AI-Evolve-Befunge
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lib/AI/Evolve/Befunge/Critter/Result.pm view on Meta::CPAN
package AI::Evolve::Befunge::Critter::Result;
use strict;
use warnings;
use base 'Class::Accessor::Fast';
__PACKAGE__->mk_accessors( qw{ choice died fate moves name score stats tokens won } );
sub new {
my $package = shift;
my $self = {
died => 0,
fate => '',
moves => 0,
score => 0,
stats => {},
tokens => 0,
won => 0,
@_
};
return bless($self, $package);
}
=head1 NAME
AI::Evolve::Befunge::Critter::Result - results object
=head1 DESCRIPTION
This object stores the fate of a critter. It stores whether it died
or lived, what the error message was (if it died), whether it won, and
if it was playing a board game, whether it choose a move. It also
stores some statistical information about how many moves it made, and
stuff like that.
=head1 CONSTRUCTOR
=head2 new
Result->new();
Create a new Result object.
=head1 METHODS
Automatically generated accessor methods exist for the following
fields:
=over 4
=item choice
Indicates the choice of positions to play (for board game physics
engines).
=item died
Integer value, true if the critter died.
=item fate
String value, indicates the error message returned by eval, to
indicate the reason for a critter's death.
=item name
Name of the critter, according to its blueprint.
=item score
Integer value supplied by the Physics engine, indicates how well it
thought the critter did.
=item stats
Some additional statistics generated by the run_board_game method in
Physics.pm.
=item tokens
Integer value indicating how much "currency" the critter had left
over. Higher numbers mean the critter consumed fewer resources.
=item won
Integer value, true if the critter won (as determined by the Physics
engine).
=back
These values may be set using the accessors (like: $result->died(1) ),
or they may be initialized by the constructor (like:
Result->new(died => 1) ).
=cut
1;
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