def calculate_acceleration(self, walls, actors):

        # To compute the impatience factor, we need the average velocity,
        # in the direction of desired movement.
        #
        # This is found by projecting the direction we have moved onto the
        # vector from the initial position to the target and computing the
        # distance from this projection. The distance travelled is then
        # converted to an average velocity my dividing with the time
        if self.time == 0.0:
            average_velocity = 0.0
        else:
            proj = Vector.projection_length(
                       self.initial_position, self.target, self.position)


            average_velocity = proj / self.time

        # The impatience factor is given by the average velocity divided
        # by the *initial* desired velocity. (6) in the article
        impatience = 1.0 - average_velocity / self.initial_desired_velocity

        # (5) in the article
        desired_velocity = (1.0-impatience) * self.initial_desired_velocity + \
                impatience * self.max_velocity

        towards_target = (self.target - self.position).normal()

        #desired_acceleration = (1.0/self.relax_time) * \
                #(desired_velocity * towards_target - self.velocity)
        towards_target *= desired_velocity
        towards_target -= self.velocity
        towards_target *= (1.0/self.relax_time)

        self.acceleration = towards_target


        repelling_forces = list()

        for b in actors:
            if self == b:
                continue
            radius_sum = b.radius + self.radius

            from_b = self.position - b.position
            distance = from_b.length()

            from_b.normalize(distance)
            from_b *= pm.constants.a_2 * \
                    numpy.exp((radius_sum-distance)/pm.constants.b_2)

            repelling_forces.append(from_b)


        for f in repelling_forces:
            self.acceleration += f