> Another bold idea is a mixture of priority and Steph's god actions: > Money. Buildings have to pay globs money. The more money a building > offers, the more likely a glob will want to work for it. > So basically this is like priority. But when we limit the amount of money, > and have the player have to earn it someway ... a new game element. > You shouldn't have too much influences on how to spend money. > Set infinity start money and we have ordinary priority system.
Funny this is market-based approaches that are currently being investigated by academia on the problem of ressources allocations in multi-agent systems, for more informations googleing [agent market based approach] could be a starting point. Have a nice day, Steph -- http://nct.ysagoon.com _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
