Initialization and termination of Turtles timer - netlogo

In a procedure I want to start a timer for every turtles (agent) which when change its shape from "shape2" to "shape1", and that timer expire after 10 ticks and the shape changes back to "shape1" . my procedure works only when I hit "go" it works for only the first 10 ticks counted. after that it is not called. I have called this procedure name "Change" in the GO block.
to change
let test one-of breed-here with [ shape = "shape2" ]
if test != nobody and [ ticks ] of test = 10
[ask breed with [ shape = "shape2" ]
[ set shape "shape1" ]
]
end
the GO block statement is :
to Go
ask breed with [ shape = "shape2" ] [ change ]
end

Here is an illustration using patches. (Colors stand in for shapes.)
patches-own [shape-timer]
globals [s1 s2]
to setup
ca
set s1 blue ;"shape" 1
set s2 red ;"shape" 2
ask patches [set pcolor one-of (list s1 s2)]
end
to temp-change-shape
set pcolor s2
set plabel "temp"
set shape-timer 10
end
to update
set shape-timer (shape-timer - 1)
if (shape-timer = 0) [
set plabel ""
show "changing back!"
set pcolor s1
]
end
to go
ask patches with [pcolor = s2 and shape-timer > 0] [
update
]
ask one-of patches with [pcolor = s1] [
temp-change-shape
]
end
A nicer solution uses the table extension, mapping dates (ticks) to the agents that need to be updated at each date. (That way you don't have to check each agent each tick to find out if it's time to update it.)

Related

Pedestrian environment: turtles do not recognise patch-type and surroundings

Recently I've started working on a pedestrian model simulation. I'm currently having a difficult time with controlling the movement patterns of my turtles. My code and blueprint.png is uploaded to Github.
So first, I upload a floor plan and tried to setup-variables and ask patches with pcolor = 0 to set as walls, pcolor = white to set as the ground, pcolor = red for doors, etc.
I'm able to create turtles, and let's say they start at the doors. I've tried to instruct them to avoid walls, yet the code breaks with runtime error: MOVE-TO expected input to be an agent but got NOBODY instead. Why can turtles start at patches with a colour but not a patch-type?
Even just the way the turtles are walking is unlike previous models I've tested in the model library. Any feedback would be welcome and appreciated. Thanks
Netlogo Code
extensions [ time ]
globals [
time-passed
walls
doors
exits
ground
art
corners-top-left
corners-top-right
corners-bottom-left
corners-bottom-right
]
patches-own [
patch-type
]
turtles-own
[
speed
wait-time
]
to setup
clear-all
import-dwg
setup-turtles
setup-variables
reset-ticks
end
to go
move
tick
update-time
end
to import-dwg
import-pcolors "blueprint.png"
end
to update-time
let minutes floor (ticks / 60)
let seconds ticks mod 60
if(minutes < 10)[set minutes (word "0" minutes)]
if(seconds < 10)[set seconds (word "0" seconds)]
set time-passed (word minutes ":" seconds)
end
to setup-turtles
create-turtles 2 [
move-to one-of patches with [ patch-type = "ground" ]
set heading towards one-of patches with [ pcolor = 65 ]
]
ask turtles [
set speed 1
set wait-time 0
set size 2
set color blue
pen-down
]
end
to move
ask turtles [
If any? Patches with [ pcolor = white ]
[set heading towards one-of patches with [ pcolor = white ]
fd 1]
]
tick
end
to setup-variables
ask patches with [ pcolor = 0 ] [
set patch-type "walls"
]
ask patches with [ pcolor = 15 ] [
set patch-type "doors"
]
ask patches with [ pcolor = white ] [
set patch-type "ground"
]
ask patches with [ pcolor = 65 ] [
set patch-type "art"
]
set time-passed "00:00"
end
Cross-posted to Reddit and found my answer (link):
You're going to hate this - in your setup function, setup-variables needs to be before setup-turtles, otherwise it doesn't know what "patch-type" is.
Edit: Also using "neighbors" for your move so they're looking at
adjacent patches, may help them not walk through walls and art.

How do you go about making a convert probability chance for an agent in netlogo?

I'm currently working on a zombie apocalypse simulation in NetLogo 2D. In my current simulation, when the zombies collide with humans the humans have a 100% chance to turn into a zombie. I would like to change this so that I can use a slider to set the conversion rate - for example if I have a rate of 50% on my slider, then when the zombies collide with humans there's a 50% chance they would turn into a zombie, otherwise kill the attacking zombie.
This is how I have currently setup my project, the way I've done this so far is to detect when they collide, and set the humans health to -1, and then made an if statement that says if the health is below 1, to make them a zombie.
I would appreciate any help in the right direction as I've spent time pondering about this and haven't come up with any solution.
breed[humans person]
breed[zombies zombie]
globals[rad]
humans-own[zombies_seen zombies_hit humans_speed per_vis_rad per_vis_ang health]
zombies-own[zombies_speed humans_around_me closest_humans]
patches-own[solid]
to setup_world
clear-all
reset-ticks
set rad 1
ask patches[
set pcolor green
]
create-humans number_of_humans [
setxy random-xcor random-ycor
set color blue
set size 5
set shape "person"
set humans_speed 1 + random-float 0.1
set health 100
adjust_vision_cone
]
ask humans[
ask patches in-radius 5[
set pcolor yellow
]
]
create-zombies number_of_zombies [
setxy random-xcor random-ycor
set color red
set size 4
set shape "person"
set zombies_speed 0.5
]
ask zombies[
move-to one-of patches with [pcolor = green]
]
ask humans[
ask patches in-radius 5[
set pcolor green
]
]
draw_solid_patches
end
to draw_solid_patches
ask patches [
set solid false
]
ask n-of 100 patches with [pcolor = green][
set pcolor brown
set solid true
]
end
to detect_wall
if[solid] of patch-ahead 1 = true[
right 90
left 90
]
end
to run_model
Every 0.01 [
make_humans_move
make_zombies_move
tick
reset_patch_colour
if not any? humans [stop]
if ticks = 500000 [stop]
]
end
to make_humans_move
ask humans[
if health > 1 [
show_visualisations
right 45
left 45
let have_seen_zombies human_function
detect_wall
forward humans_speed
]
if health < 1 [
; ; ; this is where it looks at the health of the humans,
; ; ; and checks to see if they have been hit by a zombie,
; ; ; because their health would be below 1.
set breed zombies
set color red
set size 4
set shape "person"
set zombies_speed 0.5
]
]
end
to make_zombies_move
ask zombies[
detect_wall
right 45
left 45
smell_humans
detect_wall
forward zombies_speed
]
end
to smell_humans
if any? humans in-radius 10 [
set heading towards one-of humans in-radius 10]
detect_wall
end
to show_visualisations
if show_vis_cone = true [
ask patches in-cone per_vis_rad per_vis_ang with [pcolor = green] [
set pcolor orange
]
]
end
to reset_patch_colour
ask patches with [pcolor = orange] [
set pcolor green
]
end
to adjust_vision_cone
set per_vis_rad 10 + random 10
set per_vis_ang 90
end
to-report human_function
let seen [false]
let hit [false]
ask zombies in-cone per_vis_rad per_vis_ang [
set seen true
]
ask zombies in-radius rad [
set hit true
]
ifelse seen = true [
set zombies_seen zombies_seen + 1
right 180
][
right (random zwr - (zwr / 2))
]
if hit = true [
set zombies_hit zombies_hit + 1
set color black
set health -1
; ; ; this is where I make the human into a zombie,
; ; ; I need to have a method here that will refer to
; ; ; the convert_probability variable.
]
report seen
end
Making minimal adjustments to your code you could substitute the set health -1 to
if random 100 < conversion_probability [ set health 0 ]
where conversion_probability is a slider going from 0 to 100, as you said in the question.
I also want to point out that you could detect walls like this
to detect_wall
if [solid] of patch-ahead 2
[
face one-of patches in-radius 2 with [not solid]
]
end
doing left x and then right x only makes the turtle turn to the left and then face back where it was originally facing, unless it sees a zombie it won't change the behavior of the humans all that much.

How can I make the model run?

I am essentially trying to combine elements of the 'Segregation' model and 'Rebellion' model to form a model that is representative of alliance forming.
Here is what I have so far- when I attempt to run it I receive the error: THREATS breed does not own variable ACTIVE?
error while threat 0 running ACTIVE?
called by procedure GO
called by Button 'go'
breed [ agents an-agent]
breed [ threats threat ]
globals [
k ; factor for determining attack probability
threshold ; by how much must D - BS > A to make a state burden share
percent-similar ; on the average, what percent of a turtle's neighbors
; are the same color as that turtle? Likely to ally
percent-unhappy ; what percent of the turtles are unhappy? Or percieve threats?
visualization
]
agents-own [
allied-states ; R, fixed for the agent's lifetime, ranging from 0-1 (inclusive)- for each turtle, indicates whether at least %-similar-wanted percent of
; that turtle's neighbors are the same color as the turtle
perceived-threat ; T, also ranging from 0-1 (inclusive)- how many have a turtle of another color?
active? ; if true, then the agent is actively allied
; if false, then the agent is free-riding
conflict ; how many turns in conflict remain? (if 0, the agent is not in conflict)- sum of previous two variables
total-nearby ; sum of previous two variables
]
patches-own [
neighborhood ; surrounding patches within the vision radius
]
to setup
clear-all
; set globals
set k 2.3
set threshold 0.1
ask patches [
; make background a slightly dark gray
set pcolor gray - 1
; cache patch neighborhoods
set neighborhood patches in-radius vision
]
if initial-threats-density + initial-agent-density > 206 [
user-message (word
"The sum of INITIAL-THREATS-DENSITY and INITIAL-AGENT-DENSITY "
"should not be greater than 206.")
stop
]
; create threats
create-threats round (initial-threats-density * .01 * count patches) [
move-to one-of patches with [ not any? turtles-here ]
display-threats
]
; create agents
create-agents round (initial-agent-density * .01 * count patches) [
move-to one-of patches with [ not any? turtles-here ]
set heading 0
set allied-states random-float 1.0
set perceived-threat random-float 1.0
set active? false
set conflict 0
display-agent
]
; start clock and plot initial state of system
reset-ticks
end
to go
if all? turtles [ active? ] [ stop ]
move-unhappy-turtles
update-turtles
update-globals
tick
end
; unhappy turtles try a new spot
to move-unhappy-turtles
ask turtles with [ not active? ]
[ find-new-spot ]
end
; move until we find an unoccupied spot
to find-new-spot
rt random-float 360
fd random-float 10
if any? other turtles-here [ find-new-spot ] ; keep going until we find an unoccupied patch
move-to patch-here ; move to center of patch
end
to update-turtles
ask turtles [
; in next two lines, we use "neighbors" to test the eight patches
; surrounding the current patch
set allied-states count (turtles-on neighbors) with [ color = [ color ] of myself ]
set perceived-threat count (turtles-on neighbors) with [ color != [ color ] of myself ]
set total-nearby allied-states + perceived-threat
set active? allied-states >= (percent-similar * total-nearby / 100)
; add visualization here
if visualization = "old" [ set shape "default" set size 1.3 ]
if visualization = "square-x" [
ifelse active? [ set shape "square" ] [ set shape "X" ]
]
]
end
to update-globals
let similar-neighbors sum [ allied-states ] of turtles
let total-neighbors sum [ total-nearby ] of turtles
set percent-similar (similar-neighbors / total-neighbors) * 100
set percent-unhappy (count turtles with [ not active? ]) / (count turtles) * 100
; Agents engaged in conflict have the duration reduced at the end of each clock tick
ask agents [ if conflict > 0 [ set conflict conflict - 1 ] ]
; update agent display
ask agents [ display-agent ]
ask threats [ display-threats ]
; advance clock and update plots
tick
end
; AGENT AND THREAT BEHAVIOR
; move to an empty patch
to move ; turtle procedure
if movement? or breed = threats [
; move to a patch in vision; candidate patches are
; empty or contain only jailed agents
let targets neighborhood with [
not any? threats-here and all? agents-here [ conflict > 0 ]
]
if any? targets [ move-to one-of targets ]
]
end
; AGENT BEHAVIOR
to determine-behavior
set active? (burden-sharing - allied-states * estimated-conflict-probability > threshold)
end
to-report burden-sharing
report perceived-threat * (1 - alliance-protection)
end
to-report estimated-conflict-probability
let t count (threats-on neighborhood)
let a 1 + count (agents-on neighborhood) with [ active? ]
; See Info tab for a discussion of the following formula
report 1 - exp (- k * floor (t / a))
end
to alliance
if any? threats [attack]
set active? true
end
; THREAT BEHAVIOR
to attack
if any? (agents-on neighborhood) with [ active? ] [
; arrest suspect
let suspect one-of (agents-on neighborhood) with [ active? ]
move-to suspect ; move to patch of the jailed agent
ask suspect [
set active? false
set conflict random conflict-term
set color pink
]
]
end
; VISUALIZATION OF AGENTS AND COPS
to display-agent ; agent procedure
set color cyan
set shape "triangle"
end
to display-active?
set color pink
set shape "triangle"
end
to display-threats
set color red
set shape "circle 2"
end
The problem is that you have two breeds of turtles, agents and threats, and only agents "own" the variable active?. turtles is a superset of all breeds, so when the all? primitive tries to query the active? variable of literally all turtles, it tries to query active? for threats too, and can't find it. The line should be
if all? agents [ active? ] [ stop ]

How to assign the shortest-distance to all agents in NetLogo?

How to assign the shortest-distance to all agents
Current status: My codes only finds the shortest-path for 1 person but cannot when there are more than 1 person.
Question: How can I assign the shortest-path for each person?
Background
I manipulated the traffic grid model inside the NetLogo model library to create a shortest-path algorithm for pedestrians (somewhat close to A*). The interface below shows that an agent is standing on its origin which is coloured in pale yellow, and has the same colour as a destination. It also works fine for 3 people.
1 person
3 people
Setup
Here is a code chunck that I wrote as a setup. It doesn't seem to have any problem in this section.
globals
[
grid-x-inc ;; the amount of patches in between two roads in the x direction
grid-y-inc ;; the amount of patches in between two roads in the y direction
intersections ;; agentset containing the patches that are intersections
roads ;; agentset containing the patches that are roads
population
]
breed[people person]
patches-own
[
father
navigated?
active?
Heuristic
step
total-cost
is-intersection?
start
finish
]
people-own
[
origin
destination
h-distance ;; short for heuristic distance. Euclidean distance to goal
path
]
to setup
clear-all
setup-globals
setup-patches
setup-people
setup-destination
reset-ticks
end
to setup-globals
set grid-x-inc world-width / grid-size-x
set grid-y-inc world-height / grid-size-y
ask patches
[
set father nobody
set navigated? false
set active? false
set total-cost 0
]
end
to setup-patches
;; initialize the patch-owned variables and color the patches to a base-color
ask patches [ set pcolor brown + 3 ]
;; initialize the global variables that hold patch agentsets
set roads patches with
[(floor((pxcor + max-pxcor - floor(grid-x-inc - 1)) mod grid-x-inc) = 0) or
(floor((pycor + max-pycor) mod grid-y-inc) = 0)]
set intersections roads with
[(floor((pxcor + max-pxcor - floor(grid-x-inc - 1)) mod grid-x-inc) = 0) and
(floor((pycor + max-pycor) mod grid-y-inc) = 0)]
ask roads [ set pcolor white ]
ask intersections [ set is-intersection? true
ask neighbors [ set is-intersection? true ]]
end
to setup-people
create-people no-of-people
[
set shape "person"
set size 1
set color black
move-to one-of patches with [pcolor != brown + 3]
set origin patch-here
set destination one-of patches with [pcolor != brown + 3 and is-intersection? != true]
set h-distance distance destination
]
set population [] ;; create list of individuals
let sort-turtles sort people set population sort-turtles
end
to setup-destination
foreach population [ individual ->
ask individual [
let roads_ roads with [pcolor = white]
ask roads_ [
set navigated? false
set active? false
set Heuristic 0
set step 0
set total-cost 0
set start false
set finish false
]]
let current [origin] of individual
let target [destination] of individual
ask individual [
if target != nobody [
ask current [
set pcolor (10 + random 130)
set step 0
set start true
set finish false
set navigated? false
]
ask target [
set pcolor [pcolor] of current
set navigated? true
set start false
set finish true
]]
]]
end
Problem 1: Set all paths
set-path traces all the steps from the origin patch to everywhere inside the virtual world. The code will colour the road to yellow and add a label on the path. This procedure will repeat 50 times to find all the possible steps.
The problem occurs from this section where this code only works for one agent not for the entire agents.
to set-path
repeat 50 [
ask patches with [pcolor = white and pcolor != yellow] [
if any? neighbors4 with [ start = true ] or
any? neighbors4 with [ pcolor = yellow ]
[ set pcolor yellow
let laststep [step] of one-of neighbors4 with [pcolor = yellow or
start = true]
ifelse [plabel] of patches != nobody [
set step laststep + 1
set plabel step
set father step
set total-cost father + heuristic
set plabel-color red][set plabel ""]
]]]
let allroads [self] of patches with [pcolor != brown]
let final_location one-of patches with [finish = true]
foreach allroads [ road_patch ->
ask road_patch [set Heuristic distance final_location]
]
end
Problem 2: Set shortest path
This procedure finds the shortest path by finding the patches and adding them to a list named path. Because the previous procedure only worked for one agent this procedure will also assign the patches to one agent, which is not what I want.
to shortest-path
ask patches with [start = true] [
let maxsteps 0
ask patches with [navigated? = true]
[ let check-steps min-one-of neighbors4 with
[pcolor != brown + 3 and pcolor != white][step]
set maxsteps [step] of check-steps
]
let num (range maxsteps 0 -1)
let paths []
foreach num [ navigation ->
ask patches with [navigated? = true] [
let nav-patch min-one-of neighbors4 with
[step = navigation and pcolor != brown + 3][step]
if nav-patch != nobody [ask nav-patch [set navigated? true set paths fput self paths]]
]]
ask people [set path paths]
]
ask patches with [pcolor = yellow][set pcolor white set plabel ""]
end
Summary: What I want the model to look like
How can I assign the shortest-path for each person if there are more than 2 people inside NetLogo?
What I want the model to look like
File: https://drive.google.com/file/d/1gxhkcnlBniB5M4aSYmt65PE6LBekgVp6/view?usp=sharing

On netlogo, what command do I use to make a turtle stop if the patch it wants to move to is a certain color

I'm making a maze on netlogo and I want to do it so that once it tries to walk into the violet lines, it'll stay on its own patch instead of moving forward. What command would that be? I tried bk 1 to reverse the fd 1 but it doesn't work all the time
You can undo your step like this:
ask turtles [
fd 1
if pcolor = violet [fd -1]
]
Or you can check ahead of time as Marzy answered. Basically it's the difference of asking for forgiveness vs permission :-)
I hope this example answer your questions:
turtles-own [target]
to setup
clear-all
reset-ticks
ask n-of 100 patches [
set pcolor red
]
create-turtles 1
[ move-to one-of patches with [pcolor != red]
set heading 90
set target one-of patches with [pcolor != red]
ask target
[
set pcolor green
]
]
end
to go
ask turtles
[ifelse pcolor != green
[
ifelse [pcolor] of patch-ahead 1 != red
[
Your-Move-Function
]
[
Your-Bounce-Function
]
leave-a-trail
]
[stop
print ticks
]
]
tick
end
to Your-Move-Function
let t target
face min-one-of all-possible-moves [distance t]
fd 1
end
to Your-Bounce-Function
let t target
face min-one-of all-possible-moves [distance t]
end
to-report all-possible-moves
report patches in-radius 1 with [pcolor != red and distance myself <= 1 and distance myself > 0 and plabel = "" ]
end
to leave-a-trail
ask patch-here [set plabel ticks]
end
This is how it works:
Random patches are colored Red to show walls or obstacles, one turtle is created in a random location with a random target which is colored green:
I have used a variable to store all available patches which turtle can step on , but since I have considered a target for the turtle, turtle chooses the one patch which is closest to the target, and since I have noticed in some cases it might go in circle I have asked the turtle to leave tick number which is its move number as a plabel, you can use a variable for that for specifying if that path was already selected or not.