102 lines
4.3 KiB
Markdown
102 lines
4.3 KiB
Markdown
<a name="Overview"><h2>Overview</h2></a>
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<p>
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The energy model provides an organism with a metabolic rate, which is proportional to its stored energy (shown below).
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An organism with a higher metabolic rate will pay more energy to execute instructions than one with a lower rate.
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An organism must pay both virtual CPU cycle and energy costs to execute instructions.
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As instructions are executed the organism's stored energy level is reduced.
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Energy can be taken up by the organism when it completes a task, among others.
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</p>
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<center>
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Metabolic Rate = Stored Energy / <a href="#NUM_INST_EXC_BEFORE_0_ENERGY">NUM_INST_EXC_BEFORE_0_ENERGY</a>
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</center>
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<a name="Settings"><h2>Settings</h2></a>
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<p>
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The settings below are defults from <code>avida.cfg</code>
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<pre>
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### ENERGY_GROUP ###
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# Energy Settings
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<a href="#ENERGY_ENABLED">ENERGY_ENABLED</a> 0 # Enable Energy Model. 0/1 (off/on)
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<a href="#ENERGY_GIVEN_ON_INJECT">ENERGY_GIVEN_ON_INJECT</a> 0 # Energy given to organism upon injection.
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<a href="#ENERGY_GIVEN_AT_BIRTH">ENERGY_GIVEN_AT_BIRTH</a> 0 # Energy given to offspring upon birth.
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<a href="#FRAC_PARENT_ENERGY_GIVEN_AT_BIRTH">FRAC_PARENT_ENERGY_GIVEN_AT_BIRTH</a> 0.5 # Fraction of perent's energy given to offspring.
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<a href="#FRAC_ENERGY_DECAY_AT_BIRTH">FRAC_ENERGY_DECAY_AT_BIRTH</a> 0.0 # Fraction of energy lost due to decay during reproduction.
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<a href="#NUM_INST_EXC_BEFORE_0_ENERGY">NUM_INST_EXC_BEFORE_0_ENERGY</a> 0 # Number of instructions executed before energy is exhausted.
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<a href="#ENERGY_CAP">ENERGY_CAP</a> -1 # Maximum amount of energy that can be stored in an organism.
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# -1 means the cap is set to Max Int
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<a href="#APPLY_ENERGY_METHOD">APPLY_ENERGY_METHOD</a> 0 # When should rewarded energy be applied to current energy?
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# 0 = on divide
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# 1 = on completion of task
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# 2 = on sleep
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<a href="#FRAC_ENERGY_TRANSFER">FRAC_ENERGY_TRANSFER</a> 0.0 # Fraction of replaced organism's energy take by new resident
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<a href="#LOG_SLEEP_TIMES">LOG_SLEEP_TIMES</a> 0 # Log sleep start and end times. 0/1 (off/on)
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# WARNING: may use lots of memory.
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</pre>
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</p>
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<a name="Description of Settings"><h2>Description of Settings</h2></a>
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<strong><a name="ENERGY_ENABLED">ENERGY_ENABLED</a></strong>
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<p>
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Flag that disables/enables the us of the energy model.
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0 = off, 1 = on
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</p>
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<strong><a name="ENERGY_GIVEN_ON_INJECT">ENERGY_GIVEN_ON_INJECT</a></strong>
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<p>
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How much energy is given to an injected organism.
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This number should be large enough to sustain the population until it can gather its own energy through tasks, etc..
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</p>
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<strong><a name="ENERGY_GIVEN_AT_BIRTH">ENERGY_GIVEN_AT_BIRTH</a></strong>
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<p>
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How much energy is given to an organism when it is born.
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</p>
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<strong><a name="FRAC_PARENT_ENERGY_GIVEN_AT_BIRTH">FRAC_PARENT_ENERGY_GIVEN_AT_BIRTH</a></strong>
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<p>
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Fraction of the parent(s) energy which is taken from the parent and given to the offspring at birth.
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</p>
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<strong><a name="FRAC_ENERGY_DECAY_AT_BIRTH">FRAC_ENERGY_DECAY_AT_BIRTH</a></strong>
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<p>
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Fraction of energy that decays on birth.
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</p>
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<strong><a name="NUM_INST_EXC_BEFORE_0_ENERGY">NUM_INST_EXC_BEFORE_0_ENERGY</a></strong>
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<p>
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Number of instructions an organism can execute before it runs out of energy assuming no new energy.
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Note: if instructions have energy costs > 0 then this options needs to be altered accordingly.
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</p>
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<strong><a name="ENERGY_CAP">ENERGY_CAP</a></strong>
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<p>
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Maximum amount of energy that can be stored in an organism.
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</p>
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<strong><a name="APPLY_ENERGY_METHOD">APPLY_ENERGY_METHOD</a></strong>
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<p>
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Specifies when newly received energy is applied to the organism energy store and metabolic rate.
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Note: the <code>sleep</code> instruction can also be used as an eat instructions if needed.
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</p>
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<strong><a name="FRAC_ENERGY_TRANSFER">FRAC_ENERGY_TRANSFER</a></strong>
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<p>
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Fraction of a replaced organism's energy transfered to the replacing organism.
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</p>
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<strong><a name="LOG_SLEEP_TIMES">LOG_SLEEP_TIMES</a></strong>
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<p>
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Logs start and end times, in updates, of all executions of the <code>sleep</code> instruction.
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Note: can use a lot of memory.
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</p>
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