Fix a bug where players may be falsely marked as cheating.
Updates for dynamic agent populations using evolution and other changes:

 - Reproduction parameter: None, periodic or random. Periodic spawns a number of agents regularly after a fix number of timesteps (defined by reproductionInterval). Random creates a new player randomly with probably given by pReproduce.
 - Selection of which players to combine to determine new player characteristics can be random, rolling utility or total utility. Random chooses two agents at random, rolling and total utility do a random choice with weights according to players' utility. Rolling uses only recent payoffs for the weights and total uses utility over the whole game.
 - Storage of agents in database with information on their strategy.
 - Agents now have a size multiplier, increasing their resource generation and demands accordingly.
 - New cluster leave algorithm: Leave when utility over a time window is negative.
More repeatable random usage. Random choices should now be deterministic from the simulation's random seed.

 - One rng for the simulation, determines random player characteristics, resource generation and generation of new agents.
 - One rng for each agent, determines strategy choices.