Netlogo WITH expected a true/false value but got 0 instead - netlogo

I am fairly new to Netlogo. I am trying to make my turtles act differently depending on their variables, however I get the runtime error WITH expected a true/false value but got 0 instead.
I already initialize a couple of turtles on a different procedure so there should not be any empty agentsets of turtles with the requested variables.
to setup-figures
ask n-of 2 citizens
[ get-panicked ]
ask n-of 2 citizens
[ get-alerted ]
ask n-of 2 citizens
[ calm-down ]
end
to flee
ask citizens with [ panicked? ] [
fd 1.1
]
ask citizens with [ alerted? ] [
fd 0.6
]
ask citizens with [ calm? ] [
fd 0.5
]
if [pcolor] of patch-ahead 1 = grey
[collision-check]
end
to get-panicked
set panicked? true
set color red
set mood 19
end
to get-alerted
set alerted? true
set color yellow
set mood 35
end
to calm-down
set calm? true
set color green
set mood 66
end

The ask primitive will look at all citizens to find those with (say) alerted? equals true. But if you only initialize some citizens, those not initialized will have alerted? set to its default value of zero. Zero and false are not the same in NetLogo, so ask chokes on those citizens whose value of alerted? is zero, i.e., on those that have not be initialized. At the beginning of your setup, you can put
ask citizens [
set panicked? false
set alerted? false
set calm? false
]
Then you can ask n-of your citizens to become panicked, etc., as you do in your code.

Related

Linking turtles to another turtle with highest value in NetLogo. Limit the number of links

I am a beginner with NetLogo and I am trying to ask some turtles (students from different social classes) to link to other turtles (schools). What I would like is for the working class students to look for the school with the highest achievement which is at the same not expensive and has not reached the max number of links allowed. If the desired school has reached the max number of links allowed I want the student to look for the next school with the highest achievement which has not reached the max number of links allowed and so on.
This is the code. I get the following message "ANY? expected input to be an agentset but got the turtle (school 1) instead."
breed [schools school]
breed [upperclass upperclass-student]
breed [workingclass workingclass-student]
upperclass-own [achievement enrolled? target]
workingclass-own [achievement enrolled? target]
schools-own [schoolachievement expensive? ]
to setup
clear-all
set-default-shape schools "house"
set-default-shape upperclass "person"
set-default-shape workingclass "person"
ask patches [ set pcolor 8 ]
create-schools num-of-schools [ setxy random-xcor random-ycor set schoolachievement random-normal 5 1
set expensive? one-of [ true false ] ]
create-upperclass num-of-upperclass [ set color white setxy random-xcor random-ycor set achievement
random-normal 5 1 ] ;Students from upper class have higher achievement
create-workingclass num-of-workingclass [ set color red setxy random-xcor random-ycor set achievement
random-normal 4 1 ]
end
to go
ask workingclass [
choose-school ]
end
to choose-school
if breed = workingclass [
set target one-of schools with-max [ schoolachievement ] with [ expensive? = false ] ]
if any? target with [ count link-neighbors < max-link-count ] [
create-link-with target ]
set enrolled? TRUE
end
Your problem is the difference between an agent and an agentset, which is a somewhat subtle problem. The with-max returns an agentset - a set of agents (in this case turtles). That agentset can have 0 members, 1 member, 2+ members but is a set even if it is empty. However, the one-of selects one agent from the agentset and returns it as an agent, not an agentset. That is, NetLogo knows anything that is returned by one-of must be exactly one agent. At this point, primitives that are for agentsets (like any?) will throw an error unless they can also be used on individual agents.
So, back to your code. I like the readability of checking whether there are viable schools and then selecting one, which is what I think you meant to do. That would be:
to choose-school
if breed = workingclass
[ set targets schools with-max [ schoolachievement ] with [ expensive? = false ]
set candidates targets with [ count link-neighbors < max-link-count ]
if any? candidates
[ create-link-with one-of candidates
set enrolled? TRUE
]
]
end
Note that I also changed to targets instead of target, which is one way to keep track of whether something is an agent or an agentset.
The other way you could do this and keep it as an agent is:
to choose-school
if breed = workingclass [
set target one-of schools with-max [ schoolachievement ] with [ expensive? = false ] ]
if target != nobody and [count link-neighbors] of target < max-link-count [
create-link-with target ]
set enrolled? TRUE
end
So you can use nobody instead of any? but you can't also use with in that line because the with is really a filter on a set.
I also think you have a bracketing issue - I assume you want set enrolled? TRUE inside the brackets. I left it in the second fix, but changed in the first error (as well as changing bracket position convention to make the code block structure more visible)

Get color of global variables with netlogo

I am trying to get the real color of my global variable.
Here my code:
breed [players player]
globals [
INITIAL-POSSESSION ;
]
to setup
clear-all
reset-ticks
set-initial-possession
end
to go
ticks
ask players [
decision
]
end
to-report initial-possession
report random 2
end
to set-initial-possession
ifelse initial-possession = 1
[
set INITIAL-POSSESSION black]
[
set INITIAL-POSSESSION white]
end
to decision
if ([color] of INITIAL-POSSESSION) = black
[] ;;do something
if ([color] of INITIAL-POSSESSION) = white
[];;do something
end
But I get this error:
OF expected input to be a turtle agentset or link agentset or turtle
or link but got the number 0 instead.
So I change it with (and it works):
to decision
if INITIAL-POSSESSION = 0
[]
if INITIAL-POSSESSION = 9.9
[]
end
But there is any other way to do that? (I am using netlogo 6.0)
I think there may be some code missing so I can't confirm, but it looks like you may not have set BALL-OWNER up as a turtle or patch, and instead assigned a value directly to that variable. of queries a variable from an agent (or a list of variables from an agentset), so if BALL-OWNER is set to a value, NetLogo gets confused. If you do assign an agent to BALL-OWNER, however, your approach should work fine. For example, try running the code below:
to setup
ca
crt 10 [
setxy random-xcor random-ycor
set color one-of [ red blue ]
]
reset-ticks
end
to go
let ball-owner one-of turtles
ifelse [color] of ball-owner = red [
print "red team has possession"
] [
print "blue team has possession"
]
end
Edit: You can definitely use a global to pick a color just as you did in your second code block- I just wanted to point out that of is specifically tied to agents. If you want to store a color in a global variable for comparison, that's possible, it's just that your comparison is simpler than using of:
globals [ initial-possession ]
to setup
ca
crt 3
set-initial-possession
reset-ticks
end
to go
ask turtles [
decision
]
end
to set-initial-possession
set initial-possession ifelse-value ( random 2 = 1 ) [black] [white]
end
to decision
ifelse initial-possession = black [
print "I see that black has possession"
] [
print "I see that white has possession"
]
end
I'm not sure if that helps, it may depend on your purpose of storing a color in the global in the first place!

Setting new target patch but excluding current in Netlogo

I am creating a simulation which copies shoplifter behaviour. Turtles are split between "professional" and "novice" shoplifters and if "professionals" are apprehended by store security they might (1/2) want to select a new store to target "new-store-required".
"professional" shoplifters target the store with the lowest "security" value in a certain radius, all values are set as they are created.
I am trying to set a new "target-store", a "store" in-radius 10 with the second lowest "security", i.e. excluding the current "target-store" but I am having difficulty.
So far I have attempted to made several additions to the following code to exclude the current target store, this includes variations of "member? my patches" as the "store" where the shoplifter has been apprehended is added to this "patch-set" which will inform a later command. Also I have made a list of ascending "security" values to tell the "shoplifter" to target the "store" with "security" (the value which determines store vulnerability) the same as item 1 on the list, but I fear this might not work because their original target-store might not necessarily be item 0 as they target the store with the lowest "security" in a 10 unit radius.
These are the lines of code I am working with at the moment, any suggestions would be greatly appreciated.
***Edit: I could ideally like the code to make use of "mypatches" so each time a professional shoplifter is apprehended at a store that store can be added to mypatches and the subsequent target-store can exclude all stores which are members of mypatches.
to new-target-store
ask turtles [ if
new-store-required = 1 and professional = 1 and (random-float 1 < 0.5) [
set target-store min-one-of store in-radius 10 [security]
]
]
end
Edit 2: I've fixed what was wrong.
You may want to include your setup code, or a stripped-down version of it if it's really long, to make sure that answers conform to the structure you've used. I would approach this by having a turtles-own variable to store their current target, which they can try to fill if it is empty (rather than using an extra boolean for that purpose). Also, you may want to convert your 1/0 options to true/false for cleaner code. Check out this example setup:
globals [ stores ]
patches-own [ security ]
turtles-own [
current-target
professional?
mypatches
]
to setup
ca
ask n-of 20 patches [
set pcolor green
set security 1 + random 10
]
set stores patches with [ pcolor = green ]
crt 5 [
setxy random-xcor random-ycor
pd
set professional? one-of [ true false ]
set current-target nobody
set mypatches ( patch-set )
]
reset-ticks
end
This sets up a world with some green patches that are grouped into the patch-set called stores. Also, you have some turtles that have the boolean professional? set to either true or false. They initialize with no current-target store, and an empty mypatches patch-set variable.
Now, you can have turtles check if their current-target exists. If it does not, they can assign a store to that variable from the set of stores (possible-targets, here) that are not equal to the patch-here of the asking turtle. Professional thieves can further refine possible-targets to exclude any stores at which they have been apprehended, by excluding any stores that are a member of their mypatches patch-set variable. More details in comments:
to go
ask turtles [
; if you have no target currently
if current-target = nobody [
; Create a temporary patch set made up of all stores except for
; the one that I'm currently in
let possible-targets stores with [ self != [patch-here] of myself ]
ifelse professional? [
; Have professional thieves revise their possible targets to exclude
; any in the patchset mypatches, then choose a possible target
set possible-targets possible-targets with [ not member? self [mypatches] of myself ]
set current-target min-one-of possible-targets in-radius 10 [ security ]
] [
; Have amateur thieves choose randomly from the possible targets
set current-target one-of possible-targets
]
]
; move closer to your current target, or
; move to it exactly if you're near enough
ifelse current-target != nobody [
face current-target
ifelse distance current-target > 1 [
fd 1
] [
move-to current-target
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; *** do your shoplifting attempt/check here ***
; For this example, just have professional thieves sometimes
; add this patch to their mypatches patchset
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
if professional? and random-float 1 < 0.5 [
set mypatches ( patch-set mypatches patch-here )
]
; Reset current-target to nobody
set current-target nobody
]
] [
; if no suitable nearby targets, wander randomly
rt random 61 - 30
fd 1
]
]
tick
end
If you run that long enough, eventually your professional thieves will stop being able to find target stores as they have added all stores to their mypatches variable.

n-of or one-of turtles is not working as expected when working with turtles individually

I have 200 turtles which represent producers. Each turtle, has 2 variables (sales of 2 prodcuts) and they are compared to let the prodcuer know which product was the most popular, so the turtle's color changes to the color representing that product.
I defined this loop :
while [counter < 201][
ask n-of 1 producers [
if (product1sales > product2sales)
[
set color green
]
if (product2sales > product1sales)
[
set color red
]
;
set counter counter + 1]
]
I assumed each time n-of is called, one turtle is chosen, but this specific turtle will not be chosen again. I also assumed that by running the code, all the turtles must be either green or red, but some are neither green nor red since n-of is not working as I assumed. one-of is not doing what I want either. Any ideas?
Thanks
If you just ask producers it will ask all of the producers in a random order, but without repeating- if you just want all of them to make a choice between the two choices you wouldn't even need the counter.
If either product1sales or product2salesis always higher, you could also trim a little by using ifelse. See if the example below would give you what you need:
breed [ producers producer ]
producers-own [ product1sales product2sales ]
to setup
ca
reset-ticks
create-producers 200 [
setxy random 30 - 15 random 30 - 15
set product1sales random-float 11
set product2sales random-float 11
set color white
]
end
to choose
ask producers [
ifelse product1sales > product2sales [
set color green
]
[
set color red
]
]
end

Netlogo: ask turtle to reproduce after it completes a procedure, and ask new turtle to repeat that procedure for itself

I'm new to NetLogo and am attempting to model home range selection of subsequent colonizers. The model should follow simple steps:
Individual 1 picks a home range (a subset of patches).
When individual 1 is done picking its home range, it hatches new
individual 2.
Individual 2 picks a home range, then hatches individual 3.
Individual 3 picks a home range, and so on.
I'm having trouble figuring out how to get this to work. I can get the first turtle to pick a home range. But the offspring do not. Writing the code numerous ways has only accomplished two unintended outcomes. Either endless new individuals are hatched simultaneously, before the first turtle has a home range, and the new turtles fail to pick a home range. Or, the first turtle picks its home range and hatches a new turtle, but that new turtle doesn't pick a home range. Neither outcome is what I want.
How do I set this up to run as intended, so that hatchlings pick home ranges too? Here is one simplified version of my code:
to setup-turtles
crt 1
[setxy random-xcor random-ycor]
end
to go
ask turtles [pick-homerange]
tick
end
to pick-homerange
while [food-mine < food-required] ;; if not enough food, keep picking patches for home range
[;; code to pick home range until it has enough food; this is working okay
]
[;; when enough food, stop picking home range
hatch 1 fd 20 ;; now hatch 1, move new turtle slightly away
]
end
So it is at this last part, once the home range is built, that I want a new turtle to hatch from its parent. I then want that turtle to repeat the pick-homerange procedure. How could that be coded to happen? I've tried writing this every way I can think of; nothing is working. Thanks in advance for any assistance!
One way to do this is to have each patch equal one "food value", and have turtles grow their home range until their home range supplies them with enough food. I would set this up so that patches "know" to which turtle they belong, and so that turtles know how much food they need, which patches are part of their home range, and the food supplied by their homerange. Example patch and turtle variables would then be:
patches-own [
owned_by
]
turtles-own [
food_required
my_homerange
homerange_food
]
Then, your turtles can add patches into their home range until they hit their "food_required", whatever you set that as. For simplicity, in this example I assume that turtles are territorial and so won't "share" home ranges. Further explanation of steps is commented in the code below. This is intended just to get you started- for example, it will hang if you run pick-homerange too many times.
to setup-turtles
crt 1 [
set size 1.5
setxy random-xcor random-ycor
set food_required 5 + random 5
set homerange_food 0
set my_homerange []
]
end
to pick-homerange
ask turtles [
;; Check if the current patch is owned by anyone other than myself
if ( [owned_by] of patch-here != self ) and ( [owned_by] of patch-here != nobody ) [
;; if it is owned by someone else, move to a new patch that is not owned
let target one-of patches in-radius 10 with [ owned_by = nobody ]
if target != nobody [
move-to target
]
]
;; Now add the current patch into my homerange
ask patch-here [
set owned_by myself
]
set my_homerange patches with [ owned_by = myself ]
;; calculate the number of patches currently in my homerange
set homerange_food count patches with [owned_by = myself]
;; Now grow the homerange until there are enough patches in the homerange
;; to fulfill the "food_required" variable
while [ homerange_food < food_required ] [
let expander one-of my_homerange with [ any? neighbors with [ owned_by = nobody ] ]
if expander != nobody [
ask expander [
let expand_to one-of neighbors4 with [ owned_by = nobody ]
if expand_to != nobody[
ask expand_to [
set owned_by [owned_by] of myself
]
]
]
]
;; Reassess homerange food worth
set my_homerange patches with [ owned_by = myself ]
set homerange_food count patches with [owned_by = myself]
]
ask my_homerange [
set pcolor [color] of myself - 2
]
;; Now that my homerange has been defined, I will hatch a new turtle
hatch 1 [
set color ([color] of myself + random 4 - 2)
]
]
end