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From: | Marcus G. Daniels |
Subject: | Re: [Swarm-Support] development priorities (was Re: Membership in Swarm Developmen Group) |
Date: | Wed, 15 Nov 2006 10:22:36 -0700 |
User-agent: | Thunderbird 1.5.0.4 (Windows/20060516) |
glen e. p. ropella wrote:
It seems to me there's a question of whether one wants to create ever more complex individual behaviors, or understand collections of simpler ones. Is it the dynamics of a system that are interesting or elaborating the particular personalities in it? Typically we come at ABM with the idea we know what an agent does but not what agents do collectively. The point of simulating in the first place is that the analytics on the collection are not tractable. So yes simulation is computationally expensive, and thus the appeal of a $700 machine that is ten times faster than a PC (a Cell-based Playstation 3). It happens that the organization I work for is deploying a Cell-based petaflop computer, so as you might imagine I'm biased by that!What would not be easy to do in any of the current tools is to analyze the structure on the fly and make future scheduling decisions based on those graph properties. None of the tools _support_ that sort ofreasoning.
I don't disagree that a reflective scheduler for both for simulation and analysis could be useful, but let's face it: Few people aggressively use the scheduling machinery that exists. In some sense what you propose seems more appropriate for a game programming setting.
Marcus
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