When I try to use view2.5d:turtle-view in view2.5d extension I always get NullPointerExpectation.
extensions [view2.5d]
turtles-own[
energy
]
to setup
ca
create-turtles 50[
set color red
setxy random-xcor random-ycor
set energy random 1000
]
create-turtles 50[
set energy random 1000
setxy random-xcor random-ycor
]
view2.5d:turtle-view "test" turtles [the-turtle -> [energy] of the-turtle]
reset-ticks
end
The error message:
error (NullPointerException)
while observer running VIEW2.5D:TURTLE-VIEW
called by procedure SETUP
called by Button 'setup'
NetLogo is unable to supply you with more details about this error. Please report the problem
at https://github.com/NetLogo/NetLogo/issues, or to bugs#ccl.northwestern.edu, and paste the
contents of this window into your report.
In case anyone else runs into this, it was a known issue with the version of view2.5 released with NetLogo 6.0.4 (and earlier). A fix release of the extension is available at that link.
For a quick example of usage, open the Wolf Sheep Predation model from the models library and make the following changes in the Code tab:
Add extensions [ view2.5d ] on the first line.
In the setup procedure, add view2.5d:turtle-view "wsp" turtles [ t -> [energy] of t ] on the line after reset-ticks, right before the end. The [ t -> [energy] of t ] anonymous reporter is what determines the "height" of the turtles in the view2.5d.
At the end of the go procedure, add view2.5d:update-turtle-view "wsp" turtles right after display-labels before the end.
The above shows how you add the view2.5d to an existing model that uses turtles. Here is the full code for easier copy/pasting.
extensions [ view2.5d ]
globals [ max-sheep ] ; don't let sheep population grow too large
; Sheep and wolves are both breeds of turtle.
breed [ sheep a-sheep ] ; sheep is its own plural, so we use "a-sheep" as the singular.
breed [ wolves wolf ]
turtles-own [ energy ] ; both wolves and sheep have energy
patches-own [ countdown ]
to setup
clear-all
ifelse netlogo-web? [set max-sheep 10000] [set max-sheep 30000]
; Check model-version switch
; if we're not modeling grass, then the sheep don't need to eat to survive
; otherwise the grass's state of growth and growing logic need to be set up
ifelse model-version = "sheep-wolves-grass" [
ask patches [
set pcolor one-of [ green brown ]
ifelse pcolor = green
[ set countdown grass-regrowth-time ]
[ set countdown random grass-regrowth-time ] ; initialize grass regrowth clocks randomly for brown patches
]
]
[
ask patches [ set pcolor green ]
]
create-sheep initial-number-sheep ; create the sheep, then initialize their variables
[
set shape "sheep"
set color white
set size 1.5 ; easier to see
set label-color blue - 2
set energy random (2 * sheep-gain-from-food)
setxy random-xcor random-ycor
]
create-wolves initial-number-wolves ; create the wolves, then initialize their variables
[
set shape "wolf"
set color black
set size 2 ; easier to see
set energy random (2 * wolf-gain-from-food)
setxy random-xcor random-ycor
]
display-labels
reset-ticks
view2.5d:turtle-view "wsp" turtles [ t -> [energy] of t ]
end
to go
; stop the simulation of no wolves or sheep
if not any? turtles [ stop ]
; stop the model if there are no wolves and the number of sheep gets very large
if not any? wolves and count sheep > max-sheep [ user-message "The sheep have inherited the earth" stop ]
ask sheep [
move
if model-version = "sheep-wolves-grass" [ ; in this version, sheep eat grass, grass grows and it costs sheep energy to move
set energy energy - 1 ; deduct energy for sheep only if running sheep-wolf-grass model version
eat-grass ; sheep eat grass only if running sheep-wolf-grass model version
death ; sheep die from starvation only if running sheep-wolf-grass model version
]
reproduce-sheep ; sheep reproduce at random rate governed by slider
]
ask wolves [
move
set energy energy - 1 ; wolves lose energy as they move
eat-sheep ; wolves eat a sheep on their patch
death ; wolves die if our of energy
reproduce-wolves ; wolves reproduce at random rate governed by slider
]
if model-version = "sheep-wolves-grass" [ ask patches [ grow-grass ] ]
; set grass count patches with [pcolor = green]
tick
display-labels
view2.5d:update-turtle-view "wsp" turtles
end
to move ; turtle procedure
rt random 50
lt random 50
fd 1
end
to eat-grass ; sheep procedure
; sheep eat grass, turn the patch brown
if pcolor = green [
set pcolor brown
set energy energy + sheep-gain-from-food ; sheep gain energy by eating
]
end
to reproduce-sheep ; sheep procedure
if random-float 100 < sheep-reproduce [ ; throw "dice" to see if you will reproduce
set energy (energy / 2) ; divide energy between parent and offspring
hatch 1 [ rt random-float 360 fd 1 ] ; hatch an offspring and move it forward 1 step
]
end
to reproduce-wolves ; wolf procedure
if random-float 100 < wolf-reproduce [ ; throw "dice" to see if you will reproduce
set energy (energy / 2) ; divide energy between parent and offspring
hatch 1 [ rt random-float 360 fd 1 ] ; hatch an offspring and move it forward 1 step
]
end
to eat-sheep ; wolf procedure
let prey one-of sheep-here ; grab a random sheep
if prey != nobody [ ; did we get one? if so,
ask prey [ die ] ; kill it, and...
set energy energy + wolf-gain-from-food ; get energy from eating
]
end
to death ; turtle procedure (i.e. both wolf nd sheep procedure)
; when energy dips below zero, die
if energy < 0 [ die ]
end
to grow-grass ; patch procedure
; countdown on brown patches: if reach 0, grow some grass
if pcolor = brown [
ifelse countdown <= 0
[ set pcolor green
set countdown grass-regrowth-time ]
[ set countdown countdown - 1 ]
]
end
to-report grass
ifelse model-version = "sheep-wolves-grass" [
report patches with [pcolor = green]
]
[ report 0 ]
end
to display-labels
ask turtles [ set label "" ]
if show-energy? [
ask wolves [ set label round energy ]
if model-version = "sheep-wolves-grass" [ ask sheep [ set label round energy ] ]
]
end
; Copyright 1997 Uri Wilensky.
; See Info tab for full copyright and license.
Related
Suppose I have 2 breeds of agents, sharks (stars and dots) and fish. The stars (large sharks) can eat dots (smaller sharks) and fish that are in-radius 0.5 of a star. A star should eat what is closest to it, either a dot or fish. For simplicity purposes, agents cannot move, and whether or not a star can feed depends on its spatial proximity to dots and fish during setup.
But i'm struggling to get the code to work. Specifically,
I am encountering an "expected reporter" error message in my code and i cannot figure out how to solve this, although I don't know if fixing the code will achieve the aim. Any help is greatly appreciated.
Below is my code:
; Create the agents
breed [sharks shark]
breed [fishes fish]
sharks-own
[
energy
]
fishes-own
[
x0 ; Starting x-cor
y0 ; Starting y-cor
]
to setup
; Always start with this
clear-all
reset-ticks
ask patches [set pcolor gray]
create-sharks 666
[
set color blue
set energy 100
ifelse who >= 15
[
set shape "dot" set size 2.5
]
[
set shape "star" set size 3.5
]
setxy random-xcor random-ycor
]
create-fishes 300
[
setxy random-xcor random-ycor
set x0 xcor
set y0 ycor
set shape "fish"
set size 2.5
set color white
]
; this procedure gives an "expected reporter' error
if shape = "star"
[
ifelse min-one-of turtles with [shape = "dot"]
[
ifelse any? sharks with [shape = "dot"] in-radius 0.5 ; namely here
[
fd 0
]
[
set energy (energy + 100)
set color green
] ; End of 2nd ifelse
]
[
if min-one-of turtles with [shape = "fish"]
[
ifelse any? fishes with [shape = "fish"] in-radius 0.5
[
fd 0
]
[
set energy (energy + 1)
set color yellow
]
]
] ; End of 1st ifelse
] ; End of 1st if
end
You core issue is you are using ifelse min-one-of turtles with [shape = "dot"] as though min-one-of will give a true/false, but it will report a turtle. The error message NetLogo is giving is not great in this case. What I think you want to use any? in those cases (there are two of them that I see).
After those are resolved you have a context error, where you are checking if shape = "star" , but you aren't inside an ask [...] block where that check would have a turtle context to be valid. Maybe that's just a copy/paste issue in getting this question code ready, but I thought I'd note that, too.
Ok after many hours of blood, sweat and tears I finally arrived at the solution. In case the issue/objective is of interest to anyone else, the working code is as follows:
; Create the agents
breed [sharks shark]
breed [fishes fish]
sharks-own
[
energy
]
fishes-own
[
x0 ; Starting x-cor
y0 ; Starting y-cor
]
to setup
; Always start with this
clear-all
reset-ticks
ask patches [set pcolor gray]
create-sharks 666
[
set color blue
set energy 100
ifelse who >= 10
[
set shape "dot" set size 2.5
]
[
set shape "star" set size 3.5
]
setxy random-xcor random-ycor
]
create-fishes 300
[
setxy random-xcor random-ycor
set x0 xcor
set y0 ycor
set shape "fish"
set size 2.5
set color white
]
ask turtles [
if shape = "star"
[
let turtleID min-one-of other turtles [distance myself] ; Create a variable that identifies nearest turtle to apex
ifelse [shape] of turtleID = "dot" ; Evaluate whether the nearest turtle is a small meso
[
ifelse distance turtleID < 0.5 ; check if prey is still close enough
[
; do this if within radius 0.5
set color green
]
[
; do this if not within radius 0.5
set color yellow
]
]
[
if [shape] of turtleID = "fish" ; Evaluate whether the nearest turtle is a fish
[
ifelse distance turtleID < 0.5
[
; do this if within radius 0.5
set color red
]
[
; otehrwise do this if not within radius 0.5
set color orange
]
]
]
]
]
end
I am essentially trying to combine elements of the 'Segregation' model and 'Rebellion' model to form a model that is representative of alliance forming.
Here is what I have so far- when I attempt to run it I receive the error: THREATS breed does not own variable ACTIVE?
error while threat 0 running ACTIVE?
called by procedure GO
called by Button 'go'
breed [ agents an-agent]
breed [ threats threat ]
globals [
k ; factor for determining attack probability
threshold ; by how much must D - BS > A to make a state burden share
percent-similar ; on the average, what percent of a turtle's neighbors
; are the same color as that turtle? Likely to ally
percent-unhappy ; what percent of the turtles are unhappy? Or percieve threats?
visualization
]
agents-own [
allied-states ; R, fixed for the agent's lifetime, ranging from 0-1 (inclusive)- for each turtle, indicates whether at least %-similar-wanted percent of
; that turtle's neighbors are the same color as the turtle
perceived-threat ; T, also ranging from 0-1 (inclusive)- how many have a turtle of another color?
active? ; if true, then the agent is actively allied
; if false, then the agent is free-riding
conflict ; how many turns in conflict remain? (if 0, the agent is not in conflict)- sum of previous two variables
total-nearby ; sum of previous two variables
]
patches-own [
neighborhood ; surrounding patches within the vision radius
]
to setup
clear-all
; set globals
set k 2.3
set threshold 0.1
ask patches [
; make background a slightly dark gray
set pcolor gray - 1
; cache patch neighborhoods
set neighborhood patches in-radius vision
]
if initial-threats-density + initial-agent-density > 206 [
user-message (word
"The sum of INITIAL-THREATS-DENSITY and INITIAL-AGENT-DENSITY "
"should not be greater than 206.")
stop
]
; create threats
create-threats round (initial-threats-density * .01 * count patches) [
move-to one-of patches with [ not any? turtles-here ]
display-threats
]
; create agents
create-agents round (initial-agent-density * .01 * count patches) [
move-to one-of patches with [ not any? turtles-here ]
set heading 0
set allied-states random-float 1.0
set perceived-threat random-float 1.0
set active? false
set conflict 0
display-agent
]
; start clock and plot initial state of system
reset-ticks
end
to go
if all? turtles [ active? ] [ stop ]
move-unhappy-turtles
update-turtles
update-globals
tick
end
; unhappy turtles try a new spot
to move-unhappy-turtles
ask turtles with [ not active? ]
[ find-new-spot ]
end
; move until we find an unoccupied spot
to find-new-spot
rt random-float 360
fd random-float 10
if any? other turtles-here [ find-new-spot ] ; keep going until we find an unoccupied patch
move-to patch-here ; move to center of patch
end
to update-turtles
ask turtles [
; in next two lines, we use "neighbors" to test the eight patches
; surrounding the current patch
set allied-states count (turtles-on neighbors) with [ color = [ color ] of myself ]
set perceived-threat count (turtles-on neighbors) with [ color != [ color ] of myself ]
set total-nearby allied-states + perceived-threat
set active? allied-states >= (percent-similar * total-nearby / 100)
; add visualization here
if visualization = "old" [ set shape "default" set size 1.3 ]
if visualization = "square-x" [
ifelse active? [ set shape "square" ] [ set shape "X" ]
]
]
end
to update-globals
let similar-neighbors sum [ allied-states ] of turtles
let total-neighbors sum [ total-nearby ] of turtles
set percent-similar (similar-neighbors / total-neighbors) * 100
set percent-unhappy (count turtles with [ not active? ]) / (count turtles) * 100
; Agents engaged in conflict have the duration reduced at the end of each clock tick
ask agents [ if conflict > 0 [ set conflict conflict - 1 ] ]
; update agent display
ask agents [ display-agent ]
ask threats [ display-threats ]
; advance clock and update plots
tick
end
; AGENT AND THREAT BEHAVIOR
; move to an empty patch
to move ; turtle procedure
if movement? or breed = threats [
; move to a patch in vision; candidate patches are
; empty or contain only jailed agents
let targets neighborhood with [
not any? threats-here and all? agents-here [ conflict > 0 ]
]
if any? targets [ move-to one-of targets ]
]
end
; AGENT BEHAVIOR
to determine-behavior
set active? (burden-sharing - allied-states * estimated-conflict-probability > threshold)
end
to-report burden-sharing
report perceived-threat * (1 - alliance-protection)
end
to-report estimated-conflict-probability
let t count (threats-on neighborhood)
let a 1 + count (agents-on neighborhood) with [ active? ]
; See Info tab for a discussion of the following formula
report 1 - exp (- k * floor (t / a))
end
to alliance
if any? threats [attack]
set active? true
end
; THREAT BEHAVIOR
to attack
if any? (agents-on neighborhood) with [ active? ] [
; arrest suspect
let suspect one-of (agents-on neighborhood) with [ active? ]
move-to suspect ; move to patch of the jailed agent
ask suspect [
set active? false
set conflict random conflict-term
set color pink
]
]
end
; VISUALIZATION OF AGENTS AND COPS
to display-agent ; agent procedure
set color cyan
set shape "triangle"
end
to display-active?
set color pink
set shape "triangle"
end
to display-threats
set color red
set shape "circle 2"
end
The problem is that you have two breeds of turtles, agents and threats, and only agents "own" the variable active?. turtles is a superset of all breeds, so when the all? primitive tries to query the active? variable of literally all turtles, it tries to query active? for threats too, and can't find it. The line should be
if all? agents [ active? ] [ stop ]
I am trying to simulate a robotic lawn mower on Netlogo. My first goal was it finds its way home to recharge itself when the battery is low.
This is now done (thanks Luke !) but I can't figure how to make the lawnmower stop when it reaches the house (it keeps moving 2 patches around). Therefore my energy slider goes infinitely below zero.
I first thought of adding an event "recharge" and placing it after "check death" in to go with a if instance. But :
How do I say if car goes on specific patch : stop and get energy ? Should I use a special patch color for the house and then code if car goes on blue patch..... ?
Could adding the recharge event at the end of the to go elements would possibly create a conflict because recharge only goes when on low battery ? Would putting it in check death be a solution ?
Then I would like it to go back to work after instant recharge.
Any ideas ?
Here's the code :
breed [cars car]
cars-own [target]
breed [houses house]
to setup
clear-all
setup-patches
setup-cars ;;represent lawn mower
setup-house
reset-ticks
end
to setup-patches
ask patches [set pcolor green] ;; Setup grass patches
ask patches with [
pxcor = max-pxcor or
pxcor = min-pxcor or
pycor = max-pycor or
pycor = min-pycor ] [
set pcolor red ;; Setup the borders of the garden
]
end
to setup-cars
create-cars 1 [
setxy 8 8
set target one-of houses
]
end
to setup-house
set-default-shape houses "house"
ask patch 7 8 [sprout-houses 1]
end
to place-walls
if mouse-down? [
ask patch mouse-xcor mouse-ycor [ set pcolor red ]
display
]
end
to go
move-cars
cut-grass
check-death ;; Check % battery.
tick
end
to move-cars
ask cars
[
ifelse [pcolor] of patch-ahead 1 = red
[ lt random-float 360 ] ;; see red patch ahead turn left.
[ fd 1 ] ;; otherwise it is ok to go.
set energy energy - 1
]
tick
end
to cut-grass
ask cars [
if pcolor = green [
set pcolor gray
]
]
end
to check-death ;; when low energy lawn mower will go back to house
ask cars [
ifelse energy >= 150
[ set label "Energy ok" ]
[ set label "Low Energy, returning to base"
set target min-one-of houses [distance myself]
face target
ifelse distance target < 1
[ move-to target ]
[ fd 1 ]
]
]
end
You can use a logical flag (eg charging?) in conjunction with a counter (eg charge-time) to do this. Try modifying your cars-own definitions like this:
cars-own [target charging? charge-time]
and setup-cars like this:
to setup-cars
create-cars 1 [
setxy 8 8
set target one-of houses
set charging? false
]
end
Then you can have the mower do different things based on whether charging? is true or false. Try modifying your move-cars and check-death to accommodate these changes (side note- you've got a tick in both go and move-cars):
to move-cars
ask cars [
ifelse charging? [
set charge-time charge-time + 1
if charge-time > 14 [
set energy 200
set charging? false
set charge-time 0
]
] [
ifelse [pcolor] of patch-ahead 1 = red
[ lt random-float 360 ] ;; see red patch ahead turn left.
[ fd 1 ] ;; otherwise it is ok to go.
set energy energy - 1
]
]
end
to check-death ;; when low energy lawn mower will go back to house
ask cars [
ifelse energy >= 150
[ set label "Energy ok" ]
[ set label "Low Energy, returning to base"
set target min-one-of houses [distance myself]
face target
ifelse distance target < 1
[ move-to target
set charging? true
]
[ fd 1 ]
]
]
end
I suggest you change energy a turtle variable like car-energy so that the turtles values are independent of your slider. That would mean you could have multiple mowers and they could reset their energy level to the slider setting once they are charged! You would just include a line like
set car-energy energy
in your setup-cars (and then modify so that energy in your car procedures is instead car-energy).
Sorry if this is obvious, I have searched everything I can think of and asked a colleague and we are both stuck.
I have some code (below - a slight twist on wolf sheep predation) that I want to run behaviorspace (input also below). However, it never runs to completion. It always seems to get stuck on step #0 of a run (the run # it gets stuck on varies). The runs that it sticks on work fine if they are run in isolation (so all the variables seem fine). It just seems to freeze (producing no error messages, nor does it crash).
Any ideas what is causing it?
Thanks,
Simon
Code:
globals [grass] ;; keep track of how much grass there is
;; Sheep and wolves are both breeds of turtle.
breed [sheep a-sheep] ;; sheep is its own plural, so we use "a-sheep" as the singular.
breed [wolves wolf]
turtles-own [energy] ;; both wolves and sheep have energy
patches-own [countdown]
to setup
clear-all
ask patches [ set pcolor green ]
;; check GRASS? switch.
;; if it is true, then grass grows and the sheep eat it
;; if it false, then the sheep don't need to eat
if grass? [
ask patches [
set countdown random grass-regrowth-time ;; initialize grass grow clocks randomly
set pcolor one-of [green brown]
]
]
if fences?[ ; this code adds in blue fences to create patches of various size (if fences are turned on). Turtles cannot pass over fences
ask patches with [pxcor mod connectivity2 = 0]
[ set pcolor blue ]
ask patches with [pycor mod connectivity = 0]
[ set pcolor blue ]
]
set-default-shape sheep "sheep"
create-sheep ((count patches - (count patches with [pcolor = blue])) / 25) ;; create the sheep, then initialize their variables. The starting density always remains constant despite a varying world size
[
set color white
set size 1.5 ;; easier to see
set label-color blue - 2
set energy random (2 * sheep-gain-from-food)
setxy random-xcor random-ycor
]
set-default-shape wolves "wolf"
create-wolves ((count patches - (count patches with [pcolor = blue])) / 50) ;; create the wolves, then initialize their variables. The starting density always remains constant despite a varying world size
[
set color black
set size 2 ;; easier to see
set energy random (2 * wolf-gain-from-food)
setxy random-xcor random-ycor
]
display-labels
set grass count patches with [pcolor = green]
reset-ticks
end
to go
if count wolves = 0 and count sheep = 0 and ((count patches with [pcolor = green]) = (count patches - (count patches with [pcolor = blue]))) [ stop ] ; stop model when the whole world has flipped to grass
ask sheep [
move
if grass? [
set energy energy - 1 ;; deduct energy for sheep only if grass? switch is on
eat-grass
]
death
reproduce-sheep
]
ask wolves [
move
set energy energy - 1 ;; wolves lose energy as they move
catch-sheep
death
reproduce-wolves
]
if grass? [ ask patches [ grow-grass ] ]
set grass count patches with [pcolor = green]
tick
display-labels
end
to move ;; turtle procedure
rt random 50
lt random 50
ifelse [pcolor] of patch-ahead 1 = blue
[ move] ;; If there is a blue patch ahead of you, choose another random direction
[ fd 1 ] ;; Otherwise, it is safe to move forward.
end
to eat-grass ;; sheep procedure
;; sheep eat grass, turn the patch brown
if pcolor = green [
set pcolor brown
set energy energy + sheep-gain-from-food ;; sheep gain energy by eating
]
end
to reproduce-sheep ;; sheep procedure
if random-float 100 < sheep-reproduce [ ;; throw "dice" to see if you will reproduce
set energy (energy / 2) ;; divide energy between parent and offspring
hatch 1 [ ifelse [pcolor] of patch-ahead 1 = blue ;; hatch an offspring
[ move] ;; If there is a blue patch ahead of the offspring, it chooses another random direction
[ fd 1 ] ;;If not, offspring move forward 1 step
]]
end
to reproduce-wolves ;; wolf procedure
if random-float 100 < wolf-reproduce [ ;; throw "dice" to see if you will reproduce
set energy (energy / 2) ;; divide energy between parent and offspring
hatch 1 [ ifelse [pcolor] of patch-ahead 1 = blue ;; hatch an offspring
[ move ] ;; If there is a blue patch ahead of the offspring, it chooses another random direction
[ fd 1 ] ;;If not, offspring move forward 1 step
] ]
end
to catch-sheep ;; wolf procedure
let prey one-of sheep-here ;; grab a random sheep
if prey != nobody ;; did we get one? if so,
[ ask prey [ die ] ;; kill it
set energy energy + wolf-gain-from-food ] ;; get energy from eating
end
to death ;; turtle procedure
;; when energy dips below zero, die
if energy < 0 [ die ]
end
to grow-grass ;; patch procedure
;; countdown on brown patches: if reach 0, grow some grass
if pcolor = brown [
ifelse countdown <= 0
[ set pcolor green
set countdown grass-regrowth-time ]
[ set countdown countdown - 1 ]
]
end
to display-labels
ask turtles [ set label "" ]
if show-energy? [
ask wolves [ set label round energy ]
if grass? [ ask sheep [ set label round energy ] ]
]
end
; Copyright 1997 Uri Wilensky.
; See Info tab for full copyright and license.
behaviorspace input:
variables:
["world-width" 51]
["fences?" true]
["wolf-gain-from-food" 20]
["sheep-reproduce" 7]
["show-energy?" false]
["grass?" true]
["connectivity" 10 25 50]
["wolf-reproduce" 5]
["grass-regrowth-time" [1 1 100]]
["sheep-gain-from-food" 4]
repetitions: 1
reporters:
count wolves
count sheep
count patches with [pcolor = green]
measure runs at each step
setup: setup
Go: go
Stop (I have tried it with and without this): count wolves = 0 and count sheep = 0 and ((count patches with [pcolor = green]) = (count patches - (count patches with [pcolor = blue])))
Time limit: 5000
It's difficult for me to imagine this could be caused by anything other than running low on memory. Running very low on memory can cause the JVM to slow to a crawl.
What do the memory usage stats in the System tab of "About NetLogo" say? You can verify there that you're actually getting the heap size you asked for.
I'm trying to model the avoidance of animal agents from human agents in NetLogo. First, I asked a single predator to avoid people using two behaviors, "wary" and "scared". This worked nicely. But then I asked the prey animals (168 individuals right now but potentially many more) to do the same and the model has slowed down to a snail's pace. As I'm pretty new to NetLogo I'm sure that there is a more efficient way to code this behavior. Any suggestions on how to streamline this process? I'm sure there is a better way to do it. Thanks!
to avoid-people ;; test if people too close to predator and prey and animals moves away if is.
ask predator [
ifelse ticks mod 24 >= 5 and ticks mod 24 < 18 [ ;makes sure the animals respond to people during the daytime
humans-near
ifelse any? wary
[ fd 0 ]
[ ]
humans-too-near
if any? scared
[run-away]
] [set wary 0 set scared 0]]
ask preys [
ifelse ticks mod 24 >= 5 and ticks mod 24 < 18 [
humans-near
ifelse any? wary
[ fd 0 ]
[ ]
humans-too-near
if any? scared
[run-away]
] [set wary 0 set scared 0]]
end
;;Humans-near and humans-too-near are functions
;;Alert-distance and flight initiation distance are sliders for the predator but are set values for prey
to humans-near ;;adds all humans in alert-distance radius of animal to an agent subset for that agent.
ask predator [
set wary humans in-radius alert-distance]
ask preys [
set wary humans in-radius 10]
end
to humans-too-near ;;adds all humans in flight-initiation-distance radius of animal to an agent subset for that agent.
ask predator [
set scared humans in-radius flight-initiation-distance]
ask preys [
set scared humans in-radius 5]
end
to run-away ;;Make animal avoid the human closest to it.
set nearest-human min-one-of scared [distance myself]
turn-away ([heading] of nearest-human) max-separate-turn
end
;;this keeps the animals inside the tropical forest and away from human settlement.
;;Max-separate-turn is a slider dictating the angle that the predator runs away from the human
to turn-away [new-heading max-turn]
turn-at-most (subtract-headings heading new-heading) max-turn
ifelse [habitat = typeTrop] of patch-ahead run-distance
[fd run-distance] [turn-away ([heading] of nearest-human) max-separate-turn]
end
to turn-at-most [turn max-turn]
ifelse abs turn > max-turn
[ ifelse turn > 0
[ rt max-turn ]
[ lt max-turn ] ]
[ rt turn ]
end
I did not understand your code, but this is one way to do what you want, I am not sure how agents should behave if they are scared or they move with wary, but you can change these easily :
Breed [predators predator]
Breed [Humans Human]
Breed [Preys Prey]
turtles-own [
wary
scared
]
to setup
Clear-all
Create-humans 5 [Set color orange set shape "person" move-to patch random 30 random 30]
Create-Preys 5[Set color white Set shape "Sheep" move-to patch random 30 random 30]
Create-predators 5 [set color red Set shape "wolf" move-to patch random 30 random 30]
ask turtles
[set Wary false
Set Scared False
]
reset-ticks
end
to go
ask turtles
[rt random 5
fd 0.3]
avoid-people
tick
end
to avoid-people
ifelse is-day?
[
ask predators
[ if humans-near?
[
set wary true
if humans-too-near? [Set Scared true]
set label (word wary "," Scared )
]
]
Ask Preys
[ if humans-near?
[
set wary true
if humans-too-near? [Set Scared true]
set label (word wary "," Scared )
]
]
]
[; what they should do when its night time
]
end
to-report humans-too-near?
report any? humans in-radius 2
end
to-report humans-near?
report any? humans in-radius 5
end
to-report is-day?
report (ticks mod 24 >= 5 and ticks mod 24 < 18)
end
*Update:
Your problem was in having 2 ask inside each other , I am glad your model now runs faster.