- Introduction
- Chapter 1 Values, Types, and Operators
- Chapter 2 Program Structure
- Expressions and statements
- Variables
- Keywords and reserved words
- The environment
- Functions
- The console.log function
- Return values
- prompt and confirm
- Control flow
- Conditional execution
- while and do loops
- Indenting Code
- for loops
- Breaking Out of a Loop
- Updating variables succinctly
- Dispatching on a value with switch
- Capitalization
- Comments
- Summary
- Exercises
- Chapter 3 Functions
- Chapter 4 Data Structures: Objects and Arrays
- Chapter 5 Higher-Order Functions
- Chapter 6 The Secret Life of Objects
- Chapter 7 Project: Electronic Life
- Chapter 8 Bugs and Error Handling
- Chapter 9 Regular Expressions
- Creating a regular expression
- Testing for matches
- Matching a set of characters
- Repeating parts of a pattern
- Grouping subexpressions
- Matches and groups
- The date type
- Word and string boundaries
- Choice patterns
- The mechanics of matching
- Backtracking
- The replace method
- Greed
- Dynamically creating RegExp objects
- The search method
- The lastIndex property
- Parsing an INI file
- International characters
- Summary
- Exercises
- Chapter 10 Modules
- Chapter 11 Project: A Programming Language
- Chapter 12 JavaScript and the Browser
- Chapter 13 The Document Object Model
- Chapter 14 Handling Events
- Chapter 15 Project: A Platform Game
- Chapter 16 Drawing on Canvas
- Chapter 17 HTTP
- Chapter 18 Forms and Form Fields
- Chapter 19 Project: A Paint Program
- Chapter 20 Node.js
- Chapter 21 Project: Skill-Sharing Website
- Eloquent JavaScript
- Exercise Hints
- Program Structure
- Functions
- Data Structures: Objects and Arrays
- Higher-Order Functions
- The Secret Life of Objects
- Project: Electronic Life
- Bugs and Error Handling
- Regular Expressions
- Modules
- Project: A Programming Language
- The Document Object Model
- Handling Events
- Project: A Platform Game
- Drawing on Canvas
- HTTP
- Forms and Form Fields
- Project: A Paint Program
- Node.js
- Project: Skill-Sharing Website
Project: Electronic Life
Artificial stupidity
The greediness problem can be attacked in several ways. The critters could stop eating when they reach a certain energy level. Or they could eat only every N turns (by keeping a counter of the turns since their last meal in a property on the creature object). Or, to make sure plants never go entirely extinct, the animals could refuse to eat a plant unless they see at least one other plant nearby (using the findAll
method on the view). A combination of these, or some entirely different strategy, might also work.
Making the critters move more effectively could be done by stealing one of the movement strategies from the critters in our old, energyless world. Both the bouncing behavior and the wall-following behavior showed a much wider range of movement than completely random staggering.
Making creatures breed more slowly is trivial. Just increase the minimum energy level at which they reproduce. Of course, making the ecosystem more stable also makes it more boring. If you have a handful of fat, immobile critters forever munching on a sea of plants and never reproducing, that makes for a very stable ecosystem. But no one wants to watch that.
Predators
Many of the same tricks that worked for the previous exercise also apply here. Making the predators big (lots of energy) and having them reproduce slowly is recommended. That’ll make them less vulnerable to periods of starvation when the herbivores are scarce.
Beyond staying alive, keeping its food stock alive is a predator’s main objective. Find some way to make predators hunt more aggressively when there are a lot of herbivores and hunt more slowly (or not at all) when prey is rare. Since plant eaters move around, the simple trick of eating one only when others are nearby is unlikely to work—that’ll happen so rarely that your predator will starve. But you could keep track of observations in previous turns, in some data structure kept on the predator objects, and have it base its behavior on what it has seen recently.
This is a book about getting computers to do what you want them to do. Computers are about as common as screwdrivers today, but they contain a lot more hidden complexity and thus are harder to operate and understand. To many, they remain alien, slightly threatening things.
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