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
Related
I´m setting up some turtles randomly on the the map, then they have to change the color of the patches to show that they cultivated however some times they overlap and change the color of other turtles. To solve this i asked not any? other turtles in-radius 6 to force them to be apart, but this is not elegant nor efficient. What would be a better way to give each turtle their own patch to make a more populated world.
to setup
ca
resize-world 0 100 0 100
create-turtles 50
[ set size 1
set color 135
setxy random-xcor random-ycor
move-to one-of patches with [not any? other turtles in-radius 6]
ask patches in-radius (2 + random 2) [set pcolor 35]
]
end
to go
ask turtles[ ask patches in-radius 4 with [pcolor = 35]; falta representar las cosechas 4-2-3-3
[ set pcolor 42]]
end
The go is using the fact that there are no turtles in a radius of 6, but if i wanted to get them closer or change the color on different ticks this would be bad.
Thanks. If more is need please let me know.
You can give the turtles a new turtles-variable that you can assign a patch-set to. This is done by using turtles-own at the start of your program.
The turtle then remembers which patches were assigned to this variable and can access them again at a later time. This way, when it comes time to change patch colors, they only change the colors of patches within their original radius and not of the patches in the extended radius.
turtles-own [territory]
to setup
ca
resize-world 0 100 0 100
create-turtles 50
[ set size 1
set color 135
setxy random-xcor random-ycor
set territory patches in-radius (2 + random 2)
ask territory [set pcolor 35]
]
end
to go
ask turtles [ ask territory ; falta representar las cosechas 4-2-3-3
[ set pcolor 42]]
end
As an alternative solution, here it is not the turtles that remember which patch they own, but the patches that remember which turtle owns them. In the case I use here, patches can only be owned by a single turtle.
Here, I give each patch a patch-variable using patches-own. I then let the turtles tell the patches within their radius to choose that turtle as their owner ask patches ... [set owner myself]. Myself is a reporter that refers not to the patch carrying out the command, but to the turtle that asked the patch to carry out the command.
patches-own [owner]
to setup
ca
resize-world 0 100 0 100
create-turtles 50 [
set size 1
set color 135
setxy random-xcor random-ycor
ask patches in-radius (2 + random 2) [
set owner myself
set pcolor 35
]
]
end
to go
ask turtles [ ask patches in-radius 4 with [owner = myself] ; falta representar las cosechas 4-2-3-3
[ set pcolor 42]
]
end
If multiple turtles try to be the owner of the same patch, the last one becomes the owner. This is because each turtle completely overwrites the previous owner value.
If you still want an option for multiple owners, you can work with a turtle-set instead. This requires a few different primitives.
In setup, you have to define owners as an empty turtle-set in order for the rest to work, using set owners (turtle-set).
To then assign a turtle to owners, you use set owners (turtle-set owners myself). This changes the owners turtle-set to add the turtle calling the patch to the set.
Finally, you can no longer ask patches to with [owner = myself] to change color since owners is now a turtle-set, not a turtle. Instead, you use the member? primitive that looks if a turtle is part of a turtle-set.
patches-own [owners]
to setup
ca
resize-world 0 100 0 100
ask patches [set owners (turtle-set)]
create-turtles 50 [
set size 1
set color 135
setxy random-xcor random-ycor
ask patches in-radius (2 + random 2) [
set owners (turtle-set owners myself)
set pcolor 35
]
]
end
to go
ask turtles [
ask patches in-radius 4 with [member? myself owners] ; falta representar las cosechas 4-2-3-3
[ set pcolor 42]
]
end
im trying to show a cultivation process. At setup im creating the farmers and giving them a random farm size (with the splotch) then, at go, im telling them that if they have enought money all patches near them that are the splotch turn into green, representing cultivation. But its just changing one pixel and not all round it. It most be someting small but i cant see it. Thanks in advance for the help
.
breed [cercas cerca]
breed [medios medio]
breed [lejos lejo]
patches-own[calidad
cercanialago
cultivado
]
turtles-own [ingresos
gastos]
create-cercas 10 + random 10
[ set size 1 ;; easier to see
set color 135
setxy random xcor random ycor
move-to one-of patches with [not any? other turtles in-radius 3 and pcolor = 57]
set heading random 45 + 45
set ingresos 1000000 + random 6000000
]
ask turtles
[ ask patches in-radius (1 + random 3)
[ set pcolor 35 ] ]
to go
ask cercas [
ifelse ingresos > 2000000 [if any? patches in-radius 4 with [pcolor = 35] [if ticks mod 3 = 0 [set pcolor 62] ]]
[]
] ```
Your cercas are a breed of turtles.
A useful feature of NetLogo is that any turtle can directly read and modify the variables of the patch it is on (i.e. without the need to invoke such patch).
So when you ask a turtle to set pcolor 62, it will automatically refer to pcolor of the patch it is on.
If we eliminate all of the conditions from your last block of commands, we have:
ask cercas [set pcolor 62]. This is what you are asking cercas to do: simply changing the pcolor of the patch they are on.
The fact that you use patches in-radius 4 in the condition for the first if statement does not influence the ask cercas [set pcolor 62] part. The condition is one thing, the command to be executed if the condition holds true is a separate thing.
Therefore you should make cercas ask patches in-radius 4 to change their pcolors.
This question already has an answer here:
How do you go about making a convert probability chance for an agent in netlogo?
(1 answer)
Closed 1 year ago.
currently I'm working on a zombie apocalypse simulation on Netlogo, and I'm almost done except that the convertion function is not working. when the zombies collide with humans the humans they either die or convert the human to a zombie according to the global variable convert_probability. For example, if convert probability is set to 80 the human would have an 80% chance of winning the fight and killing the zombie and the zombie would have a 20% chance of converting the human to a zombie.
Also, zombies and humans are not allowed to pass over the brown patches and the function I wrote for that is change_direction, but had to comment those parts because I run to an error.
I have spent hours but couldnt come up with a solution so I would really appreciate any help;
breed [humans human]
humans-own [ humans_speed]
turtles-own [
infected?
]
patches-own [
block
]
breed [zombies zombie]
zombies-own [ zombies_speed]
globals [
student_id
username
nzomb
%infected
]
to setup_world
clear-all
reset-ticks
set student_id 19009670
ask patches [set pcolor green]
set-default-shape zombies "person"
set-default-shape humans "person"
create-zombies 5 [
set color red
set size 4
set zombies_speed 0.5
setxy random-pxcor random-pycor
]
ask zombies[
move-to one-of patches with [pcolor = green]
]
create-humans 15 [
set color blue
set size 4
set humans_speed 1 + random-float 0.1
setxy random-pxcor random-pycor
]
ask humans[
move-to one-of patches with [pcolor = green]
]
set %infected (count turtles with [color = red ] / 20 ) * 100
set nzomb 0
draw_blocks
end
to draw_blocks
ask patches [
set block false
]
ask n-of 100 patches with [pcolor = green][
set pcolor brown
set block true
]
end
to change_direction
if[block] of patch-ahead 2 = true [
right 180
face one-of patches in-radius 2 with [not block]
]
end
to run_model
if ticks >= 10000 [ stop ]
tick
move-turtles
convert
if not any? humans [stop]
end
to move-turtles
ask humans [move-humans]
ask zombies [move-zombies]
end
to move-humans
ask humans [
if any? zombies in-radius (10 + random 20) [rt 180]
set infected? false
set heading (heading + 45 - (random 90))
forward 1 + random-float 1.1
zombiedeath
convert
;;change_direction
]
end
to move-zombies
ask zombies [
chasehuman
convert
zombiedeath
set %infected (count turtles with [color = red ] / 20 ) * 100
set infected? true
set heading (heading + 45 - (random 90))
forward 0.5
; change-direction
]
end
to chasehuman
if any? humans in-radius 10 [
set heading towards one-of humans in-radius 10]
; change_direction
end
to runaway
face min-one-of zombies [distance myself]
rt 180
;change_direction
end
to convert
ask turtles with [ breed = zombies ]
[
ask humans-on patch-here
[
if random 100 < convert_probability [set breed zombies]]
ask humans-on patch-here [if random 100 < convert_probability
[set color red]]
]
end
to zombiedeath
ask zombies-on patch-here [if random 100 > convert_probability
[die]]
end
Okay, the only procedure relevant to this question is this one (same code as above, formatted so you can see the structure logic}:
to convert
ask turtles with [ breed = zombies ]
[ ask humans-on patch-here
[ if random 100 < convert_probability
[ set breed zombies
]
]
ask humans-on patch-here
[ if random 100 < convert_probability
[ set color red
]
]
]
end
You haven't actually told us what the problem is - "convertion function is not working" does not say whether it is generating an error, or what behaviour it is doing compared to what is expected for example. But, look at what this code actually does. First it finds all the zombies then, for each zombie, it:
gets the humans on the same patch to convert to zombies with some probability
gets the humans on the same patch to change colour to red with some probability
Your first problem is that you haven't linked the turning red with becoming a zombie. Is that the problem you were trying to solve? If so, here is some cleaned up code that links zombie and red:
to convert
ask zombies ; note, you can just directly use the breed name
[ ask humans-here ; again, can use the breed name
[ if random 100 < convert_probability
[ set breed zombies
set color red
]
]
]
end
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.
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