I am working on a model that counts each interaction of all turtles and presents them in a monitor.
My code works, except not as intended. I get way too many variable registrations.
I am somewhat inexperienced with Netlogo. I have already tested my code with as little and as many turtles as possible, yet the variable registration seems to happen on every tick for all turtles regardless of their location.
to interact
ask citizens with [alerted?] [
if any? citizens in-radius 3 with [panicked?]
[ set mood mood - 20
set total-contagions total-contagions + 1]
if any? citizens in-radius 3 with [calm?]
[ set mood mood + 10
set total-contagions total-contagions + 1]
if any? citizens in-radius 3 with [alerted?]
[ set mood mood - 1
set total-contagions total-contagions + 1]
]
ask citizens with [calm?] [
if any? citizens in-radius 3 with [alerted?]
[set mood mood - 5
set total-contagions total-contagions + 1 ]
if any? citizens in-radius 3 with [panicked?]
[set mood mood - 15
set total-contagions total-contagions + 1 ]
if any? citizens in-radius 3 with [calm?]
[set mood mood + 5
set total-contagions total-contagions + 1]
]
ask citizens with [panicked?] [
if any? citizens in-radius 3 with [panicked?]
[ set mood mood - 3
set total-contagions total-contagions + 1 ]
if any? citizens in-radius 3 with [alerted?]
[ set total-contagions total-contagions + 1 ]
if any? citizens in-radius 3 with [calm?]
[ set total-contagions total-contagions + 1 ]
]
end
What I need to achieve is every interaction to be counted as one and not many times over the course of the simulation. Furthermore, I need every interaction to be counted only when turtles are in close proximity with each other.
Okay, the problem is that you increase contagions in every block. Look at your example from the comments with 1 panicked, 1 calm and 1 alerted and the three meet. Take the perspective of the alerted turtle (the first part of your code):
first test: yes, there is a panicked nearby, so the mood changes and contagions increments
second test: yes, there is also a calm nearby, so the mood changes and contagions increases AGAIN
third test: yes, there is an alerted nearby (itself), so again contagions increments
The first correction is to change your tests to if any? other citizens ... because including other excludes itself from the test.
The second correction is really a logic issue rather than a coding issue, you need to work out what you really want to count.
Related
I'm fairly new to Netlogo but I want to build a model where an agent (a car driver) will leave his home at a certain hour with a certain probability. Let's say he leaves Monday morning at 1 am (if have linked the ticks to the time so one tick is one hour).
I tried to work with ifelse-statements combined with a second statement which has to be verified in order for the entire statement to become true. In the example below the car / agent should leave with a probability of 7.7% its house and drive to a patch called underway-patches. Since one week has 168 hours, I tried to link the hour via the mod ticks (hence, mod ticks = 1 is equal to 1 am on a Monday morning).
This alone works:
ifelse ticks mod 168 = 1 and random-float 100.0 < 7.7
[ ask turtles [ move-to one-of underway-patches ] ]
[ ask turtles [ move-to one-of home-patches] ]
This works fine. So I have always about 7 out of 100 turtles moving to the underway-patch.
But If I now add the second hour, so 2 am, the first function does not work anymore (there are no turtles moving at all at 1 am - only at 2 am). I expect about 7 out of 100 turtles to move at 1 am to the underway-patch and then I expect about 5 out of 100 turtles to move at 2 am to the underway-patch (and the other 7 of the first hour should go back to the home-patches).
This does not work anymore:
; Monday, 1 am
ifelse ticks mod 168 = 1 and random-float 100.0 < 7.7
[ ask turtles [ move-to one-of underway-patches ] ]
[ ask turtles [ move-to one-of home-patches] ]
; Monday, 2 am
ifelse ticks mod 168 = 2 and random-float 100.0 < 5.1
[ ask turtles [ move-to one-of underway-patches] ]
[ ask turtles [move-to one-of home-patches] ]
I appreciate every help! Thanks in advance.
First, congratulations on an extremely clear question despite your newness to the site.
The problem is not that you have multiple ifelse statements, that is fine. The issue is that your ifelse statement is applying a single test to all turtles. Just look at the first example with one statement:
ifelse ticks mod 168 = 1 and random-float 100.0 < 7.7
[ ask turtles [ move-to one-of underway-patches ] ]
[ ask turtles [ move-to one-of home-patches] ]
Imagine that it is tick number 1. The computer runs the random number generator and gets 2. Great, the condition is true so the first block gets run. That will have ALL turtles move to the underway-patches. Similarly, if the random number generator returns 10, then the condition is false and ALL turtles move to home-patches.
You probably want something more like (you don't have to do the brackets on multiple lines, I did it so you can see the logical blocks of the structure):
ifelse ticks mod 168 = 1
[ ask turtles-on home-patches
[ if random-float 100.0 < 7.7
[ move-to one-of underway-patches
]
]
]
[ ask turtles-on underway-patches [ move-to one-of home-patches] ]
Or if you want exactly the correct proportion of turtles to move:
ifelse ticks mod 168 = 1
[ let num-to-move 0.077 * count turtles-on home-patches
ask n-of num-to-move turtles-on home-patches
[ move-to one-of underway-patches
]
]
[ ask turtles-on underway-patches [ move-to one-of home-patches] ]
Just a general observation, if you are going to code this for every possible starting time, you are going to have a lot of code that is identical except for the tick and the proportion. You state that you are new to NetLogo, so I don't want to jump too quickly to more advanced concepts, but come back when you're a little further along with having thought through your model and we can probably help you create a procedure that reduces the need to duplicate code.
UPDATE: One approach to reusing the code
This isn't quite right because I'm not really clear what sort of movement you want, but here is a complete model where the proportions are stored in a list and ticks is used to identify the correct item in the list. That proportion is then passed to a piece of code that moves turtles.
globals
[ home-patches
underway-patches
proportions
]
to setup
clear-all
set proportions [0 0.077 0.05 0.15]
set home-patches patches with [abs pxcor <= 3 and abs pycor <= 3]
ask home-patches [ set pcolor white ]
set underway-patches patches with [not member? self home-patches]
ask underway-patches [ set pcolor yellow ]
create-turtles 100
[ set color red
]
reset-ticks
end
to go
move-turtles item (1 + ticks mod 3) proportions
tick
end
to move-turtles [#prop]
print #prop
ask turtles
[ ifelse member? patch-here home-patches
[ if random-float 1 < #prop
[ move-to one-of underway-patches
]
]
[ move-to one-of home-patches
]
]
end
I am trying to simulate the differentiation pattern of a simple organism. This is how I'd like my breeds and variables to work:
Breeds: vegetatives and heterocysts. Vegetatives can divide, heterocysts can't. Vegetatives can become heterocysts. Ideally, once a heterocyst is formed, the closer a vegetative is to it, the less likely it is for it to become a heterocyst in turn.
Variables:
age: + 1 per tick, - 1 for newly-hatched turtles
bump: A means by which to displace all the turtles located 'ahead' of a newly-hatched turtle, so they don't overlap. I imagined the system a bit like a Newton's Cradle (http://s.hswstatic.com/gif/newtons-cradle-1.jpg)
pro: promoter. Accumulates partially randomly. Once it reaches a certain value ('concentration'), a vegetative would change breed to become a heterocyst. Value decreased by inh.
proL: label for pro, with rounded values.
inh: inhibitor. Ideally this value should form a 'gradient' (highest in turtles near heterocysts, lowest further away).
The obvious problem that I can see is that I get a lot of contiguous heterocysts. Which is sort of what I've been trying to avoid. But I can't see what went wrong...Please help?
to setup
clear-all
setup-turtles
reset-ticks
ask turtles [ set size 1 ]
end
to setup-turtles
create-vegetatives 1
ask turtles [
setxy random-xcor random-ycor
set shape "circle"
set color 65]
end
to go
divide
add-age
move
differentiate
tick
end
turtles-own [age
bump
inh
pro
proL]
breed [vegetatives vegetative]
breed [heterocysts heterocyst]
to add-age
ask turtles [
set age age + 1
ifelse show-age?
[ set label age ]
[ set label "" ]
]
end
to divide
ask vegetatives [
if random 100 < 2 [
hatch 1[
set bump 1
set age age - 1
set inh 0
]
]]
end
;;Trying to get only one turtle per patch, making the others move
to move
ask turtles[
while [bump = 1] [
ifelse not any? turtles-on patch-right-and-ahead 180 1[
rt 180
fd 1
set bump 0
if any? other turtles-here[
ask other turtles-here
[set bump 1]
]
]
[fd 1
set bump 0
if any? other turtles-here[
ask other turtles-here[
set bump 1]
]
]
]]
end
to differentiate
ask turtles[
set pro (pro - inh + (random 2))
set proL round pro
ifelse show-proL?
[ set label proL ]
[ set label "" ]
create-links-with other turtles-on patch-ahead 1
create-links-with other turtles-on patch-right-and-ahead 180 1
if breed = vegetatives [
if any? link-neighbors[
ifelse any? link-neighbors with [breed = heterocysts]
[]
[set inh mean [inh] of link-neighbors]
]
if any? vegetatives with [pro > 50]
[ask vegetatives with [pro > 50]
[set breed heterocysts
set color brown
set shape "circle"
if any? link-neighbors[
ask link-neighbors with [breed != heterocysts]
[set inh 2]]
]]
]]
clear-links
end
How to generate food sources through slider in ants model, like if we set 3 through slider we can see 3 food sources, in net logo.
This should get you started:
globals [n-food-types n-food-patches]
patches-own [food-type]
to setup
ca
set n-food-types 3 ;move into slider
let _food-types n-values n-food-types [? + 1]
ask patches [
set food-type 0 ;default: no food
]
set n-food-patches (count patches / 2)
ask n-of n-food-patches patches [
set food-type one-of _food-types
]
color-patches
end
to color-patches
ask patches [
set pcolor (5 + 10 * food-type)
]
end
In my model I want to be able to clump my agents but have the location of this clumping to change.
At the moment I can get them to clump using
setxy random 4 random 4
but that is located around the origin of the simulation space. How can I vary this so they clump at a different point for each model run?
Thanks
I like using asking patches to do this sort of thing but you could just change your code to.
The set the clump by hand method
let clump-X random-pxcor
let clump-Y random-pycor
crt 100 ;; or however many you want to make the create-turtles in your code
[
...
setxy (random 4 + clump-X) (random 4 + clump-Y)
]
The patch and sprout method
ask one-of patches
[
sprout 100
[
set xcor xcor + random 4
set ycor ycor + random 4
]
]
I am very new to netlogo. I have searched every question here before I posted this.
I have the following code which sprouts a given number of horses:
ask n-of Number-horses patches with [grass? = "Yes"]
[sprout-horses 1 [set color 25 ]]
The person can change the number of horses using the slider but I would like each horse to have its own area/range/radius.
They can only move within this radius/area and they cannot meet each other.
From what I've read it's got something to do with the distance function?
You can find a similar problem here which has examples too :
Spacing agents in NetLogo based on territory size
There are several ways that you can assign a territory zone to each horse, but all methods that I know have two steps, first step is in order to make sure initial home area of horses are separated from each other , So we need to create horses only in patches which has a certain distance from another patch which has a horse on it,I did not follow your method that asked patches to sprout horses and instead I created them without asking patches.
I was not sure how you defined grass? Variable for each patch but I have assigned a number of patches with grass? = true and others false.
Second step is to set home-area property of each horse. If initially you moved them far away from each other they will have separate territories.
I have included a few examples here :
First to use in-radius for both steps:
Breed [Horses horse]
Horses-own [home-area]
patches-own [grass?]
globals [Zone-Radius]
to setup
clear-all
reset-ticks
set Zone-Radius 2
ask patches
[
ifelse pxcor mod 5 = 3
[ set Grass? true ]
[ set Grass? false ]
]
create-horses Number-horses
[ Move-to one-of patches with [Grass? and not any? other horses in-radius (Zone-Radius + 1)]
set home-area patches in-radius Zone-Radius
set color 25
]
end
to go
ask horses [
ifelse member? patch-ahead 1 home-area
[rt random 10 fd 1 ] ; move if next patch is in their zone
[rt random 180]
]
tick
end
In this example horses only move in the patches in their radius 2. But you can change that base on your model requirements.
In the second method you can use distance for the first step (finding empty patches with enough distance to current patch) and radius for second one (assigning home-area to each horse).
Move-to one-of patches with [Grass? and not any? other horses with [distance myself < (Zone-Radius + 1)]]
set home-area patches in-radius Zone-Radius
If you use higher distance for finding empty patches you will have completely seprated zones. Finally , you can use distance for both steps:
Move-to one-of patches with [Grass? and not any? other horses with [distance myself < (Zone-Radius + 1)]]
set home-area patches with [distance myself < Zone-Radius]
I just did it another way:
Breed [Horses horse]
Horses-own [home-area]
patches-own [ concession? forest? parks?]
globals [Zone-Radius]
to setup
clear-all
reset-ticks
set Zone-Radius 2
ask n-of 500 patches [ set concession? "No" ]
ask n-of 500 patches[ set forest? "Yes" ]
ask n-of 500 patches[ set parks? "Yes"]
let i 0
while [i < Number-horses]
[
ask one-of patches with [(concession? = "No" or forest? = "YES" or parks? = "YES" ) and (not any? horses in-radius (Zone-Radius + 2) )]
[
sprout-horses 1 [
set home-area patches with [distance myself < Zone-Radius]
let w who
ask home-area [set pcolor red]
set color 25 ]
]
set i (i + 1)
]
end
to go
ask horses [
ifelse member? patch-ahead 1 home-area [rt random 10 fd 1 ] [rt random 180]
]
tick
end
As you can see I used while and a condition to ask patches one by one, I might be mistaken but when I ask all the n-of Number-of-horses patches with [YourCondition][...] I get the wrong results and distance between horses is not effective, maybe they are created all at the same time and therefore upon creating a horse there was no horse nearby!? I am new to these concepts and might be wrong.
This is the code and view for the one which asks patches to create horses at once here :
Breed [Horses horse]
Horses-own [home-area]
patches-own [ concession? forest? parks?]
globals [Zone-Radius]
to setup
clear-all
reset-ticks
set Zone-Radius 2
ask n-of 500 patches [ set concession? "No" ]
ask n-of 500 patches[ set forest? "Yes" ]
ask n-of 500 patches[ set parks? "Yes"]
ask n-of number-horses patches with [(concession? = "No" or forest? = "YES" or parks? = "YES" ) and (not any? horses in-radius (Zone-Radius + 2) )]
[
sprout-horses 1 [
set home-area patches with [distance myself < Zone-Radius]
let w who
ask home-area [set pcolor red]
set color 25 ]
]
end
to go
ask horses [
ifelse member? patch-ahead 1 home-area [rt random 10 fd 1 ] [rt random 180]
]
tick
end