Ideation Project DA Ruwe
This program provides us with an agent based simulation of an ideation game.
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ideation.Game Class Reference

Provides the structures and methods for a single ideation game. More...

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List of all members.

Public Member Functions

void play ()
 Play the game.
void addNewAgent (Agent addi)
 Adds a new Agent to the game.
Incentive getIncentive ()

Package Functions

 Game ()
 internal Constructor
 Game (int gameLength)
 internal Constructor
 Game (Incentive incentive, Environment world, Vector< heuristic > initialTypes, int gameLength, int repetition)
 external Constructor

Detailed Description

This class is invoked by Test Case ideation.TestCase and then runs a corresponding ideation game and stores all the related data. If a single game is wanted a main method can be added here.

Author:
Ruediger Ruwe <ruediger.ruwe @ rwth-aachen.de>
Version:
1.0
Since:
01.06.2012

Constructor & Destructor Documentation

ideation.Game.Game ( ) [package]

this should not be called from outside, several crucial parameters would be missing.

ideation.Game.Game ( int  gameLength) [package]

this should not be called from outside, several crucial parameters would be missing.

Parameters:
gameLengththe length of the game until it is ended.
ideation.Game.Game ( Incentive  incentive,
Environment  world,
Vector< heuristic >  initialTypes,
int  gameLength,
int  repetition 
) [package]

Creates a game with initial Agents who have the heuristics as specified in initialTypes.

Parameters:
incentivethe incentive scheme ideation.Incentive
worldthe environment ideation.Environment
initialTypesa vector with the desired types of the agents that will be created at the start of the game. ideation.Agent
gameLengththe length of the game until it is ended.
repetitionin a TestCase ideation.TestCase with multiple games the number of this game.

Member Function Documentation

This method should ONLY be called by the environment! It should always be invited computer players.

Parameters:
addithe new agent.
Returns:
incentive

The game is played, that means

A central idea is that all information is redundantly recorded in the period it is connected to and in the agent it is connected to. This means that we have to be careful that both have the information they need recorded at all times, but saves huge amounts of iterations in the other classes and makes things more neat. The only place where it does not look neat is this method.


The documentation for this class was generated from the following file:
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