Looking for a Netlogo-file to understand how an agent(UAV) interacts with another agent in monitoring purpose.
Sujan, can you explain what kind of interaction you want to see? There are 2000 models in the Modeling Commons, and over 100 in the library:
http://ccl.northwestern.edu/netlogo/models/index.cgi
You can try many of these over the web to see what they do, without downloading anything, and look at the code that runs the model, here:
http://www.netlogoweb.org/launch
I am a final year student of Computer System Engineering.My FYP is Agent Based Modeling for Supply Chain Management. I don't know how to start it or which software should I use. Repast? Netlogo? Anylogic?
Please guide me how to proceed with my project.
Even though this question is opinion-based, I was part of a project whose objective was to compare exactly the softwares you mentioned here: Repast, Netlogo and AnyLogic. What I did in this study was to create AnyLogic models. Someone else was creating the models in Netlogo and Repast.
There is no paper with the conclusions yet, but the person who did this study told me that AnyLogic was better in terms of easy to use and scalability than the others and Repast has the steepest learning curve. Nevertheless for small scale projects, AnyLogic and Netlogo are equally suited so it doesn't matter which one you choose.
Nevertheless, remember that AnyLogic on its free version allows you to use only 10 agents, which is a lot, but if your project is really big and you want everything for free, you may encounter a problem there.
As a platform that allows to work with agents that include in the same platform: editing code, show the area of simulation and generate graphics. I think Netlogo platform is suitable for this reason. you can also link it with other programming languages like python and R.
In my bachalar work I am supossed to build an model of terrorist attack in Tokyo in 1995 (sarin gas). I have never done heard anything about ABM until about a month ago. Now I am even able to do some simple models.
However I would welcome some ideas about how to even start with the model. I only need to model one train of 5 from the attack. Should I start with the environment, defining agents...? And is there anybody who could provide me kind of a support if I need to know something?
Also should I model everything with statecharts, or is It possible to model the train with Trail library using flowcharts and passengers with statecharts?
best idea is to check out the example models that come with AnyLogic (Menu/Help/Example Models).
Get a feeling for a good number and start pulling together techniques and items that were used to achieve similar things.
Otherwise, your questions are far too broad for StackOverFlow, I am afraid.
Best modelling advise in a nutshell: Start (super)simple and add features as you go along (and your skills increase)
I asked a similar question to Anylogic linkedin forum so sorry for multiple posting (possibly for some of you). I just heard about the Anylogic program. My purpose is not simulation I want to visualize a log file. I want to allow the admin-user (who will be the user of the Anylogic model) to enter some settings which will cause some filtering and I want to visualize the whole file with Anylogic.
The file is a communication file. Possibly I will show communication attendees and interactions using Anylogic. I want to emphasize unnormal patterns in the log using visual and interactive properties of Anylogic. There may also some need for like zooming in and out during the execution of the model.
Is it something very difficult to do? I am a Java developer. I can understand that I should have to learn Anylogic. What other skills and development and test environments (Ide etc.) do I need?
I plan to do a serial of implementations for several log file types and currently I am trying to find the best tool which will allow me to make changes in visualization part of the models easily till I find the best representation of the data.
There are some examples of Anylogic which are installed built-in but I couldn't see an example which suits my situation. I do not know where to start. If someone helps me to start the design I would be very happy :)
Thank you for your attention..
Edit:
I am attaching a sample stereoscopic view model and a sample view. I want to do something similar to this. Is it ok with AnyLogic?
Ferda
simple answer: yes its possible.
Some more comments:
I am currently working on a very similar project actually. For me as an experienced AnyLogic user, it is very natural and AnyLogic offers all the features you ask for.
Is it something very difficult to do?
That depends on how quickly you can learn AL. But if you are experienced with Java, it will not be too hard, I imagine.
What other skills and development and test environments (Ide etc.) do I need?
None, really. You need to figure out how to use the visual elements of AL. All of them can be changed statically via the AL IDE but you can always change them dynamically via Java code. That is very important to realize and play around with.
I am attaching a sample stereoscopic view model and a sample view. I want to do something similar to this. Is it ok with AnyLogic?
Yes, that can be done.
I suggest you try checking the example models that come with AL. If you find something that looks like what you need, try to figure out how they did it. Then try to recreate it in a simple example model for yourself.
I'm writing an iPhone game and I am trying to write some requirements documents. I have never written requirements before so I got the book Software Requirements. I have not finished it yet, but I forsee some issues, as this book is targeted towards a business. My main question is I am the only person involved with this game and I feel the main purpose of the requirements document should be to nail out as many conceptual ideas of how the game works as I can before I am deep into design or construction. Does anyone have suggestions on how I should lay this out, should I still try to mimic the template provided in the book where it makes sense, or since I am both the sole developer and product owner, should I just stick to game concepts?
You're right that traditional SRS documents don't really fit games documentation all that well. Games instead have a general Game Design Document. It's usually created before any work on the game begins, and it's often edited as the development process goes to keep straight the intended end-result and specifics of the game.
While business software requirements documents are like contracts between a client and developer on what to produce, game design docs are more often specifications from the designer to the artists and programmers on what exactly they need to develop.
There is no specific layout to use. But you should consider who you're writing the document for. Is it for a class, for yourself, for peers after the project is done? The level of detail and the kind of things you include will be different depending on your audience. The format itself is very flexible, as long as it's coherent.
Brenda Brathwaite has a good blog entry on this subject which you might find helpful.
There is a semi-recent article from gamedev.net on the subject as well.
[Poor Jacob, you just read a book on the topic, and, collectively, the SO community writes another one for you, along with extra links, and probably with diverging views ;-) ]
Although I'm not familiar with the book you mention in the question, I think that the following suggestion may help you both take seriously, but also relax a bit, about the all too important question of requirements.
Being a "team of one", it is particularly important, and somewhat paradoxical, that you go through the effort of formalizing the requirements. However, rather than putting too much emphasis on the form, you may find an Agile approach to developement (and hence to requirements gathering) more appropriate. With regards to requirements, one of the main advantages of this approach, is flexibility, i.e. the understanding that while they should be formalized (with limited time/effort), requirements should be allowed to change (within limits) as part of an iterative process towards production of the target product.
In very broad terms, this generally go as follows:
write "user stories", these are individual "cards" (yes, physical cards, say 4 inches by 5 inches, are good, for you can then move then around, sort them etc.)
each story tells a particular feature of the application, here the game, from the end-user's perspective. You can/should start all cards with "As a user, I need the game to..." then follow with a particular feature, for example "... show my high score on the same page as the global high-scores are kept [because ... here optional reasons for why user may want this feature].
review each story and assign a rough estimation of the time involved in implementing it
review each story and assign a priority level (scale may vary, but something simple like "Must have from Version 1.0", "Should eventually be in there, for sure", "Would be nice to have" and "Maybe nice to have...")
organize releases, on the basis of what you can do within say 2 or 3 weeks, maximum. If a particular feature were to take too long, schedule it for a later release.
implement the features assigned to the current release
iterate through this release cycle, reviewing the requirements as you go, for the relative importance of features, and also the need of new features may become evident as with the insight provided by using the [incomplete/imperfect] intermediate releases.
Books like the one you describe are focused at a different audience, but there is value in the general concepts presented. Fully developed requirements documents are not as common as you might think. Don't let anyone think that you are a 'bad developer' for not having the most detailed requirements.
Requirements docs might be more important if you need to communicate the requirements with a co-developer.
If you are the sole developer I would strongly recommend that you spend your efforts on the design and implementation of the game, over requirements. If you have a good idea of what you build then let this flow as you build it.
Documentation can help you. The question is what is going to be most beneficial. Maybe design decisions are more critical than requirements for you but not for others. You'll maybe want to have a list of things that people have requested or ideas that you think of but cannot implement straight away. Sometimes a whiteboard can be handy for sketching out things, it's not just a tool for collaboration with other people.
Here's just a general approach...
Solidify the concept...write it in plain English first (ex: The game is a first person shooter. You kill zombies and hunt for treasure.)
Get a paper pad and pencil and draw out the general flow of the game and the main screens the users will encounter...main menu, options screen, help, etc. Make sure it makes sense.
Go to a site like mockingbird and create the detail wireframes for your screens...
Print these out and do some paper prototyping...i.e. put the printout in front of you and 'click' on a button...then bring up the appropriate screen...then click on another button, etc.
Once that makes sense, you can try to start coding your game.
Personally I believe you should use your own way to do this. The most commonly available one's will not match with your requirement. They might be suitable for a common commercial server application but not for a game. And since iPhone gaming is a new trend you may have to look in a different perspective.. You may not be able to fill a document with standard requirements and you may have different set of New type of requirements.
Just a suggestion... Sign up with Google Sites, and create a private site with documentation of the game, requirements, technical aspects, work log, etc... You can share it with select people, and it always keeps edit history.
I like it better than a Wiki because it is more structured, and just plain simple to use.