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<feed xml:lang="en" xmlns="http://www.w3.org/2005/Atom"><title>Recent changes to bugs</title><link href="https://sourceforge.net/p/evolveproject/bugs/" rel="alternate"/><link href="https://sourceforge.net/p/evolveproject/bugs/feed.atom" rel="self"/><id>https://sourceforge.net/p/evolveproject/bugs/</id><updated>2005-10-26T05:34:22Z</updated><subtitle>Recent changes to bugs</subtitle><entry><title>try different efficiency calculation</title><link href="https://sourceforge.net/p/evolveproject/bugs/23/" rel="alternate"/><published>2005-10-26T05:34:22Z</published><updated>2005-10-26T05:34:22Z</updated><author><name>kristi</name><uri>https://sourceforge.net/u/mooseydoom/</uri></author><id>https://sourceforge.net5e68b9c21676cc6964c9a197d1066f7fdc112c43</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;calculate efficiency by:&lt;/p&gt;
&lt;p&gt;average netGenerationEnergy / "systemEnergy"&lt;/p&gt;
&lt;p&gt;where the "systemEnergy" is the highest energy a bug &lt;br /&gt;
could receive&lt;/p&gt;
&lt;p&gt;average netGenerationEnergy is the average energy &lt;br /&gt;
gained (or lost) by the set of bugs&lt;/p&gt;
&lt;p&gt;=======================&lt;br /&gt;
efficiency used to be calculated by&lt;/p&gt;
&lt;p&gt;average "generationEnergy" / ( "systemEnergy" + &lt;br /&gt;
baseEnergy)&lt;/p&gt;
&lt;p&gt;where generationEnergy was the total energy a bug had &lt;br /&gt;
minus the carryover energy.  (At the beginning of the &lt;br /&gt;
generation the generationEnergy would be equal to the &lt;br /&gt;
baseEnergy).&lt;/p&gt;
&lt;p&gt;"carryover energy" is energy kept by the winners of the &lt;br /&gt;
previous generation.&lt;/p&gt;
&lt;p&gt;baseEnergy was the energy given to each bug at the &lt;br /&gt;
beginning of the generation&lt;/p&gt;
&lt;p&gt;This formula caused the generation efficiency graph to &lt;br /&gt;
initially start out at some percentage.   ie, for the static &lt;br /&gt;
light Epoch, the initial efficiency was equal to the &lt;br /&gt;
baseEnergy / (energy of the light source + baseEnergy ), &lt;br /&gt;
or around 30-50%.  Within a few turns (~20 ish) the &lt;br /&gt;
efficiency would drop to ~10% since it would take the &lt;br /&gt;
bugs a while to move close enough to the light to get &lt;br /&gt;
energy.  Then the efficiency would increase and plateau &lt;br /&gt;
as more and more bugs swarmed around the light.&lt;/p&gt;
&lt;p&gt;This new formula would cause the efficiency to start out &lt;br /&gt;
at around 0.  Probably, in static light Epoch's initial turns &lt;br /&gt;
the efficiency would be negative since the bugs would &lt;br /&gt;
have to exert energy to reach the light.  Then the &lt;br /&gt;
efficiency should increase and plateau again.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>BugVector sortByEnergy</title><link href="https://sourceforge.net/p/evolveproject/bugs/22/" rel="alternate"/><published>2005-10-26T05:10:40Z</published><updated>2005-10-26T05:10:40Z</updated><author><name>kristi</name><uri>https://sourceforge.net/u/mooseydoom/</uri></author><id>https://sourceforge.nete8b023d94973b42d699ae1a503f6d7b66788ac8a</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;* sort using the netGenerationEnergy.  (This bug is &lt;br /&gt;
dependant on the creation and management of &lt;br /&gt;
netGenerationEnergy)&lt;/p&gt;
&lt;p&gt;* give precedance to live bugs over dead bugs  (ie a bug &lt;br /&gt;
which is alive will be above a bug which is dead, even if &lt;br /&gt;
the dead bug has more energy.)&lt;/p&gt;
&lt;p&gt;a bug which is alive may have a negative &lt;br /&gt;
netGenerationEnergy if they have used more energy than &lt;br /&gt;
they have gained.  (Since bugs start with a base energy &lt;br /&gt;
and carryover energy from the previous generation)&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>gui updating</title><link href="https://sourceforge.net/p/evolveproject/bugs/21/" rel="alternate"/><published>2005-10-26T05:06:17Z</published><updated>2005-10-26T05:06:17Z</updated><author><name>kristi</name><uri>https://sourceforge.net/u/mooseydoom/</uri></author><id>https://sourceforge.net8e62abbe78417def5bca75e881804fbdf368ec48</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;each window in the simulation uses a different method of &lt;br /&gt;
updating/refreshing themselves.&lt;/p&gt;
&lt;p&gt;the JOGL Canvas uses an Animator which regularrly &lt;br /&gt;
refreshes it.&lt;/p&gt;
&lt;p&gt;the map panels use Swing, and rely on a manual &lt;br /&gt;
update() call to be repainted.  (And Swing will update the &lt;br /&gt;
maps if there is enough CPU time available)&lt;/p&gt;
&lt;p&gt;the Graph panels are updated whenever a value is added &lt;br /&gt;
to the graphs (whether the graphs are showing or not).&lt;br /&gt;
The Graph panels somehow get precedance over the &lt;br /&gt;
map panels when they get refreshed.  The graph panels &lt;br /&gt;
also suck up a significant portion of CPU as the &lt;br /&gt;
simulation slows down a LOT when the graphs are &lt;br /&gt;
showing.&lt;/p&gt;
&lt;p&gt;Investigate what is the best method to update the GUI &lt;br /&gt;
with, and clean up the repainting so it gets done well.&lt;br /&gt;
(Everything should get refreshed regularly, and no window &lt;br /&gt;
should get preferrence over another).&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>ServerGUIEngine method of GUI updating</title><link href="https://sourceforge.net/p/evolveproject/bugs/20/" rel="alternate"/><published>2005-10-26T04:59:40Z</published><updated>2005-10-26T04:59:40Z</updated><author><name>kristi</name><uri>https://sourceforge.net/u/mooseydoom/</uri></author><id>https://sourceforge.net159c2a063d9e52d1d17b0e22d2ef59ab0bc567f0</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Currently the ServerGUIEngine uses a "hack" of sorts in &lt;br /&gt;
order to display the GUI.&lt;/p&gt;
&lt;p&gt;It uses the client map panels, but doesn't transmit the &lt;br /&gt;
Environment over TCPIP.  To do this the &lt;br /&gt;
ServerGUIEngine manually sets the ClientGUIEngine's &lt;br /&gt;
environment object to the current environment.&lt;/p&gt;
&lt;p&gt;Ideally, there would be some way to separate the &lt;br /&gt;
dependance of the ServerGUIEngine and the &lt;br /&gt;
ClientGUIEngine, preferrably without having to write &lt;br /&gt;
separate map classes for each.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>new energy types &amp; calculations</title><link href="https://sourceforge.net/p/evolveproject/bugs/19/" rel="alternate"/><published>2005-10-26T04:55:35Z</published><updated>2005-10-26T04:55:35Z</updated><author><name>kristi</name><uri>https://sourceforge.net/u/mooseydoom/</uri></author><id>https://sourceforge.net70317eab839071fa25485075299a3c49f07ca7f5</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;implement structure for different energy types&lt;/p&gt;
&lt;p&gt;storage energy &amp;amp; instantaneously available energy&lt;/p&gt;
&lt;p&gt;allow for calculations in a common form to be able to get &lt;br /&gt;
a common measure of "total energy"&lt;/p&gt;
&lt;p&gt;allow for conversion between energy types&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>survivor efficiency</title><link href="https://sourceforge.net/p/evolveproject/bugs/18/" rel="alternate"/><published>2005-10-26T04:50:42Z</published><updated>2005-10-26T04:50:42Z</updated><author><name>kristi</name><uri>https://sourceforge.net/u/mooseydoom/</uri></author><id>https://sourceforge.net0105064d32eebee6d7fd22265e7a9b112dfc4f3f</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;track survivor efficiency, or the efficiency of all the living &lt;br /&gt;
bugs&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>change generationEnergy</title><link href="https://sourceforge.net/p/evolveproject/bugs/17/" rel="alternate"/><published>2005-10-26T04:49:48Z</published><updated>2005-10-26T04:49:48Z</updated><author><name>kristi</name><uri>https://sourceforge.net/u/mooseydoom/</uri></author><id>https://sourceforge.net5abb2d9fd643253b7f7599e78fa305e2b0240808</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;generationEnergy will be called "netGenerationEnergy" &lt;br /&gt;
and will represent the total energy gained or lost by a bug &lt;br /&gt;
in a generation.&lt;br /&gt;
&lt;/p&gt;
&lt;p&gt;netGenerationEnergy = totalCurrentEnergy - &lt;br /&gt;
baseStartingEnergy - &lt;br /&gt;
carryoverEnergyFromPreviousGeneration&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>EnvironmentCell.getImpedance</title><link href="https://sourceforge.net/p/evolveproject/bugs/16/" rel="alternate"/><published>2005-10-26T04:45:50Z</published><updated>2005-10-26T04:45:50Z</updated><author><name>kristi</name><uri>https://sourceforge.net/u/mooseydoom/</uri></author><id>https://sourceforge.netad67e2e7abbd50dc8e5c2bcfb55f39b387ac6909</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;create a separate functions&lt;br /&gt;
getTerrainImpedance()  return impedance of the land type&lt;br /&gt;
getTotalImpedance() return impedance of the land type &lt;br /&gt;
and a bug&lt;br /&gt;
getBugImpedance() return impedance caused by the bug &lt;br /&gt;
in the cell (if there is a bug)&lt;/p&gt;
&lt;p&gt;instead of sending a boolean argument to getImpedance&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>remove "m_" from beginning of variables</title><link href="https://sourceforge.net/p/evolveproject/bugs/15/" rel="alternate"/><published>2005-10-26T04:40:25Z</published><updated>2005-10-26T04:40:25Z</updated><author><name>kristi</name><uri>https://sourceforge.net/u/mooseydoom/</uri></author><id>https://sourceforge.netafc062f481942520b38c953a432e8fd6210f6e75</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Pasha wrote some classes and used "m_" at the &lt;br /&gt;
beginning of a lot of variables to designate member &lt;br /&gt;
variables.  Although this is a convention, it is not &lt;br /&gt;
consistent with the rest of the project, and a bit &lt;br /&gt;
confusing.  Need to go through and remove the "m_" at &lt;br /&gt;
the beginning since it isnt' really necessary.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>add Phases</title><link href="https://sourceforge.net/p/evolveproject/bugs/14/" rel="alternate"/><published>2005-10-25T09:21:14Z</published><updated>2005-10-25T09:21:14Z</updated><author><name>kristi</name><uri>https://sourceforge.net/u/mooseydoom/</uri></author><id>https://sourceforge.netde363200ae81156e6101b3e8d853818258e200f7</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Add Phases to the simulation.&lt;/p&gt;
&lt;p&gt;A phase is a set of generations.  Multiple phases make&lt;br /&gt;
up an Epoch.  A phase represents some adjustment of the&lt;br /&gt;
environment in order to reach the goal set by the Epoch.&lt;/p&gt;
&lt;p&gt;Implement a Phase class, and a PhaseEngine&lt;/p&gt;&lt;/div&gt;</summary></entry></feed>