From 19d89c43e5552f16080240ebf739cce142515c94 Mon Sep 17 00:00:00 2001 From: sanine Date: Tue, 31 Oct 2023 00:03:32 -0500 Subject: begin designing world --- src/world/README.md | 53 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 53 insertions(+) create mode 100644 src/world/README.md (limited to 'src/world') diff --git a/src/world/README.md b/src/world/README.md new file mode 100644 index 0000000..a88eadc --- /dev/null +++ b/src/world/README.md @@ -0,0 +1,53 @@ +# 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