts were implemented, if I set "max veggies = 200" and "20 nrg per veggy," then I knew that there is going to be 4000 nrg created every cycle, as well as 200 veggy bots in the sim. Now, if I set "max veggies = 200" and "20 nrg per veggy" then I honestly have no clue how many bots are going to be in the sim, or how much nrg is going to be created.
I feel that, in general, the settings tend to drastically underestimate the amount of energy put into the sim. Why? I think it has to do with the choice of light level as the "baseline." Currently, 16000 light is the baseline (half the screen). Does this ever happen? If I put 1000 bots in a size 1 sim, then the light level is still slightly over 25000. So, every veggie receives much more energy than what the settings imply.
For example, take that one simulation in which there were 1000 veggies (16000 chlr each) in a size 1 sim. There was 10000 total "avg" chloroplasts, a setting of 100 nrg per veggy, and a light level of about 25000. The "intuitive prediction" is that the veggies will receive 1000 chlr * 100 nrg = 100000 nrg per cycle. Rather, they receive 237000 nrg per cycle because of the very high light level. If you look at my attachment, however, you can see that it is very overcrowded and this doesn't make sense!
Nothing has to be fundamentally altered, you don't have to change any exponents (actually, please don't). I think that there should be a "scaling factor" of sorts. Basically, since the actual feeding rates are always higher than what the settings imply (since light level is always pretty high), we can divide the feeding rate by a scaling factor to make the effects more similar to what the settings imply.
I propose a scaling factor of 1/3.53929, which makes the "baseline" light level equal to 32000 rather than 16000.
To see how this makes things better, take the "intuitive" prediction of 100000 nrg for the sim I was talking about earlier. Without the scaling factor, the sim receives 237000 nrg per cycle. With the scaling factor, the sim receives 66963 nrg per cycle. This is much closer to the prediction, given the insanely high amount of crowding which reduces light level.