netlogo: comparing attributes of breeds? - netlogo

In my model i've got two different breeds as following:
breeds [sheeps sheep]
breeds [wolves wolf]
and each of these has a particular size which changes when they "eat" a patch.
I have another function which checks whether a sheep is in the patch ahead of a wolf and then makes the wolf eat the sheep.
Now wolves should only be able to eat sheep when wolves are two times bigger than the sheep. I've tried to following:
to catch-sheep
ask wolves[
if any? sheeps-on patch-ahead 1 [
let prey sheeps-on patch-ahead 1
if [ size ] of wolves > [ size ] of prey ) [
ask [ prey [ die ]]
]
]
end
But this obviously doesn't work and i can't find a solution to how i can easily compare these sizes.
I've also tried to define breeds-own size variables but i had even more trouble to then define their actual size which is seen in plot.
I'd be grateful for any help and i hope this is not a duplicate

There's a few issues with your code.
First,
[size] of wolves and [ size ] of prey reports a list of sizes. so, you can't compare two lists with an inequality sign.
Second, [ size ] of wolves > [ size ] of prey, you're comparing all the wolves against all the prey of 1 particular wolf. Instead, you need to use myself for the asking wolf to get 1 size. Instead, just ask the prey with their size smaller than myself's size to die.
Below is a correct solution. Essentially, you ask the wolves to determine who their prey is. If there are any prey, then kill the prey whose size is less than the size of the asking wolf (myself).
to catch-sheep
ask wolves[
let prey sheeps-on patch-ahead 1
ask prey with [size < [size] of myself] [die]
]
end

Related

how to call for separate procedures using the ifelse any? function in netlogo?

In brief below is the code I wrote to show whether there is a turtle on the neighbor patches
to play-the-game
ifelse any? turtles-on neighbors4
[show "turtles-found"]
[show "turtles-not-found"]
end
I need to change it to perform the procedures I have already written out;
if they are the same breed they 'gain-energy'
different breed 'fight-opponent'
I am not sure as to how to change the first part to carry out the other procedures.
If I understand correctly, you need to check the breed of both the asking turtle and the 'opponent' turtle. You're certainly on the right track by checking if there are any neighbors present, the next step is to make the breed check and then the turtles can choose what action to take. For example, look at this toy model where wolves and cows can identify whether they've landed on a patch next to the same breed or not:
breed [ cows cow ]
breed [ wolves wolf ]
to setup
ca
ask n-of 10 patches [
sprout-cows 1 [
set shape "cow"
set color white
]
]
ask n-of 10 patches with [ not any? turtles-here ] [
sprout-wolves 1 [
set shape "wolf"
set color red - 1
]
]
reset-ticks
end
to go
ask turtles [
face one-of neighbors
fd 1
play-the-game
]
tick
end
to play-the-game
if any? turtles-on neighbors4 [
let current-neighbor-turtle one-of turtles-on neighbors4
ifelse [breed] of current-neighbor-turtle = breed [
show "I see one of my own breed!"
] [
show "I see an opponent!!!"
]
]
end
If that's not quite what you had in mind, please edit your question above to provide more detail.
I think you should consider dropping ifelse. In your example, the two possible outcomes of the any? turtles-on neighbors4 condition are mutually exclusive: either there are turtles, or there are not.
However what you want to achieve in your model is a bit different: (I imagine that) on the neighboring cells there can be turtles of the same breed AND turtles of a different breed at the same time. In this case, the two scenarios are not mutually exclusive and using ifelse (where only one or the other of the two command blocks will be executed) would potentially overlook one of the two cases, depending on how you specify the condition.
I think two if statements would be more appropriate:
to play-the-game
if (any-friends-nearby?) [gain-energy]
if (any-opponents-nearby?) [fight]
end
to-report any-friends-nearby?
report (any? (turtles-on neighbors4) with [breed = [breed] of myself])
end
to-report any-opponents-nearby?
report (any? (turtles-on neighbors4) with [breed != [breed] of myself])
end
It is still relevant for you to choose which condition will be checked first (and therefore which action, between gain-energy and fight, will be executed first in case both conditions are satisfied)

Using the command move-to with max-one-of and the error appears: MOVE-TO expected input to be an agent but got NOBODY instead

I'm new to NetLogo and I have a question that I'm sure is pretty basic. But, I'm not getting over the difficulty.
If anyone can help me overcome this difficulty, I would be very grateful.
I would like from the patch where the turtle is found to consider the 8 neighboring cells in search of the highest pveg value. If it has equally high values, choose 1 of these randomly. Upon finding the highest pveg value of the neighbors, the turtle went there.
I am using the command: max-one-of. I think it serves my purpose. But, I'm making some syntax error that shows the following error: MOVE-TO expected input to be an agent but got NOBODY instead.
Thanks in advance
extensions [ gis ]
globals [ veg ]
patches-own [pveg]
to setup
clear-all
reset-ticks
setup-patches
crt 1 [
ask neighbors [ set pcolor blue ]
set color black
]
end
to setup-patches
end
to go
ask turtles [neighboring]
end
to neighboring
let my-neighWith-pveg [ neighbors with [pveg > 0.2] ]of patch-here
ifelse neighWith-pveg = 0
[ ]
[ move-to max-one-of patches [my-neighWith-pveg] set pcolor red ;;ERROR HERE
]
end
The NetLogo dictionary says, max-one-of needs an agentset and a reporter as input:
max-one-of agentset [reporter]
In your code, you use two agentsets: turtles and my-neighWith-pveg
Since you want to chose from the neighbors (and not all turtles) with the hightes pveg, you can write:
max-one-of my-neighWith-pveg [pveg]

NetLogo: calculate distance to other turtles and make them dissatisfied if another turtle is too close

I sprouted my turtles over the patches and in the 'go' I want each turtle to calculate if another turtle is too close (based on a certain threshold of X meters/patches). If another turtle is too close, i want the turtle to become 'dissatisfied'.
Movements of the turtles are not required.
What is the best way to do this? The only piece of code for the go procedure I have so far is as follows:
to go
ask n-of initial-number-tourists (patches with [ lagoon_proximity = 1])
[
sprout 1 [
set color black
set size 10
]
]
tick
end
Kind regards!
Your code is creating more turtles and doesn't have anything about checking distances so it is not clear how it is related to the problem you are trying to solve. However, the following code measure the distance to the nearest turtle and prints a message if that is less than 5.
ask turtles
[ let nearest min-one-of turtles [distance myself]
if distance nearest < 5 [ show "I feel crowded" ]
]

NetLogo: how to let turtles return after one tick

hope you can help me out! I have a NetLogo question about the following code:
breed [tourists tourist]
turtles-own [satisfaction]
to setup
clear-all
reset-ticks
end
to go
tick
ask n-of initial-number-tourists patches
[
sprout 1 [
set color white
set size 1
]
]
ask turtles
[ let nearest min-one-of turtles [distance myself]
if-else distance nearest < 0.0000001 [ set satisfaction 0 ]
[ set satisfaction 1 ]
]
ask turtles with [satisfaction = 0] [die]
end
The intention is to sprout "initial-number-tourists" at the start of each tick. Then, they calculate their 'satisfaction' based on the if there are turtles close and let the turtles that have a satisfaction of 0 die. Then, the turtles that remain (that are satisfied) will be sprouted again and their satisfaction will be calculated again.
The code is working, however, with unexpected outcomes. What happens is that the turtles are all sprouted, and they all die each tick. The next tick; they are sprouted again and all die again. Even if i set the distance threshold really low like i did in the code I provided.
Hopefully you can help me out!! Kind regards
The problem you are encountering is that the nearest turtle to each turtle is itself! Thus the distance to nearest is always zero and satisfaction will be set to zero for every turtle. What you want is the closest among the other turtles,
let nearest min-one-of other turtles [distance myself]
(Your distance threshold will mean that all turtles will have satisfaction of 1, but I assume that is what you wanted to accomplish in your testing. Since turtles are sprouted at the centers of the patches, a threshold of < 1.0 would accomplish the same thing.)
Minor point: the convention is to put tick at the end, not the beginning of the go procedure.

How to control the probability of the predator killing the prey in the Netlogo Predator-Prey model?

I'm trying to modify a previous Netlogo Predator-Prey model to suit my purposes. The trouble I'm running into is that I want to control the probability of the predator killing the prey when there is an encounter and I'm not sure how to go about it. I know I need a slider on the interface side and I have that ('kill-probability') but getting it into the code all together is another matter.
Here is the section of the model I'm trying to adapt:
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
Any and all help would be appreciated.
The logic here is to get a random number in the interval [0,1] (or in [0,100] if you think in percentages) and, if the random number is less than your slider value, then do the action. The slider controls the probability. So, using your slider name of 'kill-probability' and assuming it runs from 0 to 1, modify your code like this:
to catch-sheep
let prey one-of sheep-here
if prey != nobody and random-float 1 < kill-probability ; this is the line I changed
[ ask prey [ die ]
set energy energy + wolf-gain-from-food ]
end
If your slider is a percentage, use random 100 < kill-probability instead