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Implement simple auctions (at the beginning of each turn?) protocol.
Implement "Generate single path" module (for going from one point to another optimally).
Doc: ppt
Ticks on Central Agent
Create Harvester and Scout
Execute random movement at Harvester and Scout
Manage the movements on Coord. Agent
Stats and logs
Put the final stats in the gui and the log execution
Collision avoidance system
Check by using AuxInfo and some heuristics (garbage, action performed currently,etc.), if the result is the same, use a priority system based on the ID of the agent
Implement combinatorial auctions
Doc: advantages / disadvantages each different cooperation mechanism
Doc: Explain as detailed as possible the application of the chosen mechanism for each agent depending on the task
Propose and implement auction heuristic.
Generate zones division at the beginning (ScoutsCoordinator) and send it to each scout.
Add random garbage at Central Agent
Doc: justify the chosen mechanism
Send the movements performed to the Coord. Agent
Make the agents to follow a given path
Make agents to collect and recycle garbage
Implement "Generate patrolling path" module.
Generate the path around its assigned buildings at each scout agent.
Communication Central Agent - Coord. Agent
Send random movement from Scout Coord. and Harvester Coord.
Final Project Documentation
Update movements in map at Central Agent
Detect garbage and send it to Harv.Coord.
All the detected garbages must get to the CentralAgent coming from the Scouts Agents. Once there only the really new garbage discoveries must be detected and get to the HarvestersCoordinator in order to begin the auctions.
Doc: analyze the different cooperation mechanisms
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