Have two types for world: a regular world, and a dirty world, with potential conflicts.
From a clean world, generate a dirty world by applying moves (in parallel).
From the dirty world, generate a clean world using a conflict resolving projection.
Such a projection could involve bidding, bouncing the fishes off each other when they collide, giving stochastic priority to some fishes, etc.
HelloI am trying to write a predator-prey simulator and I have hit the wall with functional design. I would appreciate any help or pointers to relevant literature.The simulator is that of a world populated with fish and sharks. It is a discrete-time multi-agent simulation and what I am struggling to think about is how to implement the illusion of parallelism in simulation. Since the problem is not specifically with OCaml (but the simulator is in OCaml), I have kept this email short and put all the details and the code on GitHub:
"On the subject of Toroidal Planets, Sharks and Fish."It's only a hobby project, but it is of some interest to me, so I would really appreciate any advice.Best regards,Ollie