I imagine (contradict me if I'm wrong) that your problem is a complex
variant of Conway's Game of
Life<http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life>.
But even this simple generating algorithm
defies any attempt of analysis except by "simulate and observe".
So, I doubt that your (presumably much more complex) problem can
be solved with planner/solver.
-W
On Fri, Jan 22, 2010 at 6:39 PM, drooler <david_wynter(a)yahoo.com> wrote:
Thx for the answer to the 1st question.
The second question should have been more precise. I suppose what I do not
'get' yet is how the Planner interacts with the fact that the generations
change. The examples for the solver show it working against a static set of
facts, the planner move mechanism is the thing that varies the facts. My
need to iterate over a number of generations to be able to see how
affective
my 'nutrients' are does not sit well with how the planner/solver works on a
static set of facts.
If I rephrase it might help. In my case the selection of which generation
is
the current one is controlled by my rules or a fireAllRules() iteration.
Then the 'score' in my case can only be determined after several
generations
have been interated through making each 'current' in turn. I currently have
a object that keeps the current 'score' and high score as I iterate through
the generations. I want to see how varying the parameters of the
'nutrients'
fed to each organism affects the 'health' over several generations. I feel
I
have one too many dimensions in my problem space here to be able to use the
Solver/Planner. But maybe with some tweaking of the objects that describe
my
problem I take take advantage of it. Sorry to be a bit vague, I might just
have to experiment with using it.
David
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