Closed divilian closed 5 years ago
Should we reassign this to SPECscape? and retain one here?
Mostly done. A couple caveats:
Regards 1: It is actually good. There are some graph metrics that discuss how many cuts, a given graph needs to make it disconnected. This aspect will be interesting when we are treating random graphs with giant components. Can the dynamics induce changes not possible in the simple random graph?
Yes, and this seems to model the actual social situation correctly. If you are my only social contact to the rest of the city, and you die (or pack up your bags and leave; whatever the analogous real-world action is to running out of resources), then I am officially disconnected from the city. I would have to form at least one additional social contact to make any inroads.
And by the way, that last refuge is only possible in the simulation when "openness" is greater than 0. If o=0 (as it currently is by default) then no disconnected agent has any way of ever making contact with anyone else, and therefore cannot ever join any proto-institution. Sad!
Fixed. Graph plotting is stable, even when agents die, in 7c09a6e.
Remove dead agents from graph entirely (currently they stay as zombie neighbors).