I want to use a problem with P2P method in Netlogo.
I modified Uri Wilensky Traffic Grid model. Every light has its knowledge about number of its car (who are waiting at light).
I want to count all number of car without global number, just asking light by light (between neighbors)
Somebody can help me? How can I count all agent or patch without global variable or functions with peer-to-peer?
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I am working on a project using Anylogic and i was wondering if there is a way to set the agents speed according to the road they are on.
I am working with the GIS map, where I have some GIS regions which the car agent moves from one region to another through the moveTo() function. For this project I am using the Anylogic default routing provider.
I expected the agents to use the road's speed limits, but I realized they are moving with their "inicial speed" with a constant speed. Does anybody know how to set my cars speed according to the road they are on?
Thanks a lot!!
In my model, car-agents sort in the correct lanes just a few car-length before the crossing when the traffic light is green. That way, the intersection gets unrealistically inefficient. What I can not find in the APIs is a way to determine the lane choice x meter before the intersection.
Is there a parameter, if not any idea, to set the lane choice of car-agents in front of a crossing?
Thankful for any thoughts.
I have found intermediate stop lines, which only cover certain lanes, can be used to give you more precise control. You can send a car to the intermediate stop line, and then send on to the final destination of choice.
the lane can only be chosen in the beginning when the car is created or through the enter/exit blocks... otherwise you have to just accept the randomness of the internal model and you have no control over it.
Edit: but amy in her answer is right that you can redirect cars to strategic intermediary stop lines in order to choose the lane or group of lanes the cars will choose whenever it's going to a certain destination.
I am modelling another project concerning the warehouse operations. In this particular instance, I have to visualize the warehouse layout of the storage space. I plan to define a number of links as routes where the agents (forklift truck) can travel along with in the warehouse.
For each link, there is a distance associated with. It’s not the link length as the distance but a distance attributes user defined. If I set a forklift truck driving speed, how do I reflect it accurately in the model with the use of command like fd (or forward) and jump. How do I specify the unit of measure in jump or fd in association with the distance defined in the link to ensure the forklift truck is moving in a correct distance per tick given the speed and distance.
A simple demo would be highly appreciated! Great thanks!
I have a network of turltes that each share two links. At the start of each turn the turtles decide to cooperate or defect, which updates a beta distribution of likelihood of cooperation in the next tick. If the turtles fail to cooperate over n turns they no longer interact. Through this I am able to create clusters in the cooperation network.
Right now, I am trying to figure out how to make the turtles move closer together proportional to the weight of their ties. Is there code to do this? I have only been able to find example code for patches.
I think this model might have something similar to what you want:
http://modelingcommons.org/browse/one_model/3632#model_tabs_browse_procedures
I am modelling a crowd simulation in AnyLogic where the people throng around a vehicle which moves in time. Since the vehicle is an obstacle, pedestrians should not get within it.
As walls are treated as obstacles in AnyLogic, I decided to use walls for defining the vehicle.
However the problem is walls are static elements and their position cannot be changed at run-time. So is there any solution or a viable alternative for the problem described ?
UPDATE
If I model the vehicle as a pedestrian instead and use a large diameter, peds still manage to get inside it. Moreover, since vehicle is now a type of pedestrian its movement is not straight, and deviates from its path due to collision with others peds.
If you make pedSource and vehicleSource both flow into a single pedGoTo, the Agents they produce will bounce off one another regardless of their type.