Using Love for 'what-if' models

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togFox
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Using Love for 'what-if' models

Post by togFox »

I've been looking for a new project to expand my Love skill set and I've had a few ideas and I realised I'm leaning towards models, simulator, forecasting and modelling.

Economic models, geopolitical models, social engineering models keep popping into my head. These ideas aren't games but tools for broadening and reinforcing thinking.

Anyone else used Love2d in ways they never thought they would?
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dusoft
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Re: Using Love for 'what-if' models

Post by dusoft »

I planned and developed this sim/engine, although it is unfinished at the moment: https://love2d.org/forums/viewtopic.php ... em#p167515

It has primitive model for decisions and change of metrics over time
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BrotSagtMist
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Re: Using Love for 'what-if' models

Post by BrotSagtMist »

1. To control an RC car.
2. For reading ebooks,
3. As general code editor.
4. battery monitor on a laptop.
5. watching simulated cows eat grass.
But actually no, i was planning to do these all so of course i thought about it before.
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milon
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Re: Using Love for 'what-if' models

Post by milon »

togFox made an interesting Lockdown Simulator. There's no player interaction - just observation - but it's still kinda fun. :)
Any code samples/ideas by me should be considered Public Domain (no attribution needed) license unless otherwise stated.
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darkfrei
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Re: Using Love for 'what-if' models

Post by darkfrei »

The simulation about a robot vacuum cleaner, that must cover whole map without (or as less as possible) trace overlapping and return to the starting point.
The robot can see and remember what it already saw, but it has no access to the not seen map.
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dusoft
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Re: Using Love for 'what-if' models

Post by dusoft »

milon wrote: Mon Aug 30, 2021 6:39 pm togFox made an interesting Lockdown Simulator. There's no player interaction - just observation - but it's still kinda fun. :)
Really cool, but it has some weird logic/rules.
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Gunroar:Cannon()
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Re: Using Love for 'what-if' models

Post by Gunroar:Cannon() »

dusoft wrote: Tue Aug 31, 2021 8:03 am
Really cool, but it has some weird logic/rules.
Like what? I haven't looked into the code so it would be interesting to see what you found.
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togFox
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Re: Using Love for 'what-if' models

Post by togFox »

The point of my behavioural tree is to resemble human behavior. As with humans, there are no hard rules and the bots will do things that defy logic. That does not imply they are totally random.
Current project:
https://togfox.itch.io/backyard-gridiron-manager
American football manager/sim game - build and manage a roster and win season after season
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togFox
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Re: Using Love for 'what-if' models

Post by togFox »

> but it has no access to the not seen map.

That sounds really hard.
Current project:
https://togfox.itch.io/backyard-gridiron-manager
American football manager/sim game - build and manage a roster and win season after season
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dusoft
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Re: Using Love for 'what-if' models

Post by dusoft »

togFox wrote: Tue Aug 31, 2021 10:27 am The point of my behavioural tree is to resemble human behavior. As with humans, there are no hard rules and the bots will do things that defy logic. That does not imply they are totally random.
Not a bug per se, but I did a simulation cycle and even people coming out from hospital were still infectious or getting immediately reinfected, which didn't seem right. I didn't have time to dig through the code, but this would be something to look into.

Also it was not clear whether proximity was factor in infection, it seemed kind of random.

Anyway I understand that it is a very simplified sim.
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