I'm trying to get my agents to calculate the next patch target once they have reached their first target. A target is defined as the (highest patch influence value / distance to agent). The next target needs to be calculated using this same procedure, but also discounting any previous targets from the equation.
I have attempted to create a patch-set to include all targets, although I'm not sure if it works.
My issue is how to create a to-report function that calculates the next highest-influence-value. I've gotten completely stuck with this final part of my procedure.
My initial reporter function is:
to-report highest-influence
let available-target patches with [influence > 0] ;and not any? patches with [pcolor = green]
report max-one-of available-target [influence / distance myself]
end
But I'm not sure how to have the next reporter function use the same parameters while also discounting any previous targets
to-report next-highest-influence
; patches with [influence > 0] and not part of patch set
end
Any help would be greatly appreciated. I've provided the full code.
breed [walkers walker]
walkers-own [traveled? ;; parameter to keep track of if a walker has traveled to a target yet or not
target ]
patches-own [influence influence-set] ;highest-influence
to setup
clear-all
reset-ticks
define-patches
create-walkers num-walkers
ask walkers [
setxy 0 0
set heading 90
let streets neighbors with [pcolor = black]
ifelse any? streets in-cone 1 25
[fd 1]
[move-to one-of streets in-radius 1]
set traveled? false ;; so that walkers know they have not yet moved to a target
]
ask walkers [
define-target ]
end
to define-patches
ask n-of 100 patches [
set pcolor white
]
ask n-of 40 patches with [pcolor = white] [set influence random 5 set pcolor blue set plabel influence]
ask patches [set influence-set patches with [pcolor = green] ]
end
to define-target ;; this defines the initial destination of walkers
if traveled? = false [
set target highest-influence
ask target [set pcolor green]
face target ]
end
to new-target ;; this defines subsequent desinations after walkers have reached inital target
if traveled? = true [
set target next-highest-influence
ask target [set pcolor green + 2]
face target ]
end
;;;;;;;;;;;;run-time procedure;;;;;;;;;;
to go
ask walkers [
if distance target > 1
[ travel-walkers
leave-a-trail
set traveled? true ]
if distance target = 1
[ stop
new-target
travel-walkers
leave-a-trail
]
]
tick
end
to travel-walkers
ask walkers [
move-towards-target
]
end
to move-towards-target
ask walkers [
ifelse [pcolor] of patch-ahead 1 != white or any? other turtles-here
[ Move-Function ]
[ Avoid-Function ]
]
end
to Move-Function
let t target
face min-one-of all-possible-moves [distance t]
fd 1
end
to Avoid-Function
let t target
face min-one-of all-possible-moves [distance t]
end
to leave-a-trail
ask patch-here [set pcolor grey]
end
;;;;;; reporter calculations ;;;;;;
to-report highest-influence
let available-target patches with [influence > 0] ;and not any? patches with [pcolor = green]
report max-one-of available-target [influence / distance myself]
end
to-report next-highest-influence
; patches with [influence > 0] and not part of patch set
end
to-report all-possible-moves
report patches in-radius 1 with [pcolor != white and distance myself <= 1 and distance myself > 0 and plabel = "" ]
end
You can make use of the member? primitive to do that. Check out the simplified toy model below (I didn't use your code as I'm not sure how you'd want to implement and there are some interface pieces i would need to set up to run it. Check out the MCVE guidelines).
turtles-own [ visited-list ]
patches-own [ influence ]
to setup-member?
ca
crt 1 [ set visited-list [] ]
ask patches [ set influence 0 ]
ask n-of 5 patches [ set influence 5 + random 50 ]
reset-ticks
end
to go-member?
ask turtles [
let target highest-influence
ifelse target != nobody [
face target
ifelse distance target > 1 [
fd 1
] [
move-to target
ask target [ set pcolor red]
set visited-list lput target visited-list
]
] [ print "No targets remaining." ]
]
tick
end
to-report highest-influence
let to-visit patches with [
influence > 0 and
not member? self [visited-list] of myself ]
report max-one-of to-visit [ influence / ( distance myself )]
end
The reported returns the patch with the highest influence/distance value that is not a member of the turtle's visited-list. Initially, no patches are a member of the list, but as the turtle visits each target, it adds the target to the visited-list so that patch is no longer considered.
Related
Hi, this is a continuation of my previous question. Basically I'm
trying to differentiate the patches by its income level and once I
have established this I will set a monitor to count them. However,
when I run the model the patches are not updating. Where am I going
wrong? Appreciate your assistance.
turtles-own [wealth]
patches-own [income]
to setup
ca
setup-turtles
setup-patches
reset-ticks
end
to setup-turtles
create-turtles num-turtles
ask turtles
[
set shape "person"
set size 1
setxy random-xcor random-ycor
set wealth 100
]
end
to setup-patches
ask n-of 2000 patches [ set pcolor green ] ;; to identify patches that will accumulate income from turtles
end
to go
if not any? turtles with [wealth > 0] [stop]
move-turtles
spend
tick
end
to move-turtles ;; turtles to stop once they are spend all their wealth
ask turtles [
ifelse wealth > 0
[rt random 360 forward 1]
[stop]
]
end
to color-patches ;; patch colors to change based on their income level
ask patches [
ifelse income > 0 and income < 100 [
set pcolor 15
] [
ifelse income > 100 and income < 200 [
set pcolor 45
] [
ifelse income > 200 [
set pcolor 64
] [
set pcolor green
]
]
]
]
end
to spend
ask turtles with [wealth > 0] [
if pcolor = green [
set wealth wealth - 1
set income income + 1
]
]
end
The short answer is that you created the procedure to update patch colours but you never told NetLogo to run it. You probably want to add a line to your go procedure, I think this order:
to go
if not any? turtles with [wealth > 0] [stop]
move-turtles
spend
color-patches ; this is what you are missing
tick
end
This is not relevant to your question, but I also noticed that you have this code for moving:
to move-turtles ;; turtles to stop once they are spend all their wealth
ask turtles [
ifelse wealth > 0
[rt random 360 forward 1]
[stop]
]
end
You don't need to ask every turtle and then use stop to exit for some of them, instead it is generally easier to filter the turtles using with. So that code could be replaced with:
to move-turtles
ask turtles with [wealth > 0] [
rt random 360
forward 1
]
end
I am new user for Netlogo,
Although when I checked the code, there are no issues. However, when i run the program a while, it throws error message
Only the observer can ASK the set of all turtles. Error while turtle 0 running ASK. called by procedure EXIT called by procedure Customer, GO and by button 'go'
to go
customer
end
to setup-turtles
create-turtles 1
ask turtles
[
set shape "person"
set size 3
set heading -90
fd 10
setxy 15 -15
set color red
]
end
to customer
ask turtles
[
set products ( products )
rt (random 360)
fd 1
if patch-here = one-of patches with
[
pcolor = green
]
[
set pcolor orange
set products (products + 1)
]
if patch-here = one-of patches with
[
pcolor = gray
]
[exit]
show count patches with
[pcolor = green ]
move-to one-of patches with
[
pcolor = black
]
]
end
to exit
ask turtles
[
ifelse patch-here = one-of patches with
[
pcolor = gray
]
[ifelse count products >= 2
[
die
]
[move-to one-of patches with
[
pcolor = green or pcolor = black
]
]
]
[
die
]
move-to one-of patches with
[pcolor = green
]
move-to one-of patches with
[pcolor = black
]
]
end
In your customer procedure, you have
ask turtles
[ ...
if patch-here = one-of patches with [pcolor = gray]
[ exit ]
...
]
So the exit procedure is being called by any turtle that is on a gray patch. Each turtle that meets that condition enters the exit procedure. As soon as it enters that procedure, the first command (in the exit procedure) is to ask turtles. So a turtle is asking all turtles to do something.
This is explicitly banned by the NetLogo language partly because it is a common source of beginner errors and is generally both unnecessary and inefficient. You have already selected the turtle to exit, what is it that this particular turtle needs to do to actually exit. It is very unlikely that they need to identify all the turtles on gray patches.
I'm modeling a critical situation that's happening in my city (ViƱa del Mar, Chile), where the "metro" (subway)can have serious problems if a tsunami occurs because the evacuation exits are not well prepared nor well managed.
This example is a simple model of the real one, but i was having really big problems trying to make the turtles move from the subway (blue patches), using the door (lime patch) and then jumping into the railways (gray patches). When i finally made them do those actions i found 2 problems: (1) the ticks aren't working the way i need them to work. I need it to run like it was a clock, counting seconds. (2) i create 3 actions called "check-vecinos-azul/lime/gray" where they need to check if there's any turtle arround them (neighbors). If there's an empty space arround a turtle it moves to that empty spot, otherwise it stands until it finds an empty one.
I'd be so glad if anyone of you could give me a help/tip with my model.
Thank you guys,
Kind regards,
Felipe.
breed [pasajeros pasajero]
turtles-own [
distancia
speed
speed-limit
speed-min
evacuacion
]
patches-own
[
pvacio
]
to setup
ca
setup-patches
setup-pasajeros
reset-ticks
end
to setup-patches
ask patches with [pycor <= 0]
[set pcolor blue - 1]
ask patches with [pycor > 0]
[set pcolor gray + 2]
ask patch 0 0 [set pcolor lime]
end
to setup-pasajeros
ask n-of num-pasajeros (patches with [pcolor = blue - 1])
[
sprout-pasajeros 1
[set size 1
set color orange
set speed 0.1 + random-float 0.9
set speed-limit 1
set speed-min 0
set evacuacion 0
]
]
end
to go
ask pasajeros [
ifelse evacuar?
[
go-puerta
salir-puerta
move-chancado
]
[
stop
]
]
tick
end
to go-puerta
ask turtles with [pcolor = blue - 1]
[
set evacuacion 1
if evacuacion = 1
[
check-vecinos-azul
face min-one-of patches with [pcolor = lime][distance myself]
fd speed ;;
]
]
end
to salir-puerta
ask turtles with [pcolor = lime]
[
set evacuacion 1
if evacuacion = 1
[
check-vecinos-lime
face min-one-of patches with [pcolor = gray + 2][distance myself]
fd speed
]
]
end
to move-chancado
ask turtles with [pcolor = gray + 2]
[
set evacuacion 1
check-vecinos-gray
]
end
to check-vecinos-azul
ifelse not any? turtles-on one-of neighbors
[
wait 0
move-to min-one-of patches with [pcolor = blue - 1][distance myself]
fd speed
]
[
wait 0.5
]
end
to check-vecinos-lime
ifelse not any? turtles-on one-of neighbors
[
wait 0
face one-of patches with [pcolor = gray + 2]
fd speed
]
[
wait 0.5
]
end
to check-vecinos-gray
ifelse not any? turtles-on one-of neighbors
[
wait 0
face min-one-of patches with [pcolor = gray + 2][distance myself]
fd speed
]
[
wait 0.5
]
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
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