laurence: using an estimate of say p or q is not very accurate when lot of players are around. sov: another way of estimating food around, is to keep track of food eaten and your age. vipul: our player will reproduce when its on a square with food. pj: we have to coordinate the movement strategy with the reproduction strategy. jeff: parent eating the food and reproducing is equivalent to reproducing and then reproducing. peter: if the parent moves on the food and then reproduces, energy is needed to move. john: you dont know how much food there is. if there's a lot, it may be beneficial to move and then reproduce. parents and children are not equivalent john: we make the reproduction decision before the movement decision. we dotn move from food to other food. deepti: looking for food, we can find a ratio of cost of staying versus cost of movement. This may influence the decision. sasha: yet we are couting on that. because we;re estimating p and q. So its already taken care of. ratul: the strategy of moving onto the food for reproducing depends on where you are and population dynamics laurence: whoever is on the food gets a bit of more food than the other. vipul: instead of producing a child, why not produce a parent. That is make a copy of the parent so the new parent has all the experience. we pass the length of the simulation to the offsprings. laurence: reproduction is an important thing to change depending on the length of the game. eric: most of the game is based on probability. if you have a grid of 9 where parent is in the middle, it can communicate with the child that there is food near it. james: I would like to propose a change to the simulator where the external state is updated jeff: the organisms may coordinate depending on the length of the simulation. mike: the state changes would happen still on the regular basis. miguel: now the cascading communication in a row of organisms can happen in one turn which wasnt possible before. kar: any other new ideas ? bogdan: our organisms like to sit around and not move very much. but we move the offspring away from the parent. pj: in harsh environments, its better to move a little bit than just staying put. mss: I agree with PJ. This is the way how we do it, but its based on some parameters which we're trying to tune. suv: in fact the stay put organisms are staying put and then wandering a little bit. hari: we also have a similar strategy based on some parameters. mss: is it okay if we train the parameters offline. eric: wouldnt you think that staying put in some conditions is better. so in case we can estimate p and it is very high, we might want to stay put. miguel: if your behavior is based on p or q, its not good because you cannot control p and q. kar: rejecting something because you dont have control maybe premature. jeff: there's more of the world out there than you can see. becky: thats what we have our player do. if we dont see anything for some turns, then go off in a random direction. rob: we've added emotions to our organisms. kar: tournaments!! its good for you to run your own mini-tournaments. sov: our organisms dont really have a strategy after about 1500 rounds. kar: how many players would like to include last year's players? kar: lets talk about deliverables. Monday 5 pm is going to be the deadline. Upto 2 players per group. The report is due on Wednesday. we'll discuss this on Monday. kar: does anyone think the behavior would be different in 2,3,4 player games. anya: because you have the situation where one group's strategy might work well against one particular player. bogdan: it also changes the initial phase.