From f9fc4d26ec5fca9ee175c8a6fbcdd0fa36f10947 Mon Sep 17 00:00:00 2001 From: sanine Date: Thu, 16 Nov 2023 14:50:00 -0600 Subject: clear out js files --- src/world/README.md | 53 ----------------------------------------------------- 1 file changed, 53 deletions(-) delete mode 100644 src/world/README.md (limited to 'src/world/README.md') diff --git a/src/world/README.md b/src/world/README.md deleted file mode 100644 index a88eadc..0000000 --- a/src/world/README.md +++ /dev/null @@ -1,53 +0,0 @@ -# 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. -- cgit v1.2.1