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"Joker" plants are plants that can be chosen by the optimizer to improve the garden plan / symbioses.
The user can choose a certain number of these "joker" plants and then the optimizer tries to find the best concrete plant.
Implementation ideas
A new mutation type -> Change the joker plant type
How to choose which plant: Maybe pick a random plant in the beet and have a look for a plant in the database which would benefit it (-> select a random plant in the plan and then pick a random one of the "good" plants)
Crossover: Treat the joker plants like their own plant type (so that the existing plant count algorithm can be used). After the normal crossover is complete, fill in the concrete plant types for the joker plants
If possible and if the joker is still in the same position, use the plant that was originally there
If another plant is now where it originally was, find a plant of the same type that is not a joker and make this the new joker position
The text was updated successfully, but these errors were encountered:
"Joker" plants are plants that can be chosen by the optimizer to improve the garden plan / symbioses.
The user can choose a certain number of these "joker" plants and then the optimizer tries to find the best concrete plant.
Implementation ideas
The text was updated successfully, but these errors were encountered: