none of these simulations is interesting in its own right (in the next we will look at more intrinsically interesting simulations but there are some points worth taking awayinitially we divided our simulation code into four separate chunks three of them were classes (locationfieldand drunkcorresponding to abstract data types that appeared in the informal description of the problem the fourth chunk was group of functions that used these classes to perform simple simulation we then elaborated drunk into hierarchy of classes so that we could observe different kinds of biased random walks the code for location and field remained untouchedbut the simulation code was changed to iterate through the different subclasses of drunk in doing thiswe took advantage of the fact that class is itself an objectand therefore can be passed as an argument finallywe made series of incremental changes to the simulation that did not involve any changes to the classes representing the abstract types these changes mostly involved introducing plots designed to provide insight into the different walks this is very typical of the way in which simulations are developed one gets the basic simulation working firstand then starts adding features treacherous fields did you ever play the board game known as chutes and ladders in the and snakes and ladders in the ukthis children' game originated in india (perhaps in the nd century bc)where it was called moksha-patamu landing on square representing virtue ( generositysent player up ladder to higher tier of life landing on square representing evil ( lust)sent player back to lower tier of life we can easily add this kind of feature to our random walks by creating field with wormholes, as shown in figure and replacing the second line of code in the function tracewalk by the line of code oddfield( this kind of wormhole is hypothetical concept invented by theoretical physicists it provides shortcuts through the time/space continuum