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

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

Related

Selecting an item from a list in Netlogo

I'd need to pick an object in a bag containing 20 elements with attributes c (color) and s (size). Both color and size are numbers (e.g. c= {red = 256, black = 0, ... } = {256, 0, ...}).
As in Python I'd use random.choice in numpy library, I found on the web that the corresponding function in Netlogo is the extension rnd.
Struggling along a possible solution, I did
Edited:
breed[people person]
people-own
[
ball
size
color
bag
]
to setup
create-people 5
[ set color gray
setxy random-xcor random-ycor
]
ask people[
set bag [ ] ; 0 items
]
end
To create the balls:
to create-balls
set color random 300 ; color
set size random-float 5 ; size
let this-ball self
ask one-of people [ ; ask one of people to put the ball created into the bag
set bag fput this-ball bag ; add ball to the bag
]
end
The code below should include the part of drawing:
to draw
ask one-of people [
rnd:weighted-one-of bag [ ] ; I do not know what I'd write in the brackets
]
end
As you can easily see, I've many doubts about how to implement the code.
How can I select one item from the bag depending on its size (or color)?
Can you please help me out with it?
Here is a complete model that creates people and balls as turtle agents and has 30 of the balls get chosen weighted by their size. It then opens an inspect window for the person who has chosen the most balls.
extensions [rnd]
breed [people person]
people-own [ my-balls ]
breed [balls ball]
balls-own [ chosen? ]
to setup
clear-all
create-people 20
[ setxy random-xcor random-ycor
set my-balls (turtle-set nobody)
]
create-balls 50
[ hide-turtle
set size one-of [1 2 3 4 5]
set color one-of [red white blue yellow]
set chosen? false
]
repeat 30 [draw-ball]
inspect max-one-of people [count my-balls]
end
to draw-ball
ask one-of people
[ let bag-of-balls balls with [not chosen?]
let choice rnd:weighted-one-of bag-of-balls [size]
ask choice [set chosen? true]
set my-balls (turtle-set my-balls choice)
]
end
Some things to notice:
There are NO lists in this code. There are situations where you should use lists. Common uses include memory where the order is important (eg you only want to keep track of the last 5 other people seen) or where the same agent can appear multiple times. And the list commands are very powerful. However, unless you need a list then you should use agentsets.
Each person has their own bag called 'my-balls' that contains the balls they select. That is initialised as a turtle-list as part of the setup.
I used a variable called 'chosen?' that is owned by each ball to track whether it is still in the bag for the next person to choose. Then the bag-of-balls is created only as all the balls not yet chosen.
The code for weighted random choice (when choosing from agentsets) simply has the name of the variable holding the weight as the reporter, but you could use some function such as rnd:weighted-one-of bag-of-balls [size ^ 2] if you wanted a more complicated weighting scheme.

Create links according to turtle's attributes

I have two turtle breeds (products and consumers) each with a 3-dimension list that defines their needs (consumers) and their attributes (products).
What I'd like is to have each consumer (i) look for a product that satisfies all their needs and create a link with them. If that product does not exist, I'd like them to (ii) drop the one need with the lowest value and look for a product that satisfies the other two. If that product does not exist, then I want them to (iii) look for another one that only satisfies the need with the highest value.
So say that consumer 20 has needs [0.2 0.5 0.3]. If they find a product whith exactly the same list of attributes [0.2 0.5 0.3] I want the link to take place. If there's no such product then I want the consumer to ignore the lowest value (0.2 in the example) and look for a product that has attributes [xx 0.5 0.3], where xx stands for "whatever".
Using examples from elsewhere here in SO, I have cobbled up the following code that (almost!) does the first part of the trick (i), but can't manage to do (ii) and (iii) despite multiple efforts. Would anyone have an indea on how to do this?
breed [consumers consumer]
breed [products product]
consumers-own [
needs
]
products-own [
attributes
number-buyers
]
to setup
ca
create-consumers 100 [ setxy random-xcor random-ycor]
create-products 100 [ setxy random-xcor random-ycor]
set-default-shape consumers "person"
set-default-shape products "box"
ask consumers [
set needs n-values 3 [ precision (random-float 1) 1 ]
]
ask products [
set attributes n-values 3 [ precision (random-float 1) 1 ]
]
reset-ticks
end
to go
buy
tick
end
to buy
ask links [ die ]
ask consumers [
carefully [ create-link-with one-of products with [reduce and (map = attributes [ needs ] of myself)] ] [ show "how do I find a sub-optimal product by ignoring my need with the lowest value ?" ]
]
ask products [
set number-buyers count link-neighbors
]
end
You are overthinking the full match - just check if the two lists are the same. However, the almost match is a bit more complicated. Here is a complete example model that finds the position in the list of the lowest and then checks that the other items are the same.
breed [consumers consumer]
breed [products product]
consumers-own [
needs
]
products-own [
attributes
number-buyers
]
to setup
clear-all
ask patches [set pcolor white]
create-consumers 10
[ setxy random-xcor random-ycor
set shape "person"
set color blue
set needs n-values 3 [ one-of [1 2 3] ]
]
create-products 10
[ setxy random-xcor random-ycor
set shape "box"
set color red
set attributes n-values 3 [ one-of [1 2 3] ]
]
reset-ticks
end
to go
ask consumers [buy]
tick
end
to buy ; set up as turtle procedure for testing purposes
ask my-links [ die ]
let candidates products with [attributes = [needs] of myself]
ifelse any? candidates
[ create-link-with one-of candidates ]
[ type self type " attributes: " type needs print " no matches"
let lowpoint position (min needs) needs ; note will take first if two equal min
set candidates products with
[ ((item 0 attributes = item 0 [needs] of myself) or lowpoint = 0) and
((item 1 attributes = item 1 [needs] of myself) or lowpoint = 1) and
((item 2 attributes = item 2 [needs] of myself) or lowpoint = 2)
]
ifelse any? candidates
[ create-link-with one-of candidates ]
[ print "no almost-match available" ]
]
end
I created the agentset (called candidates) of potential products to link to and then created the link. This makes the code much more readable. It also allows the if any? construction if no matches were found. And it also makes it easier to debug because you can put print statements reporting numbers of matches and similar. I recommend that you always do this if you are applying some sort of condition that restricts the choices.
Also, you have a three item list with 10 possible values for each item. This means there will be 1000 combinations. You only have 100 consumers and 100 products, so matching will be fairly rare.

How does one report the distance between links and use those values reported for other calculations in code?

I'm trying to calculate and report the distance (link-length) between specific agentsets in NetLogo? Is there a way to calculate link length into a list?
The movement of the agents is based on whether the distance(connection) value is below/above a threshold. However, I'm having difficulty setting the values of the link length to variable connection. (preferably in a list). I'd appreciate any help.
globals[hourly-wage connection]
breed[offices office]
breed[employees employee]
offices-own [
pay-high ;; 7 offices pay well
pay-low ;; 3 offices dont pay well
]
to setup
clear-all
create-offices 10 [
set size 1.0
set color blue
set shape "house"
setxy random-xcor random-ycor
ask offices [create-link-with one-of other offices] ;; undirected links
ask links [set color red]
]
create-employees 2 [
set size 1
set color brown
set shape "person"
]
set hourly-wage 20
end
;;;;
to go
cal-dist
ask employees [
if connection > 15
move-to one-of high-pay office
if connection <= 15
move-to one-of low-pay office
]
end
to cal-dist
set connection [list print link-length] ;;
ask links [show link-length]
set salary (hourly-wage * connection) ;;; salary printed in a list
end
Not exactly sure what you're trying to do here with connection etc, but you can put any link variables into a list using of- for example:
to setup
ca
; First create the agents
crt 5 [
while [ any? other turtles in-radius 5 ] [
move-to one-of neighbors
]
set color blue
set shape "house"
]
; Once they're created, have them link with
; one of the other agents
ask turtles [
create-link-with one-of other turtles [
set color red
]
]
let link-lengths [ link-length ] of links
print link-lengths
reset-ticks
end
I don't know that this actually answers your question, so you may want to provide more detail as to what you're trying to accomplish with these links.

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!

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