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PondTrade_step10_cultural vectors.nlogo
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PondTrade_step10_cultural vectors.nlogo
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; GNU GENERAL PUBLIC LICENSE ;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; The PondTrade model
;; Copyright (C) 2018 Andreas Angourakis ([email protected])
;;
;; This program is free software: you can redistribute it and/or modify
;; it under the terms of the GNU General Public License as published by
;; the Free Software Foundation, either version 3 of the License, or
;; (at your option) any later version.
;;
;; This program is distributed in the hope that it will be useful,
;; but WITHOUT ANY WARRANTY; without even the implied warranty of
;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
;; GNU General Public License for more details.
;;
;; You should have received a copy of the GNU General Public License
;; along with this program. If not, see <http://www.gnu.org/licenses/>.
;;;;;;;;;;;;;;;;;
;;; BREEDS ;;;;;;
;;;;;;;;;;;;;;;;;
breed [ settlements settlement ]
breed [ ships ship ]
;;;;;;;;;;;;;;;;;
;;; VARIABLES ;;;
;;;;;;;;;;;;;;;;;
globals [ routes ]
settlements-own
[
sizeLevel
currentNumberOfShips potentialNumberOfShips
stock
frequencyOverQuality
culturalVector
]
ships-own
[
isActivated
base route destination direction lastPosition
cargoValue
culturalSample
]
patches-own
[
isLand
pathCost
;;; path-finding related
parent-patch ; patch's predecessor
f ; the value of knowledge plus heuristic cost function f()
g ; the value of knowledge cost function g()
h ; the value of heuristic cost function h()
]
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; SETUP ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
to setup
clear-all
reset-ticks
create-map
create-coastal-settlements
set-routes
create-ships-per-settlement
update-display
end
to create-map
let centralPatch patch (min-pxcor + (floor world-width / 2)) (min-pycor + (floor world-height / 2))
let halfSmallerDimension (world-width / 2)
if (world-width > world-height) [ set halfSmallerDimension (world-height / 2) ]
let minDistOfLandToCenter round ((pondSize / 100) * halfSmallerDimension)
ask patches
[
let coastThreshold minDistOfLandToCenter ; defaults to the basic value
;; add noise to coast line
; set general noise range depending on UI's coastalNoiseLevel and the size of world
let noiseRange (halfSmallerDimension * coastalNoiseLevel / 100)
; noiseType is specified with the chooser in the UI
if (noiseType = "uniform")
[
; adds a random amount from a uniform distribution with mean minDistOfLandToCenter
set noiseRange (random-float noiseRange) - (noiseRange / 2)
set coastThreshold minDistOfLandToCenter + noiseRange
]
if (noiseType = "normal")
[
; adds a random amount from a normal distribution with mean minDistOfLandToCenter
set coastThreshold random-normal minDistOfLandToCenter (halfSmallerDimension * coastalNoiseLevel / 100)
]
ifelse (distance centralPatch < coastThreshold)
[
set isLand false
]
[
set isLand true
]
]
smooth-coast-line
assign-path-cost
ask patches [ paint-terrain ]
end
to smooth-coast-line
; smooth coast line
repeat smoothIterations
[
ask patches
[
ifelse (isLand = false)
[
; water patch
; consider ratios instead of absolute numbers to avoid having isolated water bodies adjacent to the world limits (less than 8 neighbors)
if (count neighbors with [isLand = true] / count neighbors >= coastLineSmoothThreshold / 8)
[
; water patch has a certain number of land neighbors
set isLand true ; converted to land
]
]
[
; land patch
if (count neighbors with [isLand = false] / count neighbors >= coastLineSmoothThreshold / 8)
[
; land patch has a certain number of water neighbors
set isLand false ; converted to water
]
]
]
]
end
to assign-path-cost
ask patches
[
ifelse (isLand = false)
[ set pathCost 1 ] ; arbitrary unit for now
[ set pathCost relativePathCostInLand ] ; defined by parameter in relation to the cost of path in water (i.e., 1)
]
end
to paint-terrain ; ego = patch
ifelse (isLand = false)
[ set pcolor 106 ] ; blue for water
[ set pcolor 54 ] ; green for land
end
to create-coastal-settlements
; consider only coastal patches
let coastalPatches patches with [(isLand = true) and (any? neighbors with [isLand = false])]
repeat numberOfSettlements
[
; ask a random coastal patch without a settlement already
ask one-of coastalPatches with [not any? settlements-here]
[
sprout-settlements 1 ; creates one "turtle" of breed settlements
[
set sizeLevel 1 ; the size level is initiated at minimum (i.e., 1)
set stock 0
set frequencyOverQuality random-float 1
set culturalVector extract-rgb color
; for now, we represent three continuos cultural traits of settlements
; initialized as the rgb values of the settlement color.
set shape "circle 2"
]
; replace the land path cost with the port pathCost
set pathCost relativePathCostInPort
; exclude this patch from the pool of coastal patches
set coastalPatches other coastalPatches
]
]
end
to create-ships-per-settlement
ask settlements
[
let thisSettlement self ; to avoid the confusion of nested agent queries
set potentialNumberOfShips get-potential-number-of-ships
hatch-ships potentialNumberOfShips ; use the sizeLevel variable as the number of ships based in the settlement
[
setup-ship thisSettlement
]
set currentNumberOfShips get-current-number-of-ships
]
end
to setup-ship [ baseSettlement ]
set base baseSettlement
set isActivated true
; give meaningful display related to base
set shape "sailboat side" ; import this shape from the library (Tools > Shape editor > import from library)
set color [color] of base
set size 3
choose-destination
end
to set-routes
set routes [] ; initialize/reset the routes as an empty list
let settlementsWithoutRoutes settlements ; helper variable to keep track of which settlement already searched for routes
ask settlements
[
let thisSettlement self
ask other settlementsWithoutRoutes
[
let optimalRoute find-a-path ([patch-here] of thisSettlement) ([patch-here] of self) ; find the optimal route to this settlement
set routes lput optimalRoute routes ; add the optimal route to the end of the routes list
]
set settlementsWithoutRoutes other settlementsWithoutRoutes
]
end
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; CYCLE ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
to go
tick
if (ticks = 10000 or count turtles > 500) [ stop ]
update-ships
update-settlements
update-display
end
to update-ships
let activeShips ships with [isActivated]
let shipsInBase activeShips with [is-in-base]
let shipsInDestination activeShips with [is-in-destination]
; UPDATE LAST POSITION
ask activeShips
[
; update lastPosition if in a patch centre
if ((xcor = [pxcor] of patch-here) and (ycor = [pycor] of patch-here))
[
set lastPosition patch-here
]
]
; UNLOAD
ask (turtle-set shipsInBase shipsInDestination) with [cargoValue > 0]
[
; unload cargo (changes sizeLevel)
unload-cargo
]
; CHECK if the ship can be sustained when in the base
ask shipsInBase
[
if ([potentialNumberOfShips < currentNumberOfShips] of base)
[
; the current number of ships cannot be sustained
set isActivated false
; update currentNumberOfShips of base
ask base [ set currentNumberOfShips get-current-number-of-ships ]
]
]
set activeShips ships with [isActivated] ; update active ships
set shipsInBase shipsInBase with [isActivated] ; update ships in base
; LOAD
ask (turtle-set shipsInBase shipsInDestination)
[
; load cargo (changes stock)
load-cargo
]
; CHOOSE DESTINATION
ask shipsInBase with [cargoValue > 0]
[
; update the destination whenever in the base settlement and there is cargo to transport
choose-destination
]
; FIND DIRECTION in route
ask (turtle-set shipsInBase shipsInDestination)
[
find-direction
]
; MOVE towards the next position in the route
ask activeShips with [cargoValue > 0]
[
; move following the route when there is cargo to transport
move-to-destination
]
end
to choose-destination ; ego = ship
let thisShip self
; get routes connecting the base settlement
let routesFromBase get-routes-to-settlement [base] of thisShip
; order these routes by benefit/cost ratio
set routesFromBase sort-by [ [?1 ?2] -> benefit-cost-of-route ?1 > benefit-cost-of-route ?2 ] routesFromBase
; print the options available
; foreach routesFromBase
; [
; print "==============================================================="
; print "route between:"
; print [who] of get-origin-and-destination ?
; print "has the benefit-cost ratio of:"
; print benefit-cost-of-route ?
; ]
; print "-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x"
; select the one with higher benefit/cost ratio
set route first routesFromBase
; get the settlement of destination
set destination one-of (get-origin-and-destination route) with [who != [who] of ([base] of thisShip)]
end
to find-direction ; ego = ship
; find where in the route list is the ship
let currentPosition position lastPosition route
; set direction if in a settlement
ifelse (currentPosition = 0) ; in the first extreme of the route list
[
; move in the route list towards larger index numbers
set direction 1
]
[
if (currentPosition = (length route - 1)) ; in the last extreme of the route list
[
; move in the route list towards smaller index numbers
set direction -1
]
]
; else the ship is in route to either the base or the destination
end
to move-to-destination ; ego = ship
; find where in the route list is the ship
let currentPosition position lastPosition route
; move through the route following direction
let targetPatch item (currentPosition + direction) route
;move-to targetPatch ; constant travel time (1 patch per tick)
facexy ([pxcor] of targetPatch) ([pycor] of targetPatch)
forward min (
list
(1 / [pathCost] of patch-here) ; the maximum distance in a tick in the current patch
(distancexy ([pxcor] of targetPatch) ([pycor] of targetPatch)) ; the distance to the target patch
)
end
to-report is-in-base ; ego = ship
report (xcor = [xcor] of base) and (ycor = [ycor] of base) ; if the ship arrived at the centre of the base patch
end
to-report is-in-destination ; ego = ship
report (xcor = [xcor] of destination) and (ycor = [ycor] of destination) ; if the ship arrived at the centre of the destination patch
end
to unload-cargo ; ego = ship
let thisShip self
let settlementHere one-of settlements-here
; unload cargo
ask settlementHere [ add-trade-effect thisShip ]
end
to load-cargo ; ego = ship
let settlementHere one-of settlements-here
; load cargo
set cargoValue [stock] of settlementHere
ask settlementHere [ set stock 0 ] ; empty the settlement stock
set culturalSample [culturalVector] of settlementHere
end
to update-settlements
ask settlements
[
let thisSettlement self
; the sizeLevel of settlements decays with a constant rate, up to 1 (minimum)
set sizeLevel max (list 1 (sizeLevel * (1 - (settlementSizeDecayRate / 100)) ) )
; production in stock also decays with a constant rate
set stock stock * (1 - (stockDecayRate / 100))
; prodution is generated in proportion to sizeLevel, following a constant rate
set stock stock + sizeLevel * (productionRate / 100)
; determine the current and potential number of ships
set currentNumberOfShips get-current-number-of-ships
set potentialNumberOfShips get-potential-number-of-ships
; conditions favors the creation of new ships
if (random-float 1 > currentNumberOfShips / potentialNumberOfShips )
[
; create a new ship or activate an old one
repeat 1
[
ifelse (any? ships with [not isActivated])
[
ask one-of ships with [not isActivated]
[
setup-ship thisSettlement
move-to thisSettlement
]
]
[
hatch-ships 1
[
setup-ship thisSettlement
]
]
]
set currentNumberOfShips get-current-number-of-ships ; update currentNumberOfShips
]
]
end
to add-trade-effect [ aShip ] ; ego = settlement
; cultural transmission ship to port
let newCulturalVector []
foreach culturalVector
[ ?1 ->
let otherSettlementTrait item (length newCulturalVector) [culturalSample] of aShip
let traitChange (otherSettlementTrait - ?1) * (traitTransmissionRate / 100)
set newCulturalVector lput (?1 + traitChange) newCulturalVector
]
; print (word "========== " self " ============")
; print (word "old vector: " culturalVector ", new vector: " newCulturalVector)
set culturalVector newCulturalVector
set sizeLevel sizeLevel + [cargoValue] of aShip
end
to-report get-potential-number-of-ships ; ego = settlement
report (
1 +
(sizeLevel - 1) * frequencyOverQuality
)
end
to-report get-current-number-of-ships ; ego = settlement
let thisSettlement self
report count ships with [isActivated and base = thisSettlement ]
end
to update-display
paint-routes
paint-active-routes
; scale the size of settlements according to their dynamic free-scaled sizeLevel
let maxSettlementSize max [sizeLevel] of settlements
ask settlements
[
set hidden? not showSettlements
set size 1 + (sizeLevel / maxSettlementSize) * 9
set color rgb (item 0 culturalVector) (item 1 culturalVector) (item 2 culturalVector)
]
ask ships
[
ifelse (isActivated)
[ set hidden? false ]
[ set hidden? true ]
]
end
to paint-routes
; resets route patches to the terrain color
foreach routes
[ ?1 ->
let aRoute ?1
foreach aRoute
[ ??1 ->
ask ??1 [ paint-terrain ]
]
]
; paint route patches in shades of red depending on route frequency
foreach routes
[ ?1 ->
let aRoute ?1
foreach aRoute
[ ??1 ->
ask ??1
[
if (showRoutes)
[
ifelse (pcolor < 11 or pcolor > 19) ; if its the first route crossing the patch
[
set pcolor 11
]
[
set pcolor min (list (pcolor + 1) (19)) ; sets a maximum at 19 (the brightest)
]
]
]
]
]
end
to paint-active-routes
ask ships
[
foreach route
[ ?1 ->
ask ?1
[
ifelse (showActiveRoutes)
[
set pcolor yellow
]
[
if (not showRoutes) ; if not displaying all routes
[
; resets to the patch terrain color
paint-terrain
]
]
]
]
]
end
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Get and set routes (helper 'to-report' procedures) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
to-report get-route [ settlement1 settlement2 ] ; accepts two settlements and returns a route
; get routes connecting settlement1
let routesFromSettlement1 filter
[ ?1 ->
([one-of settlements-here] of first ?1 = settlement1) or
([one-of settlements-here] of last ?1 = settlement1)
] routes
; get the route connecting settlement2 from the previous list
let routeFromSettlement1ToSettlement2 filter
[ ?1 ->
([one-of settlements-here] of first ?1 = settlement2) or
([one-of settlements-here] of last ?1 = settlement2)
] routesFromSettlement1
report first routeFromSettlement1ToSettlement2
end
to-report get-routes-to-settlement [ aSettlement ] ; accepts a settlement and return a list of routes
report filter
[ ?1 ->
([one-of settlements-here] of first ?1 = aSettlement) or
([one-of settlements-here] of last ?1 = aSettlement)
] routes
end
to-report get-origin-and-destination [ aRoute ] ; accepts a route and returns a turtle-set with two settlements
report (turtle-set ([ one-of settlements-here ] of first aRoute) ([one-of settlements-here ] of last aRoute))
end
to-report benefit-cost-of-route [ aRoute ] ; accepts a route and returns a number (the benefit/cost ratio of the route)
let cost 0
foreach aRoute ; for every patch in the given route
[ ?1 ->
set cost cost + [pathCost] of ?1
]
let originAndDestination get-origin-and-destination aRoute
let benefit 0
ask originAndDestination [ set benefit benefit + sizeLevel ] ; the benefit is the sum of the sizeLevel of the two settlements
report benefit / cost
end
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; A* path finding algorithm ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; modified from Meghendra Singh's Astardemo1 model in NetLogo User Community Models
; http://ccl.northwestern.edu/netlogo/models/community/Astardemo1
; modified lines/fragments are marked with ";-------------------------------*"
; In this version, patches have different movement cost.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; the actual implementation of the A* path finding algorithm
; it takes the source and destination patches as inputs
; and reports the optimal path if one exists between them as output
to-report find-a-path [ source-patch destination-patch]
; initialize all variables to default values
let search-done? false
let search-path []
let current-patch 0
let open [] ;-------------------------------*
let closed [] ;-------------------------------*
;-------------------------------*
ask patches with [ f != 0 ]
[
set f 0
set h 0
set g 0
]
;-------------------------------*
; add source patch in the open list
set open lput source-patch open
; loop until we reach the destination or the open list becomes empty
while [ search-done? != true]
[
ifelse length open != 0
[
; sort the patches in open list in increasing order of their f() values
set open sort-by [ [?1 ?2] -> [f] of ?1 < [f] of ?2 ] open
; take the first patch in the open list
; as the current patch (which is currently being explored (n))
; and remove it from the open list
set current-patch item 0 open
set open remove-item 0 open
; add the current patch to the closed list
set closed lput current-patch closed
; explore the Von Neumann (left, right, top and bottom) neighbors of the current patch
ask current-patch
[
; if any of the neighbors is the destination stop the search process
ifelse any? neighbors4 with [ (pxcor = [ pxcor ] of destination-patch) and (pycor = [pycor] of destination-patch)] ;-------------------------------*
[
set search-done? true
]
[
; the neighbors should not already explored patches (part of the closed list)
ask neighbors4 with [ (not member? self closed) and (self != parent-patch) ] ;-------------------------------*
[
; the neighbors to be explored should also not be the source or
; destination patches or already a part of the open list (unexplored patches list)
if not member? self open and self != source-patch and self != destination-patch
[
;set pcolor 45 ;-------------------------------*
; add the eligible patch to the open list
set open lput self open
; update the path finding variables of the eligible patch
set parent-patch current-patch
set g [g] of parent-patch + pathCost ;-------------------------------*
set h distance destination-patch
set f (g + h)
]
]
]
; if self != source-patch ;-------------------------------*
; [
; set pcolor 35
; ]
]
]
[
; if a path is not found (search is incomplete) and the open list is exhausted
; display a user message and report an empty search path list.
user-message( "A path from the source to the destination does not exist." )
report []
]
]
; if a path is found (search completed) add the current patch
; (node adjacent to the destination) to the search path.
set search-path lput current-patch search-path
; trace the search path from the current patch
; all the way to the source patch using the parent patch
; variable which was set during the search for every patch that was explored
let temp first search-path
while [ temp != source-patch ]
[
; ask temp ;-------------------------------*
; [
; set pcolor 85
; ]
set search-path lput [parent-patch] of temp search-path
set temp [parent-patch] of temp
]
; add the destination patch to the front of the search path
set search-path fput destination-patch search-path
; reverse the search path so that it starts from a patch adjacent to the
; source patch and ends at the destination patch
set search-path reverse search-path
; report the search path
report search-path
end
@#$#@#$#@
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1
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ticks
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pondSize
pondSize
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% of smallest dimension
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coastalNoiseLevel
coastalNoiseLevel
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% of minDistToCentre
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278
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coastLineSmoothThreshold
coastLineSmoothThreshold
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150
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noiseType
noiseType
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smoothIterations
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numberOfSettlements
numberOfSettlements
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1
NIL
HORIZONTAL
BUTTON
11
15
78
48
Set up
setup
NIL
1
T
OBSERVER
NIL
NIL
NIL
NIL
1
SWITCH
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143
407
showSettlements
showSettlements
0
1
-1000
BUTTON
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251
395
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update-display
NIL
1
T
OBSERVER
NIL
NIL
NIL
NIL
1
TEXTBOX
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163
462
Map parameters
14
0.0
1
SLIDER
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110
285
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relativePathCostInLand
relativePathCostInLand
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1
X path cost in water
HORIZONTAL
BUTTON
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16
159
49
Go
go
NIL
1
T
OBSERVER
NIL
NIL
NIL
NIL
1
BUTTON
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16
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49
Go