Different results of reporters turtles/turtle x - netlogo

I have created an opinion dynamics model, that works just fine. But now I wanted to see, how the opinion of all of my turtles changes. So I created the reporter "report [opinion] of turtles". When I put this in behaviorspace I get wildly jumping results that do not correspond with what I observe. If I test this with individual turtles like "report [opinion] of turtle 0", I get the smooth curve progression that I expected to see.
Does anyone know why this is happening? I would find it rather unwieldy, if I had to put every turtle individually in my behaviorspace, because I have sliding Agentsnumbers.

You can let each turtle have a list variable, at the beginning of which each turtle will record its ID. At every step, each turtle will append its opinion value.
Then you can have a global variable, which you will use as a list of lists, to which at the end of the simulation each turtle will append its own list.
In BheaviorSpace, you will only need to use one reporter (the list of lists) at the end of each experiment's run.
See below for a working example:
globals [
results
]
turtles-own [
opinion
my-list
]
to setup
clear-all
reset-ticks
set results (list)
create-turtles 3 [
set opinion random 10
set my-list list self opinion
]
end
to go
if (ticks = 5) [
ask turtles [
set results lput my-list results
]
stop
]
ask turtles [
set opinion opinion + 1
set my-list lput opinion my-list
]
tick
end
At the end of each run, the results reporter will look like:
[[(turtle 2) 3 4 5 6 7 8] [(turtle 0) 0 1 2 3 4 5] [(turtle 1) 5 6 7 8 9 10]]
Note that, this way, the lists in results will always be in random order.
If you're interested in having them ordered according to some criterion, you can do it.
The example below changes the if (ticks = 5) statement to order results according to turtles' ID, but you can just use sort on whatever characteristic you're interested in.
if (ticks = 5) [
let sorted-turtles sort turtles
foreach sorted-turtles [this-turtle -> ask this-turtle [set results lput my-list results]]
stop
]

Related

How to give a score when an element is pulled out from a list?

I would like to implement a part of code where agents can get a score when they pick an element from a list generated from a specific turtle.
I set
breed [playersA playerA]
breed [playersB playerB]
breed [balls ball]
playersA-own[
my-list
new_ball
score
]
playersB-own[
my-list
new_ball
score
]
to setup
clear-all
create-playersA 10
ask playerA 0 [ create-links-with other playersA ]
ask playerA 2 [ create-link-with playerA 1 ]
create-playersB 10
ask playerB 0 [ create-links-with other playersB ]
ask playerB 2 [ create-link-with playerA 1 ]
ask playersA[
set my-list []
set score 0
]
ask playersB[
set my-list []
set score 0
]
end
to go
let selected nobody
let team-player nobody
set selected one-of turtles with [breed=playersA or breed=playersB]
ifelse [breed = playersA] of selected[
ask selected [
set size [count link-neighbors] of self
show size
]
create-balls 1[
hide-turtle
]
]
[ ask selected [
set size [count link-neighbors] of self
show size
]
create-balls 1[
hide-turtle
]
]
set team-player link-neighbors with [breed = playersA]
ask team_player [
set my-list lput my-ball my-list
]
end
The above code should select on random turtle and add a new ball to its neighbours list. What I would need is probably a counter that can compute how many balls were shared between players.
Could you please help me to figure out with it?
Thanks
The code you posted has many problems that prevent it from passing error-checking in the editor. Some of these produce surprising error messages that don't even make sense, and they happen because the logic mixes contexts -- that is, some commands make sense for the "observer" level, some require being in a "turtle" context, etc.
I think you are trying to do too much at once, and trying to add a counter to code that already does not work. First you have to fix the code you have and then you can see where to add a counter.
You absolutely must understand how the unique agent id number "who" works. Each turtle has a unique who number assigned, starting with zero. It doesn't matter whether the breed of turtle is playerA or playerB or a ball, it will have a unique number. Once you create your first 10 turtles, of the PlayerA breed, they will have who numbers 0 through 9. Then, when you create the next 10 turtles, of PlayerB breed, they will get assigned who numbers of 10 through 19. If you then create a ball, say, it will have a who number of 20.
So there will never be a PlayerB with a who number of 0 or 1 or 2. Those numbers will already be used by PlayerA. Your setup will crash with the error:
playera 0 is not a PLAYERB error while observer running PLAYERB
called by Command Center
Even with just PlayerA, it is not clear what kind of network you want to build in the setup code. Why would everyone link to player 0, but then also add a single link between player 1 and player 2? Since players only "see" their linked team-mates, only player zero will see everyone else. Other players will have only one or two link-neighbors, so they will never update everyone else's my-lists.
create-playersA 10
ask playerA 0 [ create-links-with other playersA ]
ask playerA 2 [ create-link-with playerA 1 ]
Anyway, I would suggest that you get this much working correctly before trying to add counting.
I don't think you can do that by just looking at the code. You need to get rid of as much complexity as you can, and then use shapes, colors, and numerous print statements to see whether each command is doing what you think it should do. Complex working code almost always evolves from simple working code.
So get rid of PlayersB entirely ( comment out the code ), only create 5 players A, and change the colors and shapes as you process each step to confirm that it is working. The editor lets you use ctrl-; to comment out entire blocks of code, or un-comment them at once, so comment out everything you possibly can while you are getting one step to work, then uncomment the next section, get that to work, etc.
When you finally get everything working, you can comment out all your print statements that you used in development.
Anyway, I refactored your code, added many comment, and added many print statements, and finally got it to run. If you run just setup and look at the view, you will see what I mean about the network. ( I shut off wrapping in the view so the network looks right.)
Here's my revision of your code. It prints out what is in each player's my-list after each step, so you can see at a glance if it is doing what you want, or not. ( It's not.)
I added the who numbers as a label to each player in the view so you can see what I mean.
It produces helpful output like:
let's confirm that the lists have been updated. Here's the my-lists
for playersA [[5 5 5 5 10] [0 0 0 0 0] [0 8 8] [0 0] [0 9]]
Get the setup step to work correctly and generate the network you want before you even try to fix the go section.
breed [playersA playerA]
breed [playersB playerB]
breed [balls ball]
playersA-own[
my-list
new_ball
score
]
playersB-own[
my-list
new_ball
score
]
to setup
clear-all
;; for debugging, only create 3 players and inspect the results to confirm it's working as you intended
;; use labels to see player numbers in the view
create-playersA 5 [ set size 1 set color blue set shape "square" setxy random-xcor random-ycor set label who]
ask playerA 0 [ create-links-with other playersA [set color blue]]
ask playerA 2 [ create-link-with playerA 1 [set color red]]
create-playersB 5 [ set size 2 set color yellow set shape "person" setxy random-xcor random-ycor set label who]
; comment out this code until create-playersA is working properly
; ask playerB 0 [ create-links-with other playersB ]
; ask playerB 2 [ create-link-with playerA 1 ] ;; copy-and-paste error? link with playerB intended?
ask playersA[
set my-list []
set score 0
]
ask playersB[
set my-list []
set score 0
]
reset-ticks
end
to go
let selected nobody
let team-players nobody
let hot-ball nobody
set selected one-of turtles with [
breed = playersA
;; or breed = playersB ;; always select one of playersA for debugging this code
]
print ( word "At point 1, we selected turtle " [who] of selected " with breed " [breed] of selected)
;; we're still in the observer context here
ifelse [breed = playersA] of selected [ ;; by mentioning breed, we shift into a turtle context silently
print ( word " entering the TRUE part of the if-else statement " )
ask selected [
set size [count link-neighbors] of self
print ( word "at point 2 we set selected player's size to " size )
]
create-balls 1 [
set shape "circle" set size 3 set color blue set label who
set hot-ball who
; hide-turtle ;; for debugging show it so you can click on it and inspect it
print ( word "at point 3 we set created a blue hot-ball with who= " hot-ball )
]
;; it seems you want to update the selected turtle's my-ball variable here with a reference to the ball just created??
print " at point 4 we should set selected agent's my-ball to the ball we just made..."
ask selected [
set new_ball hot-ball
]
print (word " Confirming that selected player got the hot-ball " [new_ball] of selected )
;; ask ball hot-ball [ set hidden? true ]
;; this set of code seems to apply only when selected turtle is one of playersA, so it was moved INSIDE that ask-selected code
;; and put inside another ask selected [ ] context
ask selected [
set team-players link-neighbors with [breed = playersA]
print (word "At point 5, For selected player " who ", here is the team-players agent set :" )
print (sort team-players) ;; using "sort" here just to convert an agent set to a list for display
]
print " ------------- about to ask team-players to update their my-lists and change to triangles ---"
ask team-players [
set shape "triangle" set size 3 ;; to see at a glance that everyone was processed
set my-list lput new_ball my-list
print "... updated one my-list"
]
print " let's confirm that the lists have been updated. Here's the my-lists for playersA "
print map [ i -> [my-list] of i ] sort playersA ;; using "sort" to convert agent-set to a list
print (word "At the end of the go step, we have this many balls: " count balls)
]
;; else we should have breed != playersA
[
error " we should only be looking at one of playersA here for testing" ;; for debugging
]
;; tick
end

Netlogo: Making a turtle interact with anotherone after evaluating similarity in a given variable

I have several turtles each with three variables opinion1, opinion2 and opinion3. I need them to:
identify which of these three variables has the highest value
find another turtle in their network with a value at least as high
as the one found in 1.
update its own value found in 1. with
respect to that of the turtle found in 2.
What I have done doesn't really work because it only updates looking at o1 without really having a look at which of the tree (opinion1, opinion2 or opinion3) is the highest and THEN looking for a neighbour.
to update-opinion
ask turtles [
let my-nearby-turtles nw:turtles-in-radius 1
let my-opinion1 opinion1
set neighbour one-of my-nearby-turtles with [ opinion1 > my-opinion1 ]
if neighbour != nobody [
let opinion_n [opinion1] of neighbour
set opinion1 ((opinion1 + opinion_n) / (2))
]
]
end
I don't know a simple way to do this with unique variables like opinion1 etc, but maybe having a list of opinions instead of individual variables for each opinion will work. For example, with this setup:
extensions [ nw ]
turtles-own [
opinions
]
to setup
ca
resize-world -5 5 -5 5
set-patch-size 30
crt 30 [
set shape "dot"
set opinions n-values 3 [ precision random-float 10 2]
set color scale-color blue sum opinions -5 35
while [ any? other turtles-here ] [
move-to one-of neighbors4
]
]
ask turtles [
create-links-with turtles-on neighbors4
]
reset-ticks
end
You get something like this:
Where each turtle has an opinions list variable that is three items long. Now, you can have each turtle determine its highest opinion value using max, get that maximum values index position in the list using position, and then query that turtle's neighbors to see if any of them have a higher value in the same index position. If they do, modify your asking turtles opinions list using replace-item to be the average of the two values:
to go
ask turtles [
; Get adjacent turtles
let my-nearby-turtles nw:turtles-in-radius 1
; Identify the highest highest value variable of
; the current turtle, and get its list position
let my-opinion max opinions
let my-op-ind position my-opinion opinions
; Pick one of the turtles whose value in the same indexed
; position is higher than my-opinion
let influence one-of my-nearby-turtles with [
item my-op-ind opinions > my-opinion
]
; If that turtle exists, update my own opinions list as appropriate
if influence != nobody [
let new-opinion precision (
( [ item my-op-ind opinions ] of influence + my-opinion ) / 2
) 2
set opinions replace-item my-op-ind opinions new-opinion
]
set color scale-color blue sum opinions -5 35
]
tick
end
Hopefully that is sort of on the right track, not sure if a list will work for what you need. If you must have the variables as standalone values at each tick, I suppose you could convert them to a list then follow the procedure above. If you only need them for output, you could just update your unique variables as needed based on the values in the list (as long as you are consistent with the order).

adding agentset from different agents togother into a let

my model is a network of agents connected to each other with links.
I try to create a agentset from the neighbors of an agents and their neigbors and so on (I need this to assign different values to it).
However when I create a let with the agentset in it. the agents asked to make this agentset all have their own, this is so far so good. But when I want the original agent to ask him his second line neighbors he just returns an agentset from one of this neighbors instead of the combined agentsets of all his second line neighbors
I want the neighbors to store their own neighbors into a agentset with all the neighbors from the different agents in that set.
I cant ask the let agentset to simple do turtleset current-agentset new-agentset since in a let you cant ask to let variable. So a code which would normally be set second-neighbors (turtle-set second-neighbors other-nieghbors doesnt work since I cant ask second-neighbors already in a let
I also cant make this a global or somethins since it is agent specific.
the code I have so far looks like this
ask companies [
let this-company self
let b link-neighbors
ask b [ let c link-neighbors with [self != this-company]
ask c [ let d link-neighbors with [not member? self b]
ask this-company [
set iburen b
set iiburen c
set iiiburen d
]
]
]
]
so what I want is that all the agents in the agentset c report their link-neighbors like they do now. But also store these link-neighbors into a new agentset which has all the link-neighbors of all the agents in c. like a simple i i + 1. but than with turtle-set (what I have) (what is new from the next agent asked)
the same goes for d
If I run the model now agents report different agentset almost every tick. They just pick one agentset from any of these agents instead of combining them all togother.
Here is what I think you need:
extensions [ nw ]
breed [ companies company ]
companies-own [
buren ; a list of agentsets, with one item for each "level" of neighbors
]
to setup
clear-all
; create a random network and lay it out:
create-companies 20 [ create-links-with n-of 3 other companies ]
repeat 30 [ layout-spring turtles links 0.2 5 1 ]
let num-levels 3
ask companies [
let all-neighbors other nw:turtles-in-radius num-levels
set buren (list) ; initialize to empty list
foreach range num-levels [ i ->
let neighbors-at-this-level all-neighbors with [
nw:distance-to myself = i + 1
]
set buren lput neighbors-at-this-level buren
]
]
; demonstrate how to access the levels (sorted only for display purposes)
ask one-of companies [
show sort item 0 buren ; first level neighbors
show sort item 1 buren ; second level neighbors
show sort item 2 buren ; third level neighbors
]
end
This might not be the most efficient code possible, because it goes through the list of all neighbors once for each level, but unless you have a humongous network, you should not notice.
If you really wanted to use variables like iburen, iiburen and iiiburen, you could always alias the items of the list:
set iburen item 0 buren
set iiburen item 1 buren
set iiiburen item 2 buren
...but I don't recommend it. Having your agentsets in a list should encourage you to think of your levels in a more general way.

How to get the top 10 turtles sorted by reverse in-degree centrality?

I want to get a list of top ten turtles in terms of their degree centrality. I have tried but I am not getting the required result.
In the code below, I am storing centrality in a list and then reverse sorting it. However, it is storing centralities only. I want turtles ordered in terms of their centrality. I also have tried saving turtles on the list and have used sort-by but got an error.
I also have tried to get agents using turtles with max degree centrality, but the problem arises when several nodes have the same centrality. I want to do this in an efficient manner.
globals [indeg]
turtles-own [centrality]
to setup
ca
crt 160
ask turtles [
set indeg []
fd random 15
]
ask turtles with [color = red] [create-links-to other turtles with [color = blue]]
ask turtles with [color = green] [create-links-from other turtles with [color = yellow]]
inf
end
to inf
ask turtles [
set centrality count my-in-links
set indeg lput centrality indeg
]
set indeg sort(indeg)
print "indeg"
print reverse(indeg)
print max(indeg)
end
Here are three different ways to get that information, with potentially slightly different performance and results:
to setup
clear-all
create-turtles 160 [ forward random 15 ]
ask turtles with [color = red] [create-links-to other turtles with [color = blue]]
ask turtles with [color = green] [create-links-from other turtles with [color = yellow]]
let top-10-a reverse sort-on [ count my-in-links ] max-n-of 10 turtles [ count my-in-links ]
show-results top-10-a "Top ten turtles using max-n-of:"
let sorted-turtles reverse sort-on [ count my-in-links ] turtles
let top-10-b sublist sorted-turtles 0 9
show-results top-10-b "Top ten turtles from sorted list:"
let top-10-c filter [ t ->
[ count my-in-links ] of t >= [ count my-in-links ] of item 9 sorted-turtles
] sorted-turtles
show-results top-10-c "Turtles with top ten centrality:"
end
to show-results [ turtle-list title ]
print title
foreach turtle-list [ t -> ask t [ show count my-in-links ] ]
end
The first (method "a") and most obvious is to use NetLogo's max-n-of primitive. That primitive gives back an agentset (not a list), so if you want an agentset, that's the way to go.
Your question seem to indicate that you ultimately want a list of turtles sorted by decreasing centrality, so you have to use reverse sort-on [ count my-in-links ] on the result of max-n-of, which is what I'm doing above.
Another approach (method "b") would be to sort all turtles by their centrality, store the resulting list in sorted-turtles variables and then take the first 10 of that. That method is a bit more intuitive but could be slower than the max-n-of method since it has to sort the whole list. Depending on how many turtles you have, however,the difference could be negligible.
One thing the first two methods have in common is that the ties are broken randomly. This means that if you have, let's say, three turtles that have a centrality worthy of position number ten in your top ten, you'll only get one of those. (Given the way you construct your network in the example from your question, this is very likely to happen.) If you want your top ten to potentially include more than 10 turtles in case of equality, you need to use method "c".
The last method sorts the whole, look at the centrality of the tenth turtle in that list, and filters the list to keep only the turtles with centrality greater or equal to that one.

nw:weighted-path-to, nw:turtles-on-weighted-path-to and multiple equally weighted paths

I apologise upfront if this is a stupid question.
When one calls nw:weighted-path-to a list of links is returned describing the shortest path between origin and destination turtles.
Similarly, calling nw:turtles-on-weighted-path-to returns a list of the turtles on the shortest path between origin and destination.
It is my understanding that if there are 2 equally weighted paths between origin and destination both functions returns one of these paths at random. This happens independently and as such one set of links can be produced for the shortest path, but another set of turtles. This can be replicated using the following code:
extensions [nw]
links-own [ weight ]
to go
clear-all
create-turtles 4
ask turtle 0 [ create-link-with turtle 1 [ set weight 2 ] ]
ask turtle 0 [ create-link-with turtle 2 [ set weight 2 ] ]
ask turtle 1 [ create-link-with turtle 3 [ set weight 2] ]
ask turtle 2 [ create-link-with turtle 3 [ set weight 2] ]
ask turtle 0
[
let pathLinks nw:weighted-path-to turtle 3 "weight"
let pathNodes nw:turtles-on-weighted-path-to turtle 3 "weight"
let pathUtility nw:weighted-distance-to turtle 3 "weight"
show pathLinks
show pathNodes
show pathUtility
]
end
Which will happily produce:
(turtle 0): [(link 0 2) (link 2 3)]
(turtle 0): [(turtle 0) (turtle 1) (turtle 3)]
(turtle 0): 4
Obviously, this is not an error but it has unfortunately tripped me up.
My question is - what is the most sensible way to link these two procedures to produce lists of links and turtles that make up a single randomly selected shortest path?
I am assuming it would be best to return the links with nw:weighted-path-to, then ask the links to return both-ends and do some sort of unique operation to produce a set of turtles on that path, if that is the case I'm not sure how to preserve the order of turtles. Does this make sense? Is that how you would do it?
As ever, thanks for reading.
Edit: this also applies to path-to and turtles-on-path-to in a topological network with multiple equal length paths.
Good question! You can generate either list from the other, but I think turtle-path to link-path is easier:
;; Construct the turtle path, putting the current turtle on the front:
let turtle-path fput self nw:turtles-on-weight-path-to turtle 3 "weight"
;; Iterate through pairs of turtles, getting the link connecting them
let link-path (map [[link-with ?2] of ?1] but-last turtle-path but-first turtle-path)
Edit:
Nicolas is absolutely right about "link-path to turtle-path". However, his comment made me realize you could use the almighty reduce and the ever-useful other-end to do it!
reduce [ lput [[other-end] of ?2] of (last ?1) ?1 ] fput (list self) nw:weighted-path-to turtle 3 "weight"
Edit2: The "link-path to turtle-path" code is pretty opaque. Here's an attempt to clarify it:
to-report add-link-to-turtle-path [ turtle-path next-link ]
let last-turtle last turtle-path
report lput [[other-end] of next-link] of last-turtle
end
;; turtle-procedure - Assumes the current turtle is the starting point of the path
to-report link-path-to-turtle-path [ link-path ]
let start-of-path (list self)
report reduce add-link-to-turtle-path fput start-of-path link-path
end