Quote:

two suggestions:

make a fittnes function, based on the amount of "needs" beeing fulfilled.
For example:
no hunger/no thirst = 50%
having a falimily life = 20%
having a good job =20 %
having religious bonus (praying) = 10%

this way, the villagers will be selected at not just surviving by eating and drinking,
else there is not selection-pressure to do the other things.




Maybe i should make a fittnes function but not exacly like that, because for example not everyone has to work (but can) some women may stay in the kitchen cooking and buying stuff so the men could work and earn money for the family which is some kind of team-tactic and so requires a fittnes function which awards such a behavior.

Quote:


The pathfinding could be developed by seperate genes is a seperate simulation.



I think this is not really necessary, because this is not about simulating most stuff via GA it is about trying if could use GAs to simulate individual lives of villagers in my "real" game and there i won't solve the pathfinding via GA too

@ achaziel:
Is ja für mein richtiges Projekt Abgesehen von dem arbeite ich halt noch für jemanden anders aber sonst wars das eigtl Nur arbeite ich halt atm an vielen Stellen meines Projekts...


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