drafting6_alonosnat_project
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globals [ tick-delta ;; how much we advance the tick counter this time through max-tick-delta ;; the largest tick-delta is allowed to be init-avg-speed init-avg-energy ;; initial averages avg-speed avg-energy ;; current averages fast medium slow ;; current counts percent-fast percent-medium ;; percentage of the counts percent-slow ;; percentage of the counts ] breed [riders rider] ;; breed [particles particle ] riders-own [energy speed flockmates ;; agentset of nearby turtles nearest-neighbor ;; closest one of our flockmates ] particles-own [ speed mass energy ;; particle info last-collision ] to setup ca ask patches [ setup-road ] setup-riders setup-particels ; do-plots end to setup-road ;; patch procedure ifelse ( pycor < 18) and ( pycor > -18 ) [ set pcolor red - 3 ] [set pcolor black] end to setup-riders create-riders number-cyclists [ set color yellow set size 4 ;; easier to see setxy random-xcor random-ycor ] end to setup-particels set-default-shape particles "circle" set max-tick-delta 0.1073 make-particles update-variables set init-avg-speed avg-speed set init-avg-energy avg-energy ; setup-plots ; setup-histograms ; do-plotting end ;to do-plots ; set-current-plot "cyclist-energy" ; plot count ;end to go go-riders go-particels end to go-riders ask riders [ flock ] ;; the following line is used to make the turtles ;; animate more smoothly. repeat 20 [ ask turtles [ fd 0.2 ] display ] ;; for greater efficiency, at the expense of smooth ;; animation, substitute the following line instead: ;; ask turtles [ fd 1 ] tick end to flock ;; turtle procedure find-flockmates if any? flockmates [ find-nearest-neighbor ifelse distance nearest-neighbor < minimum-separation [ separate ] [ align cohere ] ] end to find-flockmates ;; turtle procedure set flockmates other turtles in-radius vision end to find-nearest-neighbor ;; turtle procedure set nearest-neighbor min-one-of flockmates [distance myself] end ;;; SEPARATE to separate ;; turtle procedure turn-away ([heading] of nearest-neighbor) max-separate-turn end to align ;; turtle procedure turn-towards average-flockmate-heading max-align-turn set heading 90 end ;;; GOAL ;to goal ; set heading 90 ;end to-report average-flockmate-heading ;; turtle procedure ;; We can't just average the heading variables here. ;; For example, the average of 1 and 359 should be 0, ;; not 180. So we have to use trigonometry. let x-component sum [sin heading] of flockmates let y-component sum [cos heading] of flockmates ifelse x-component = 0 and y-component = 0 [ report heading ] [ report atan x-component y-component ] end ;;; COHERE to cohere ;; turtle procedure turn-towards average-heading-towards-flockmates max-cohere-turn end to-report average-heading-towards-flockmates ;; turtle procedure ;; "towards myself" gives us the heading from the other turtle ;; to me, but we want the heading from me to the other turtle, ;; so we add 180 let x-component mean [sin (towards myself + 180)] of flockmates let y-component mean [cos (towards myself + 180)] of flockmates ifelse x-component = 0 and y-component = 0 [ report heading ] [ report atan x-component y-component ] end ;;; HELPER PROCEDURES to turn-towards [new-heading max-turn] ;; turtle procedure turn-at-most (subtract-headings new-heading heading) max-turn end to turn-away [new-heading max-turn] ;; turtle procedure turn-at-most (subtract-headings heading new-heading) max-turn end ;; turn right by "turn" degrees (or left if "turn" is negative), ;; but never turn more than "max-turn" degrees to turn-at-most [turn max-turn] ;; turtle procedure ifelse abs turn > max-turn [ ifelse turn > 0 [ rt max-turn ] [ lt max-turn ] ] [ rt turn ] end to go-particels ask particles [ move-particels ] ask particles [ if collide? [check-for-collision] ] ; ifelse (trace?) ; [ ask particle 0 [ pen-down ] ] ; [ ask particle 0 [ pen-up ] ] tick-advance tick-delta if floor ticks > floor (ticks - tick-delta) [ update-variables ; do-plotting ] calculate-tick-delta display end to update-variables ; set medium count particles with [color = green] ; set slow count particles with [color = blue] ; set fast count particles with [color = red] set percent-medium (medium / count particles) * 100 set percent-slow (slow / count particles) * 100 set percent-fast (fast / count particles) * 100 set avg-speed mean [speed] of particles set avg-energy mean [energy] of particles end to calculate-tick-delta ;; tick-delta is calculated in such way that even the fastest ;; particle will jump at most 1 patch length in a tick. As ;; particles jump (speed * tick-delta) at every tick, making ;; tick length the inverse of the speed of the fastest particle ;; (1/max speed) assures that. Having each particle advance at most ;; one patch-length is necessary for them not to jump over each other ;; without colliding. ifelse any? particles with [speed > 0] [ set tick-delta min list (1 / (ceiling max [speed] of particles)) max-tick-delta ] [ set tick-delta max-tick-delta ] end to move-particels ;; particle procedure if patch-ahead (speed * tick-delta) != patch-here [ set last-collision nobody ] jump (speed * tick-delta) end to check-for-collision ;; particle procedure ;; Here we impose a rule that collisions only take place when there ;; are exactly two particles per patch. if count other particles-here = 1 [ ;; the following conditions are imposed on collision candidates: ;; 1. they must have a lower who number than my own, because collision ;; code is asymmetrical: it must always happen from the point of view ;; of just one particle. ;; 2. they must not be the same particle that we last collided with on ;; this patch, so that we have a chance to leave the patch after we've ;; collided with someone. let candidate one-of other particles-here with [who < [who] of myself and myself != last-collision] ;; we also only collide if one of us has non-zero speed. It's useless ;; (and incorrect, actually) for two particles with zero speed to collide. if (candidate != nobody) and (speed > 0 or [speed] of candidate > 0) [ collide-with candidate set last-collision candidate ask candidate [ set last-collision myself ] ] ] end to collide-with [ other-particle ] ;; particle procedure ;;; PHASE 1: initial setup ;; for convenience, grab some quantities from other-particle let mass2 [mass] of other-particle let speed2 [speed] of other-particle let heading2 [heading] of other-particle ;; since particles are modeled as zero-size points, theta isn't meaningfully ;; defined. we can assign it randomly without affecting the model's outcome. let theta (random-float 360) ;;; PHASE 2: convert velocities to theta-based vector representation ;; now convert my velocity from speed/heading representation to components ;; along theta and perpendicular to theta let v1t (speed * cos (theta - heading)) let v1l (speed * sin (theta - heading)) ;; do the same for other-particle let v2t (speed2 * cos (theta - heading2)) let v2l (speed2 * sin (theta - heading2)) ;;; PHASE 3: manipulate vectors to implement collision ;; compute the velocity of the system's center of mass along theta let vcm (((mass * v1t) + (mass2 * v2t)) / (mass + mass2) ) ;; now compute the new velocity for each particle along direction theta. ;; velocity perpendicular to theta is unaffected by a collision along theta, ;; so the next two lines actually implement the collision itself, in the ;; sense that the effects of the collision are exactly the following changes ;; in particle velocity. set v1t (2 * vcm - v1t) set v2t (2 * vcm - v2t) ;;; PHASE 4: convert back to normal speed/heading ;; now convert my velocity vector into my new speed and heading set speed sqrt ((v1t ^ 2) + (v1l ^ 2)) set energy (0.5 * mass * (speed ^ 2)) ;; if the magnitude of the velocity vector is 0, atan is undefined. but ;; speed will be 0, so heading is irrelevant anyway. therefore, in that ;; case we'll just leave it unmodified. if v1l != 0 or v1t != 0 [ set heading (theta - (atan v1l v1t)) ] ;; and do the same for other-particle ask other-particle [ set speed sqrt ((v2t ^ 2) + (v2l ^ 2)) set energy (0.5 * mass * (speed ^ 2)) if v2l != 0 or v2t != 0 [ set heading (theta - (atan v2l v2t)) ] ] ;; PHASE 5: final updates ;; now recolor, since color is based on quantities that may have changed ; recolor ; ask other-particle ; [ recolor ] end ;to recolor ;; particle procedure ; ifelse speed < (0.5 * 10) ; [ ; set color blue ; ] ; [ ; ifelse speed > (1.5 * 10) ; [ set color red ] ; [ set color green ] ; ] ;end ;;; ;;; drawing procedures ;;; ;; creates initial particles to make-particles create-particles number-of-particles [ setup-particle random-position set color 9 ask particles [ set size 0.5 ] ; recolor ] calculate-tick-delta end to setup-particle ;; particle procedure set speed init-particle-speed set mass particle-mass set energy (0.5 * mass * (speed ^ 2)) set last-collision nobody end ;; place particle at random location inside the box. to random-position ;; particle procedure setxy ((1 + min-pxcor) + random-float ((2 * max-pxcor) - 2)) ((1 + min-pycor) + random-float ((2 * max-pycor) - 2)) end to-report last-n [n the-list] ifelse n >= length the-list [ report the-list ] [ report last-n n butfirst the-list ] end
There is only one version of this model, created over 13 years ago by osnat gal.
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osnat gal
הרוכבים עולים אחד על השני (Question)
למרות הנסיונות להגדיל את הטלאים או להקטין את הרוכבים, עדיין הרוכבים עולים אחד על השני. יש לך רעיון איך להתמודד עם זה? תודה
Posted over 13 years ago
osnat gal
הרוכבים עולים אחד על השני (Question)
למרות הנסיונות להגדיל את הטלאים או להקטין את הרוכבים, עדיין הרוכבים עולים אחד על השני. יש לך רעיון איך להתמודד עם זה? תודה
Posted over 13 years ago
Sharona T Levy
אני מקווה ששוחחנו על זה
1
Posted over 13 years ago