//sparse world -- crits with move3 (move-critsA) should fare // better thatn crits with only move1 (move-critsB). Also, pay // attention to some of the individual critters that do fairly // well (both critsA and critsB), and watch how their strategies // differ due to their different abilities. // Rewards (only for eating) plantEatingIncr 100 // Punishments for different things. // These get added to a critter's strength. // Basic actions turnDecr -1 // Decrement for a turn of 1/6 of // a revolution. moveDecr -2 // Decrement for a move of one cell. //increasing this should force crits to try to move more quickly stepDecr -3 // Basic decrement for each time step. hittingDecr -4 // Costs this much to hit. eatingDecr -3 // Costs this much to eat. // Interaction with other things collisionDecr -5 // Decrement for bumping into something. // Initial number of plants and rocks. nPlants 90 nRocks 30 // Whether user places rocks (in which case nRocks is irrelevant). // 0: rocks placed randomly // 1: user places rocks rockPlacement 0 // How plants are placed in the world: // 0: randomly // 1: always next to rocks // 2: never next to rocks // 3: user selects cells where plants can appear (fertile cells) plantPlacement 0 // Plant edibility // 0: half of plants need to be processed before eating // 1: all plants need to be processed before eating // 2: all plants are edible without processing plantEdibility 2 // A vertical barrier of rocks int/10 of the distance between the // the left and right walls. // barrier 7 // Critter edibility: // 0: critters are not edible // 1: critters are edible critterEdibility 0 //large world worldRows 30 worldColumns 40