// This should be a single character, preferable uppercase. // It appears in the center of each critter that's a member // of this species. name X // SENSOR PARAMETERS // Unless you reference one of the parameters for a sensor // the critters will not have it. // Touch // There is only one parameter for touch, specifying the // number of cells around the critter that are touchable. // Possible values are 1 to 6. touchRange 3 // Vision // There are two parameters for vision. // visualResolution specifies the number of "pixels" that // appear on the visual system's "retina". Possible values // are 1 to 6. // visualAngle specifies the angle that is accessible to // the visual system, in degrees. Possible values are 60 to // 360. visualResolution 3 visualAngle 120 // Sonar // There are two parameters for sonar, analogous to those // for vision. // sonarResolution specifies the number of "rays" that are // sent out, each returning a distance value. Possible // values are 1 to 6. // sonarAngle specifies the angle that is accessible to // sonar, in degrees. Possible values are 60 to 360. sonarResolution 3 sonarAngle 120 // EFFECTOR PARAMETERS // There are five effectors: rester, turner, mover, eater, // and hitter. For each the number of possible // actions can be specfied (1 - 5 for turner, // 1 - 3 for mover, 1 only for eater, and 0 or 1 // for hitter and rester). All critters get a turner, a // mover, and an eater. Critters have a hitter // only if "hit" appears in their species specification and // a rester only if "rest" appears in their species // specification. turn 2 move 1 hit 1 // REINFORCEMENT LEARNING PARAMETERS // Each of these is an integer representation of // a real number. // Learning rate (eta): the integer * .01 learningRate 5 // Discount rate (gamma): the integer * .1 discountRate 5 // ACTION PARAMETER // This affects the probability that an action // is selected on the basis of its value for the // current state. The actual value is the integer // * .001. exploitationRate 10