count the accumulated number of links in netlogo - netlogo

I set up the environment where every tick, 3 pieces of information show up, and the turtles create links with them, meaning they integrate the information into their knowledge.
I'd like to count their accumulated knowledge with every tick.
But the problem is, the count function always count the number of all the existing links, not just the number of newly created links.
Of course, I can count properly when I make the links die, but that is not what I want.
What can I do?
directed-link-breed [infolinks infolink]
breed [guys guy]
breed [infobits infobit]
globals [newinfos x]
guy-own [knowledge]
to setup
ca
create-guys 2[
setxy random-xcor random-ycor
set knowledge random 100
set label knowledge
reset-ticks
end
to go
create-infobits 3[
setxy random-xcor random-ycor
ask guys [
set newinfos myself
expose newinfos
]]
ask guys
[update-knowledge]
tick
end
to expose [new]
if random-float 1 < 0.8 [
create-infolink-to new
]
set x count infolink-neighbors
end
to update-knowledge
set knowledge knowledge + x
set label knowledge
end

The best way is to use a guys-own counter that is set to zero at each tick and then incremented every time a new link is made during that tick. I've added such a counter, new-knowledge in the code below, and deleted the globals since they play no "global" role in your code as it stands.
directed-link-breed [infolinks infolink]
breed [guys guy]
breed [infobits infobit]
guys-own [knowledge new-knowledge]
to setup
ca
create-guys 2 [
setxy random-xcor random-ycor
set knowledge random 100
set label knowledge
]
reset-ticks
end
to go
ask guys [set new-knowledge 0]
create-infobits 3 [
setxy random-xcor random-ycor
ask guys [expose myself]
]
ask guys [update-knowledge]
tick
end
to expose [new]
if random-float 1 < 0.8 [
create-infolink-to new
set new-knowledge new-knowledge + 1
]
end
to update-knowledge
set knowledge knowledge + new-knowledge
set label knowledge
end

Related

How to make n-of turtles move to the same place every loop?

I want to specify the number of turtles to go and back the same place every of my loop.
For example, in day1, some of turtles born in place1 and some of turtles born in place 2 and turtles its selves know the place where they want to go and come back to the same place where they born. For day2, turtles its selves still go the same place and go on like this every day.
Anyone have any ideas or suggestions?
It's a little hard to work out what you are asking but hopefully this is close and will give us a starting point to work out what you actually want. This model has a variable for each turtle to remember where it was born, and each tick some (5) of the turtles move back to their home patch. The other turtles move in a random direction.
turtles-own [myhome]
to setup
clear-all
create-turtles 20
[ setxy random-xcor random-ycor
set myhome patch-here
]
reset-ticks
end
to go
let homers n-of 5 turtles
ask turtles
[ ifelse member? self homers
[ move-to myhome ]
[ set heading random 360
forward 1
]
]
tick
end

netlogo tie-mode "fixed" fails to maintain link-length in graphs with medium-level degree

I am trying to create a network that moves through the environment as a "static" unit, i.e. nothing in the simulation changes except the position and orientation of the whole, the position and orientation of the individual turtles relative to one another are fixed by their links. Turtles are connected via undirected links, which are tied and set to tie-mode "fixed".
The problem is that in certain situations the links fail to remain fixed and link-lengths begin to change. Initially I noticed that, where the average network degree is relatively low or the network is a complete graph, the tie primitive works. However, when links were created to produce a graph that is moderately connected the link-lengths between the turtles begins to change. Upon further experimentation I can create a network with the same number of links and turtles but with different configurations i.e. the network structure is different, that sometimes maintain the positions and link-lengths but in other situations fail to do so.
How do I get the network to move as a unit no matter how connected the network is or what the configuration of the network is? See example code below, I have added code at the end where you can run multiple configurations of a network with 6 turtles and 6 links to see the issue for yourself, try running at least a half dozen iterations. Thanks!
this produces a network that moves as a unit
to setup
create-turtles 10
ask turtles [fd 2]
ask turtles [create-links-with other turtles [tie] ]
ask links [set tie-mode "fixed"]
reset-ticks
create-turtles 10
ask turtles [fd 2]
ask turtles [create-links-with other turtles [tie] ]
ask links [set tie-mode "fixed"]
reset-ticks
end
to go
ask turtles [lt 1 fd 1]
end
This produces a network whose links are still tied and set to tie-mode "fixed", but change their link-lengths. The more links that are asked to die, the more the link-lengths change.
to setup
clear-all
create-turtles 10
ask turtles [fd 2]
ask turtles [create-links-with other turtles [tie] ]
ask links [set tie-mode "fixed"]
ask one-of links [die]
reset-ticks
end
to go
ask turtles [lt 1 fd 1]
end
Here is additional code showing a specific instance of link-length change. Please input the seed 659269695 when prompted by the button "use-seed-from-user". Apologies if the code is clunky, first time using random-seed. "Print-lengths" button is to confirm that lengths change.
;USE seed: 659269695
to use-new-seed
let my-seed new-seed ;; generate a new seed
output-print word "Generated seed: " my-seed ;; print it out
random-seed my-seed ;; use the new seed
reset-ticks
end
;; Use a seed entered by the user
to use-seed-from-user
loop [
let my-seed user-input "Enter a random seed (an integer):"
carefully [ set my-seed read-from-string my-seed ] [ ]
ifelse is-number? my-seed and round my-seed = my-seed [
random-seed my-seed ;; use the new seed
output-print word "User-entered seed: " my-seed ;; print it out
reset-ticks
stop
] [
user-message "Please enter an integer."
]
]
end
to setup
clear-all
create-turtles 6
ask turtles [
fd 5
set shape "circle"
set size 1
set color yellow
if count links < 7 [ask one-of turtles [create-link-with one-of other turtles
[tie]]]]
reset-ticks
end
to go
ask turtles [lt 1 fd 1]
end
to print-lengths
print sort-by < [precision link-length 2] of links
end
I slightly revised your code so that the go procedure includes breaking a link. I also got rid of the explicit setting of tie-mode since that is done by setting the link to tie and added a tick so I could plot. So the code looks like this:
to setup
clear-all
create-turtles 10 [fd 2]
ask turtles [create-links-with other turtles [tie] ]
reset-ticks
end
to go
ask one-of links [die]
ask turtles [lt 1 fd 1]
tick
end
As far as I can see, the turtles move as a unit until it fragments with the loss of links.
I added a monitor for mean [link-length] of links, which is what I think you are asking about and also a plot of the same calculation. Yes, it is true that the average link length changes, but remember that the links are not all the same length. If a longer one dies, then the average length will reduce, and if a shorter one dies then the average will increase. The plot wanders a little, but it is basically flat until fragmentation.

How would I "target" patches within a certain area?

I have set up agents and nodes to represent people and stores and it is my intention that the agents will "target" the store in their "awareness" space with the highest value ("vulnerability"). I've largely coded what I have so far through trial and error however setting the turtle's target to the patch with the highest value within a 10 unit radius is a hurdle I can't get over. Currently they target the patch with the highest value regardless of its position in the world. Could somebody suggest what I might consider to achieve this please? I have pasted what I have written so far for reference.
Thanks.
breed [shoplifters a-shoplifter]
patches-own [vulnerability]
shoplifters-own [target
awareness]
to setup
clear-all
setup-patches
setup-turtles
reset-ticks
end
to setup-patches
setup-stores
end
to setup-stores
ask n-of num-stores patches [ set pcolor lime ] ;; create 'num-stores' randomly
ask patches [
if pcolor = lime
[ set vulnerability random 100
]
]
end
to setup-turtles
setup-shoplifters
setup-target
end
to setup-shoplifters
create-shoplifters num-shoplifters [ ;; create 'num-turtles' shoplifters randomly
set xcor random-xcor
set ycor random-ycor
set shape "person"
set color red
]
end
to setup-awareness
ask turtles [
set awareness
patches in-radius 10
]
end
to setup-target
ask turtles [
set target
max-one-of patches [vulnerability]
]
end
You are on the right track using max-one-of. At the moment, however, you are sending patches as the space to search through to look for the one with maximum vulnerability value, when you really want patches in-radius 10. So you could simply do this:
to setup-target
ask turtles [
set target max-one-of patches in-radius 10 [vulnerability]
]
end
However, this is going to be inefficient because NetLogo will have to first work out which are the patches within the radius. You have already asked the turtles to work this out and assign it to their variable 'awareness'. What you really want to do is therefore:
to setup-target
ask shoplifters [
set target max-one-of patches awareness [vulnerability]
]
end
Note that I also changed ask turtles to ask shoplifters. It is only shoplifters who have the attribute 'target' so you should only be asking them to calculate it. Same thing goes for 'awareness'. At the moment you don't have any other breeds so it's not causing an error, but it is good practice to use the breed, otherwise there is no point in creating it.

Changing Node ID with every Setup in Netlogo

We try to show a simple infection via Netlogo. For our purpose we need to start the infection with the same turtle for several times.
But right now with every setup another turtle begins with the infection. We already tried to work with the Node ID, but unfortunately the ID of the different turtles changes with every setup, too. We are out of ideas but
maybe there is a way to sove this problem I am happy for any answers :)
This is our Code so far:
extensions [nw]
globals
[
num-informed
informed-size
]
turtles-own
[
informed?
]
to setup
clear-all
nw:load-graphml "JK_nachnamen.graphml"
ask turtles [ set size 1.5 ]
layout-radial turtles links turtle 61
ask turtles [set color red]
ask turtles [set shape "dot"]
ask links [set color grey + 1.5]
ask patches [set pcolor white]
ask turtles [set label-color black]
ask turtles [set informed? false]
ask turtle 72
[
set informed? true
set color green
]
set num-informed 1
set informed-size 2
reset-ticks
nw:save-graphml "JKnachnamennetlogo.graphml"
end
to spread
if (count turtles with [informed? = true] > .7 * count turtles) [stop]
ask turtles with [ informed? = true ]
[
ask link-neighbors with [not informed?]
[
if (random-float 1 <= 0.01)
[
set informed? true
show-turtle
set color green
]
]
]
set num-informed count turtles with [informed? = true]
tick
end
Thank you a lot.
I am a little unclear so am giving bits of different answers for different situations.
If the turtles are different each time, what do you mean by 'the same turtle'. For example, do you mean the turtle in a particular position? If so, you could select the turtle on the appropriate patch.
If it doesn't matter which particular turtle it is (just that it's the same turtle), then the simplest approach is to set the random-seed. Then every time you run any random process (including choosing one-of the turtles to select the starting infection, or ask turtles to do something), NetLogo will use the same chain of random numbers. Of course, if you are still building your model, then adding new pieces of code that change how many calls are made to the random number generator will lead to a different chain, but rerunning with the same code will give the identical run.
You may need to use with-local-randomness and random-seed new-seed if you want to have some parts actually change.
The problem is that nw does not store the WHO variable this is to avoid conflict with already existing turtles in a model.
A work-around would be assigning each turtle a separate id variable and setting that to who.
turtles-own [informed? id]
in turtles creation asign them each the id thus
set id who
you may want to write a conversion procedure like this
to convert
nw:load-graphml "JK_nachnamen.graphml"
ask turtles [set id who]
nw:save-graphml file-name "JK_nachnamen(id).graphml"
end
and use the copy. Of course you would not use
turtle 74
but
one-of turtles with [id = 74]

NetLogo: Combine and form a new turtle

I am currently learning NetLogo and I need help. In my model I have same sized 10 turtles which moves randomly. When 2 or more turtles are on the same patch they will combine and form a new turtle with the double size. In this manner, the main rule is max. 5 turtles can combine to each other. And this formation will continue until the there will be 2 turtles (with each contain 5 turtles) remain.
I had created turtles and made them move randomly, but I could not managed to combine them. Can you show me a way to do this? Any help appreciated. Regards.
EDIT: I tried the "in-radius" command unsuccessfully. 5-5 distribution of the turtles (as you can can see from the code, they represent H2O molecules) is vital for the system definition and any other distributions are not allowed in the model.
In detail, when randomly moving 2 H2O molecules meet on the same patch, they will combine to form a new molecule (2H2O). The main rule is as previously mentioned, max. 5 molecules can combine which ends with forming 5H2O. Since, initially there are 10H2O molecules in the system, there will be 2 5H2O molecules at the end.
The code I tried to implement is as follows,
breed [h2o-molecules h2o]
to setup
clear-all
reset-ticks
create-h2o-molecules h2o-num [
set color 105
set sIze .5
set shape "circle"
setxy random-xcor random-ycor
set pen-mode "up"
]
end
to setup-patches
ask patches [set pcolor 0]
show count turtles
end
to set-label
ask patches [
ifelse count turtles-here > 0
[set plabel count turtles-here]
[set plabel ""]
]
end
to move-h2o-molecules
ask h2o-molecules [
let dice random 1000
let change (dice - 1)
forward 2
set HEADING (HEADING + change * 2)
]
end
to go
setup-patches
move-h2o-molecules
ask turtles [rt random 1
fd 0.3]
set-label
tick
end
Thanks for your time and patience. Regards,
Using turtles-here
You don't need to ask patches for turtles-here (as you did to set patches labels). The function runs as well if called by a turtle (and is more efficient when there are more patches than turtles). But take care to use other turtles-here if you don't want to include the calling turtle.
Combine procedure
If you declare
a turtle variable after your breed declaration:
h2o-molecules-own [
turtles-inside
]
(set the variable value inside your create-h2o-molecules)
and your combination limit max-inside as a global variable (use slider widget with 5 as default value)
then the combine procedure can look like:
to combine ;; turtle procedure
; take one turtle from the same patch as a target
; which has turtles-inside low enough to combine with
let target one-of other h2o-molecules-here with
[turtles-inside <= max-inside - [turtles-inside] of myself]
if target != nobody
[
set turtles-inside turtles-inside +
[turtles-inside] of target ;; increase turtles-inside
ask target [ die ] ;; kill the target
set size sqrt turtles-inside ;; increase size
]
end
Stop
You can stop the simulation by
if not any? h2o-molecules with [turtles-inside < max-inside] [ stop ]
Comment
The condition used to select the target turtle is using turtles-here, other and the maximum constraint which is compared to the sum of turtles inside the target and turtles inside the calling turtle (using myself function).