Highlights
Preamble
In practicals, you have implemented and learned about simulations, object orientation, and (soon) how to automate the running of multiple simulations. In this assignment, you will be making use of this knowledge to extend a given simulation to provide more functionality, and complexity and allow automation. You will then report on your design and implementation, and the results generated by the simulation.
The Challenge
You will be simulating the behavior and interaction of one or more puppies/dogs. The yard the dogs live in consists of a grassed area, a garden, fences, gates and a house. We will view it from above. Your simulation will include dogs/puppies (multiple types possible), squirrels (a major distraction), humans (various types), yard/house (sectioned by surface and accessibility), toys and food sources, and senses (sight, smell, and sound). This will be plotted as a top view of the activities. The model can be assumed flat/2-D – there may be bonus marks for 3D, but not required.
We will provide some sample code to start this assignment, and additional code showing a range of approaches to assignments from previous semesters. For the assignment, you will develop code to model the dogs using objects, and to add features to the simulation (e.g. food, toys, humans, and interactions). Your task is to extend the code and then showcase your simulation, varying input parameters, to show how they impact the overall simulation.
Questions
Animals: Represented as objects that “know” their position, name, color and age and can strategize on their next activity. You should have at least Dogs/Puppies and Squirrels Prompts: How will you represent the animals themselves, and differentiate between them in the simulation? How will they move and decide between movement options? Will they get hungry/thirsty/lonely/bored?
Humans: Humans will have varying relationships with the Animals. Some will be owners/friends, some strangers/intruders. Humans will bring food and may play with the dog(s). Prompts: How will you differentiate the humans? How will the dog sense the types of humans? Will there be a regularity of interaction, e.g. feed/play at certain times?
Food Sources/Toys: The main food sources for the dogs are given by humans. Your animals should have a value for energy/hunger that is increased by eating and decreases over time. Food sources should be depleted as they are eaten. Toys can be played with and moved from place to place. Items may be buried, and then found via smell. Prompts: How will the animals find and respond to food sources? How will you track energy and the food source(s) being eaten? How will a toy be “carried”?
Senses: Each creature will have a way of sensing the world around them. You should have sight and smell as a starting point, then potentially add hearing. Prompts: How will you code the “sight” of the animals? Many aspects of the simulation will have a smell, which may be in a trail that fades over time. You might do this as a parallel grid... Which senses/events will take priority?
Terrain and Obstacles: There should be at least two types of area in the terrain – back yard and house. Different animals will traverse their terrains in their own manner, although within a class they should have the same patterns. Obstacles might be fences, walls or doors/gates. These can be built in the code, however they will be better if read from a file. Prompts: How will the animal know what terrain it is in? How will this affect their choice of movement for each time step? How will they get around obstacles?
Collisions/Interaction: How will your creatures seek out or avoid each other? They will need to detect each other and take action, with a decision being made on the outcome of any interactions. Prompts: How will you detect a collision is imminent? What strategies will you have for the animals to avoid each other?
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