> I'm happy you liked GarlicSim. The thing that's most sorely missing in
> this project is more feedback from users.
Yeah it is pretty sparse, it seems.
> I'l be happy to hear which parts you liked in GarlicSim, which parts
> you didn't like, which parts you think should be improved, what
> more functionality you'd want to see, and any other thing that comes
> to mind.
Well first off, the use of Python is a big plus. The centralization
around the step function is quite nice, I must say.
What do I need more? Well, I didn't lack anything. My problems were
sorely theoretical, specifying 'acceptable' simplification of
rationality (in terms of game theory).
So I guess the what is mainly missing is documentation. But maybe I
wasn't looking throughly enough. I only checked the online
documentation now that I think of it.
> I'd also be happy to hear more about your simulation project, unless
> of course it's a confidential one.
I'll mail your personal mail for this end.
> Regarding your problem: Your code is a bit hard to understand. (For
> example, why do you increment `simulation` manually when the `for`
> loop is supposed to do it?) But, I see that you give `list_simulate`
> an `iterations` argument of `float ('inf')`, so it stops only when
> your simpack raises `WorldEnded`. Since I don't know your simpack I
> can't know when it will raise `WorldEnded` and therefore I can't know
> how long your list of states `si` will be.
I have a problem with n agents (with type p_i) who die after k
rounds. Thus, I want to pull out a value after every k round in order
see how the distribution of agents changes (i.e. different p_i values).
The problem is probably that I did not understand GarlicSim properly,
i.e. how to run in the foreground, i.e. run until WorldEnded and then
run the loop. But you'd know more about this.
> I refactored it a bit for you, maybe now it will be easier to debug:
Well, it worked out when my laptop was on power and hence my CPU ran on
full speed.
Cheers,
Rasmus
--
Sent from my Emacs