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See if icons can be found for all of the Skills.
Farming
Mining
Foraging
Fishing
Combat
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A running list of key errors I'm running into when using visual_behavior_analysis functions:
```
data = pd.read_pickle(path)
time_arr = np.hstack((0, np.cumsum(data['vsyncintervals']) / 1000.))
…
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We decided to make Foraging its own skill. Need to split it out from Survival, set its max rank to 40 and update the foraging code to use the skill.
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Another production job that fails edf creation:
```
from visual_behavior.translator.core import create_extended_dataframe
from visual_behavior.schemas.extended_trials import ExtendedTrialSchema
…
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Here's what I think a good bottom-tier industry would be: A spinach garden.
It produces spinach for you, but you need to harvest it yourself. What this means is that each tick, the `findVolume` of …
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The first step in designing gameplay around colony management is to add a means of collecting food, and consuming that food based on population levels. The foraging post will be the first unit to all…
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The line below is preventing me from processing the pkl files being created on 2P6 - it is failing with a KeyError for 'endframe'.
https://github.com/AllenInstitute/visual_behavior_analysis/blob/…
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Please change to: "Various habitats, including forests and rock crevices, particularly near open water for foraging."
ELCODE: AMACC02010_m
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Instead of just roaming around randomly looking for something, incorporate
something from my ideas for probability of interest (don't remember what paper
that was from), and/or PSO. This would probabl…
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It is not a good idea to have a "Forager" task in a project that is all about
foraging. I don't do this in the paper for exactly this reason, so the code
should reflect it. Use "Harvester" instead.