Flow issue, Netlogo - netlogo

The following lines of code informs turtle's (shoplifters) decision whether 1) their perception of risk is low enough to attempt to shoplift and 2) whether they are caught shoplifting.
If the perception-of-risk is 60 or below and they have not previously been deterred from shoplifting, they attempt to shoplift.
98% of attempts are successful.
Of the unsuccessful 2% of attempts, 5% of them are prevented. The shoplift is unsuccessful and there are no repercussions.
Of the 95% which weren't prevented, 99% of these shoplifters are apprehended by security.
1% of shoplifters who were apprehended by security escape thus successfully shoplift.
Apprehension has two effects. For the caught shoplifter, apprehension deters 97% of non-professional shoplifters to not shoplift again. For up to 5 potential shoplifters who are intending to target the same store, their perception-of-risk of shoplifting at that store increases by 5.
My question is this: The line of explanation/code with the asterisks' next to them, would this work? I am trying to increase the perception-of-risk of turtles who share the same target-store as the turtle who was apprehended.
to number-shoplifts
ask shoplifters [ if [pcolor] of patch-here = lime and
perception-of-risk <= 60 and forever-deterred = 0
[ifelse (random-float 1 < 0.98) [
set successful-shoplifts successful-shoplifts + 1 ]
[ifelse (random-float 1 < 0.05) [
set successful-shoplifts successful-shoplifts + 0 ]
[ifelse (random-float 1 < 0.99 ) [
set security-apprehension security-apprehension + 1
if professional = 0 and (random-float 1 < 0.97) [set forever-deterred 1]
*** ask n-of 5 shoplifters [if target-store = patch-here [ set perception-of-risk perception-of-risk + 5 ]]
]
[set successful-shoplifts successful-shoplifts + 1 ]
]]]]
end

The easiest way to test whether something like this works is to add some visible changes. Replace the indicated line with:
ask n-of 5 shoplifters
[ write target-store write " with risk " print perception-of-risk
if target-store = patch-here
[ set perception-of-risk perception-of-risk + 5
set color red
show perception-of-risk ]
]
The idea is to have some output that tells you what is going on.

Related

How can I properly implement a function at the end of a counter in Netlogo?

I am writing an assembly line model, and I would like to implement a counter to hold a turtle at a specific patch (in this case, patch 3 0) for 10 ticks. Once 10 ticks have passed, I would like the turtle to keep on moving at the rate of one patch per tick and for the next turtle in line to begin its own 10 tick timer once it arrives at the specified patch.
So far, I can stop the turtles at the specified patch and run a 10 tick counter; however, I cannot seem to get the turtles to keep moving continuously after the timer is completed.
Here are the relevant parts of my code so far.
to go
move-tubs
move-drums
machine-marriage
move-machines
stay
keep-going
tick
end
to move-machines
ask wmachines [
if not any? turtles-on patch-ahead 1 and xcor < 3
[ forward 1]
]
end
to stay
ask wmachines-on patch 3 0[
ifelse counter = 0 [
set counter 10
]
[set counter counter - 1
set label counter
if counter = 0
[forward 1]
]
]
end
to keep-going
ask wmachines-on patch 4 0[
if not any? turtles-on patch-ahead 1 and xcor < 12
[ forward 1]
]
end
If your problem is that turtles leave patch 3 0 but then they do not move forward continuously beyond patch 4 0, it is simply because your keep-going procedure is only addressing turtles that are exactly on patch 4 0 (and for this reason the xcor < 12 part is completely unused).
In general, it looks very complicated and unnecessary that you are using three different procedures (i.e. one before patch 3 0, one for patch 3 0, and one for patch 4 0 but which should really be beyond patch 3 0) each of which is hard-coding some location in your model.
The whole point of having a counter is that you can generalise a waiting condition across the whole model, so your go procedure can be simplified a lot by simply asking agents that have concluded their countdown to do one thing, and those who have not concluded their countdown to do another thing.
Look at this minimal reproducible example where I have an unpredictable arrangement of stopping-patches but implement the waiting condition in a very general and simple way:
turtles-own [
counter
]
to setup
clear-all
reset-ticks
resize-world 0 30 0 4
set-patch-size 25
ask patches with [pxcor = min-pxcor] [
sprout 1 [
set heading 90
set color lime
]
]
ask n-of 15 patches with [pxcor > min-pxcor] [
set pcolor brown
]
end
to go
ask turtles [
ifelse (counter = 0)
;; If the counter equals 0:
[forward 1
if (pcolor != black) [
set counter 10
]
]
;; If the counter does not equal 0:
[set counter counter - 1]
ifelse (pcolor = black)
;; If the turtle is on a black patch:
[set label ""]
;; If the turtle is not on a black patch:
[set label counter]
]
tick
end

Problems creating a x% fraction of turtles using n-of command

I want x% of turtles, called pholders, to change their choice from a good 1 to a good 2.
The code is as follows:
ask pholders [ifelse random-float 1 <= probkauf
[ask (n-of (count pholders with [choice-num = 1] * 0.01) pholders with[choice-num = 1]) [set choice-num 2]]
[ifelse random-float 1 < 0.5[imitation set typeofchoice 1][beratung set typeofchoice 4]]
]
Initially 100% of the pholders chose good 1. The Problem is as follows: When i rise the number of pholders above something between 102 and 108 n-of doesn't calculate a 1%-fraction anymore, it calculates 10%. The higher the number of pholders the bigger the fraction: for 200 pholders the code calculates 60%. When i leave the number of pholders constant and below 108 but change the percentage from 0.01 to 0.02 it calculates something like 55% or 58%. Is the problem probably coming from ask n-of in an ask environment?
Thank you very much in advance.
Your problem is that you are running the probabilistic code multiple times. Your code has this structure:
ask pholders
[ ifelse random-float 1 <= probkauf
[ ask (n-of (count pholders with [choice-num = 1] * 0.01) pholders with [choice-num = 1])
[ set choice-num 2]
]
[ <do something else> ]
]
If you have 500 pholders, then there will be 500 times that a pholder selects a random number and, if the number is lower than your value probkauf, it instructs a number of pholders with choice-num of 1 to change it to choice-num 2. 500 potential occasions of 1% conversion is why you have so many being converted.
Based on the description in your comments, I think you want this:
globals [probkauf]
turtles-own [choice-num]
to setup
clear-all
set probkauf 0.5
create-turtles 1000
[ setxy random-xcor random-ycor
set color blue
set choice-num 1
]
reset-ticks
end
to go
update-choices
tick
end
to update-choices
ifelse random-float 1 < probkauf
[ ask turtles with [choice-num = 1]
[ if random-float 1 < 0.01
[ set choice-num 2
set color red
]
]
]
[ ; whatever happens with other part of probability
]
end

NetLogo: How to make a turtle recognise any shade of one color?

I'm using NetLogo for the first time and need to lay out a simple programme where i have one light source that diffuses light out beyond its source patch and one turtle that will avoid the light.
I can achieve this by using basic 'set pcolor yellow' and then use 'if patch-ahead [pcolor] = yellow [right 45][fd speed]' type command. However this doesn't give me diffused light.
By adapting the HeatBugs code, i can diffuse the color out past the source patch, however the roaming turtle no longer recognises the color as yellow, i think, as it is a scale-color. I tried setting the code to != black but this also doesn't work. I'm assuming it's because the patches are being recolored after each tick.
Is there a way to make the turtle recognise the patches of diffused color so as to avoid them? Or a simpler way to diffuse the light out. (i want a variable intensity so using neighbors and yellow -1 won't do it.)
Here's the code i have so far: (this is a condensed version as i have other things happening in the main body, so i apologise if it isn't clear)
globals [ color-by-unhappiness? ]
turtles-own[
speed
speed-limit
speed-min
ideal-temp ;; The temperature I want to be at
output-heat ;; How much heat I emit per time step
unhappiness ;; The magnitude of the difference between my ideal
;; temperature and the actual current temperature here
]
patches-own[
temp
]
to setup
clear-all
setup-turtles
;;creating diffused light
set color-by-unhappiness? false ;; button
ask n-of number-of-lights patches [
sprout 1 [
set color white
set shape "circle"
set ideal-temp min-ideal-temp + random (max-ideal-temp - min- ideal-temp) ;;these are all sliders
set output-heat min-output-heat + random (max-output-heat - min- output-heat) ;;these are all sliders
set unhappiness abs (ideal-temp - temp) ;;ideal-temp is a button
color-by-ideal-temp
set size 2
]
]
reset-ticks
end
to setup-turtles
create-fears number-of-fears [
set color violet
set shape "circle"
setxy random-xcor random-ycor
set speed 0.1 + random-float 0.9
set speed-limit 1
set speed-min 0.00
]
end
to go
ask turtles [
if speed > speed-limit [set speed speed-limit]
fd speed
ask fears[
if patch-ahead 1 = nobody [rt 135]
if patch-right-and-ahead 45 1 != nobody and [pcolor] of patch-right-and-ahead 45 1 != black[left 45]
if patch-left-and-ahead 45 1 != nobody and [pcolor] of patch-left-and-ahead 45 1 != black[right 45]
ifelse [pcolor] of patch-here = yellow [set speed speed-min][fd speed]
]
if not any? turtles [ stop ]
;; diffuse heat through world
diffuse temp diffusion-rate
ask patches [ set temp temp * (1 - evaporation-rate) ]
ask turtles [ set temp temp + output-heat ask bugs [bug-move patch-here]]
recolor-turtles
recolor-patches
tick
end
to recolor-patches
ask patches [ set pcolor scale-color yellow temp 0 150 ]
]
end
I can't use your code as-is; check out the MCVE guidelines for some tips on reducing your code to just the necessary parts.
Color in Netlogo can given as a string, but it's also just a range of numbers. If you look at Tools > Color Swatches, you will see that the range of "Yellow" colors corresponds roughly to 40 ~ 50. So if you want to, you can just have them evaluate patch color using a numerical range rather than the color name. So, using this unnecessarily complicated example setup:
patches-own [ light? temp]
to setup
ca
ask patches [
set light? false
]
ask n-of 5 patches [
set light? true
set temp 150
]
recolor-patches
crt 10 [
move-to one-of patches with [ not ( pcolor > 40 and pcolor < 49 ) ]
]
reset-ticks
end
to recolor-patches
ask n-of 3 patches with [ light? ] [
if temp < 20 [
set temp temp + random 20
]
]
repeat 5 [
diffuse temp 0.1
]
ask patches [
ifelse temp > 0.25 [
set temp temp - 0.005
] [
set temp 0
]
set pcolor scale-color yellow temp 0 15
]
end
You can ask your turtles to move and just avoid patches that fall in that numerical range:
to go
recolor-patches
ask turtles [
ifelse [pcolor] of patch-ahead 1 > 40 and [pcolor] of patch-ahead 1 < 49 [
let target min-one-of neighbors [pcolor]
if target != nobody [
face target
fd 1
]
] [
rt random 60 - 30
fd 1
]
]
tick
end
EDIT
As Seth Tisue pointed out, the shade-of? primitive can accomplish what the greater than / less than logical statement does:
to go
recolor-patches
ask turtles [
ifelse shade-of? ( [pcolor] of patch-ahead 1 ) yellow [
let target min-one-of neighbors [pcolor]
if target != nobody [
face target
fd 1
]
] [
rt random 60 - 30
fd 1
]
]
tick
end
However, this does require a slight modification to the recolor-patches procedure, as scale-color sets the base color to 40 (in the case of 'yellow'); just ask patches with that pcolor to set their color to black (0) so that movement works as expected here:
to recolor-patches
ask n-of 3 patches with [ light? ] [
if temp < 20 [
set temp temp + random 20
]
]
repeat 5 [
diffuse temp 0.1
]
ask patches [
ifelse temp > 0.25 [
set temp temp - 0.005
] [
set temp 0
]
set pcolor scale-color yellow temp 0 15
if pcolor = 40 [
set pcolor black
]
]
end

NetLogo: creation of lattice/grid resources world without using turtles?

I would like to create a "gridded" world of resources, in specific distance from the central patch and keep distances equal between these patches. Due to calculation demand, I prefer not to use turtles to create this patchy world. I expect to create something like this:
Equally, I would like to define distance between patches as a slider tool. I was wandering to use turtle lattice walk and then turn patches to different color, but is there any way how to do that without turtles ? Thanks for any suggestions !
My not totally working exemple:
to setup
clear-all
ask patches [set pcolor green]
foreach [5 10 15] [
repeat 9 [
make-red-patch ?
]
]
reset-ticks
end
to make-red-patch [dist]
crt 1 [
fd dist
rt 90
while [pcolor = red] [
bk dist
rt 90
fd 2 * dist
]
set pcolor red
die
]
end
I am not exactly sure what you need, first you mentioned you don't want to use turtles and in your own answer you have problem with the patch without a turtle.
There might be another way to approach this question:
to setup
clear-all
ask patches with [pxcor mod Grid = 0 and pycor mod Grid = 0] [set pcolor red]
end
And these are examples with different Grid size:
After more detailed search I found my answer here: http://netlogo-users.18673.x6.nabble.com/Setting-up-agents-in-a-grid-formation-td4864083.html
They consider to distribute turtles, not patches and then attribute patches turtles' qualities.
Here is the code:
to setup
clear-all
create-turtles 1
[ let $n 0 ; actual number of turtles on this patch
let $s 0 ; current number of turtles on a side of square pattern - 1
set heading 0
ask patch-here [set pcolor red]
repeat 16 ; number of needed turtles
[ hatch 1 jump Grid ; make one turtle and move
set $n $n + 1 ; increment count of curent side
ask patch-here [set pcolor red]
if $n > $s ; if side finished...
[
right 90 set $n 0 ; turn and reset count
ask patch-here [set pcolor red]
; if headed up or down, increment side count
if heading mod 180 = 0 [ set $s $s + 1
]
]
]
die
]
end
which produce:
I still don't know how to deal with 1 patch without turtle (bottom right corner), but this exemple helped me a lot ! :)

Avoid visited patch netlogo

Sir i am working on a project and time to time i use to post questions here related to that problem. I have created a simulation scenario i which turtles (robots) move around in the space and also each robot keep track of its visited patches. On the movement if patch-ahead 1 is visited patch then i need to turn the robot to 45 degree left and check again for patch-ahead until it checks all 8 neighbors if any one of the 8 is UN-visited then it should move to that patch and continue its exploration. But if all 8 are visited then it should move to patch which is in front of current heading after checking the all 8 neighbors no matter it is visited.
Here is the piece of code i am using.
breed [robots robot ]
robots-own[ state memory ]
patches-own [ is-obstacle? ]
to setup
__clear-all-and-reset-ticks
create-robots num [
set memory (list patch-here)
]
draw-obstacles
ask patches [if pxcor = 0 and pycor = 0 [ set pcolor black ]]
end
to draw-obstacles
ask patches with [ pxcor mod 6 = 0 and pycor mod 6 = 0 ] [set pcolor red set is-obstacle? true]
; set pcolor red
ask patches [ ifelse pcolor = red [ set is-obstacle? true ][ set is-obstacle? false ] ]
ask patches with [ count neighbors != 8 ] [ set pcolor red set is-obstacle? true ]
end
to make-obstacle
if mouse-down?
[ ask-concurrent patches
[ if ((abs (pxcor - mouse-xcor)) < 1) and ((abs (pycor - mouse-ycor)) < 1)
[set pcolor red]]
]
end
to remove-obs
if mouse-down?
[ ask-concurrent patches
[ if ((abs (pxcor - mouse-xcor)) < 1) and ((abs (pycor - mouse-ycor)) < 1)
[set pcolor black]]
]
end
to go
ask patches [if ( pcolor = red )[set is-obstacle? true]]
ask patches [if ( pcolor = black )[set is-obstacle? false]]
ask-concurrent robots ; wanderers instructions
[
rt random-float rate-of-random-turn
lt (rate-of-random-turn / 2)
set-state
move-robots
]
tick
end
to move-robots ;;turtle proc
if (not member? state ["disperse" "explore"]) [
error "Unknown state"
]
if (state = "disperse") [
disperse
]
if (state = "explore") [
explore
]
end
to set-state ;;turtle proc
ifelse (any? other turtles in-radius 1) [
set state "disperse"
] [
set state "explore"
]
end
to disperse ;;turtle proc
avoid-obstacle
move1
; move-to one-of patch-set [neighbors] of neighbors
end
to explore
move
;search-open-room
avoid-obstacle
;move-to one-of neighbors
end
to move
fd speed
set memory lput patch-here memory
if ( (member? patch-ahead 1 memory) or ([is-obstacle?] of patch-ahead 1 ) )
[ lt random 45
]
end
to move1
fd speed
end
to avoid-obstacle
set memory lput patch-here memory
if ([is-obstacle?] of patch-ahead 1 )
[
ifelse [is-obstacle?] of patch-at-heading-and-distance (heading - 5) 1
[
ifelse [is-obstacle?] of patch-at-heading-and-distance (heading + 5) 1
[
ifelse random 1 = 0
[ rt 40 ]
[ lt 40 ]
]
[ rt 60 ]
]
[lt 60]
]
end
to search-open-room
ask robots[
ifelse ([is-obstacle?] of patches in-cone 2 150 )
[ rt 45 ] [ move ]
]
end
But in the move procedure i am just able to lt random 45. How to change it according to above mentioned scenario. I tried many with while loop and repeat statement but code does not seems to be working for me.
You could do it using while or repeat, but I think this a case where recursion works well.
The idea is to have a procedure that keeps on calling itself until the desired state is achieved:
to turn-until-free [ n ]
let target ifelse-value (patch-ahead 1 = patch-here)
[ patch-ahead 2 ]
[ patch-ahead 1 ]
let seen? member? target memory
let obstacle? [ is-obstacle? ] of target
if-else n < 8
[ if seen? or obstacle? [ lt 45 turn-until-free n + 1 ] ]
[ if obstacle? [ lt 45 turn-until-free n + 1 ] ]
end
The n parameter represents the number of calls that we've already made to the procedure (or, in other words, the number of neighbors that we've checked so far). When you call the procedure for the first time, you start with n = 0:
to move
turn-until-free 0
fd 1
set memory lput patch-here memory
ask patch-here [ set pcolor black + 2 ] ; just to show what's visited
end
A couple of things that were not part of your original specification:
It can happen that patch-ahead 1 is the same patch that the robot is already on. A patch has sides of length 1, but its diagonal is a bit longer (√2). So if a robot is in the bottom left corner, for example, and facing towards the top right, patch-ahead 1 = patch-here will be true. In these cases, we look a bit further and set the target to patch-ahead 2.
It can happen that, after checking all 8 neighbors, you end up facing an obstacle. If that's the case, you need to keep on turning until you're clear of the obstacle. And as a matter of fact, doing this takes care of obstacle avoidance nicely, and you might be able to get rid of the avoid-obstacle procedure in your code.
Edit:
Here is the code needed (in addition to the two procedures above) for a fully working example:
breed [ robots robot ]
robots-own [ memory ]
patches-own [ is-obstacle? ]
to setup
ca
ask patches [ set is-obstacle? false ]
ask patches with [ pxcor mod 6 = 0 and pycor mod 6 = 0 ] [
set is-obstacle? true
set pcolor red
]
ask n-of 5 patches with [ not is-obstacle? ] [
sprout-robots 1 [ set memory [] ]
]
reset-ticks
end
to go
ask robots [ move ]
tick
end
If you are having trouble with runtime errors or other unwanted behavior, I suggest you start from this and add back whatever else you had in your simulation one piece at a time. Then, you can see exactly where the problem comes from.
I also changed if-else n < 7 for if-else n < 8 in the turn-until-free procedure above. This way, the robot comes back to its original heading if all neighbors are explored instead of turning a bit right. This avoids going in circles once the whole territory is explored.