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-# world
-
-The world is composed of a cell lattice. Each cell can contain a specific type of cell, and these cells
-evolve according to fixed, regular rules.
-
-Agents exist on top of the cell lattice. They occupy specific cell locations, but those locations are
-otherwise considered empty. Agents exist independent of the cells and evolve independent of them, though of
-course they are intertwined.
-
-Time step process:
-
- * Agents update internal state and propose moves.
- * World updates
- * Agent moves are resolved in the new world, and agent status is updated.
- * World state is updated to include agents.
-
-Cell types:
-*(all cells, except for Empties and Flags, count as GoL living)*
-
- * Empty (territory-colored, GoL dead)
- * Immutable
- * Mutable
- * Active (GoL living)
- * Flag
-
-Agent aspects: (64)
- * team (4)
- * orientation (4)
- * mobile/frozen (2)
- * has flag (2)
- * identity (3-channel)
-
-Agents have *internal state* corresponding to the state of their internal neurons (and roughly corresponding to their memories and experiences) and *status*, which refers to things like their current orientation, position, and mobility.
-
-
-Agent senses:
- * Hearing (inverse square, infinite range)
- * Sight (2D top-down, see further ahead than behind or to the sides, 7-channel)
- * Match timer
- * Epoch timer
-
-Agent actions:
- * Move forward/backward
- * Turn left/right
- * Place mutable
- * Trigger mutable -> active (5x5 square ahead of agent)
- * Play frozen
- * Unfreeze
- * Take flag
- * Drop flag (immediately ahead of agent)
-
-
- When carrying a flag, an agent counts as a flag tile (and other agents can steal the flag from them!). Otherwise, an agent counts as an empty tile.