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Flocking.nlogo
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;; Adapted by J.T. Lizier from the original CC BY NC SA 3.0 licensed Flocking model from NetLogo
;; and released under the same license.
;; See license info on the Info tab (and below if viewing text file)
globals [
headings-file
positionsx-file
positionsy-file
sorted-agents
]
turtles-own [
flockmates ;; agentset of nearby turtles
nearest-neighbor ;; closest one of our flockmates
]
to setup
clear-all
create-turtles population
[ set color yellow - 2 + random 7 ;; random shades look nice
set size 1.5 ;; easier to see
setxy random-xcor random-ycor
set flockmates no-turtles ]
reset-ticks
;; Set up for file output of data:
set headings-file "headings.txt"
set positionsx-file "positionsx.txt"
set positionsy-file "positionsy.txt"
if file-exists? headings-file [
file-delete headings-file ;; clear file
]
if file-exists? positionsx-file [
file-delete positionsx-file ;; clear file
]
if file-exists? positionsy-file [
file-delete positionsy-file ;; clear file
]
set sorted-agents sort turtles
end
to go
ask turtles [ flock ]
;; the following line is used to make the turtles
;; animate more smoothly.
repeat 5 [ ask turtles [ fd 0.2 ] display ]
;; for greater efficiency, at the expense of smooth
;; animation, substitute the following line instead:
;; ask turtles [ fd 1 ]
capture-data ;; write the current position+heading data of turtles to file
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
;;; ALIGN
to align ;; turtle procedure
turn-towards average-flockmate-heading max-align-turn
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 [dx] of flockmates
let y-component sum [dy] 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 capture-data
;; To do a one-off:
;; file-open "headings.txt"
;; ;; Does not select turtles in order:
;; ask turtles [ file-print heading ]
;; file-close
if ticks > 4000
[ stop ]
;; Write the current headings
file-open headings-file ;; Opening file for writing
foreach sorted-agents [
[the-turtle] ->
ask the-turtle [
file-write heading
]
]
file-print " " ;; Terminate the line
file-close
;; Write the x positions
file-open positionsx-file ;; Opening file for writing
foreach sorted-agents [
[the-turtle] ->
ask the-turtle [
file-write xcor
]
]
file-print " " ;; Terminate the line
file-close
;; Write the y positions
file-open positionsy-file ;; Opening file for writing
foreach sorted-agents [
[the-turtle] ->
ask the-turtle [
file-write ycor
]
]
file-print " " ;; Terminate the line
file-close
end
; Copyright 1998 Uri Wilensky.
; See Info tab for full copyright and license.
@#$#@#$#@
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@#$#@#$#@
## WHAT IS IT?
This model is an attempt to mimic the flocking of birds. (The resulting motion also resembles schools of fish.) The flocks that appear in this model are not created or led in any way by special leader birds. Rather, each bird is following exactly the same set of rules, from which flocks emerge.
## HOW IT WORKS
The birds follow three rules: "alignment", "separation", and "cohesion".
"Alignment" means that a bird tends to turn so that it is moving in the same direction that nearby birds are moving.
"Separation" means that a bird will turn to avoid another bird which gets too close.
"Cohesion" means that a bird will move towards other nearby birds (unless another bird is too close).
When two birds are too close, the "separation" rule overrides the other two, which are deactivated until the minimum separation is achieved.
The three rules affect only the bird's heading. Each bird always moves forward at the same constant speed.
## HOW TO USE IT
First, determine the number of birds you want in the simulation and set the POPULATION slider to that value. Press SETUP to create the birds, and press GO to have them start flying around.
The default settings for the sliders will produce reasonably good flocking behavior. However, you can play with them to get variations:
Three TURN-ANGLE sliders control the maximum angle a bird can turn as a result of each rule.
VISION is the distance that each bird can see 360 degrees around it.
## THINGS TO NOTICE
Central to the model is the observation that flocks form without a leader.
There are no random numbers used in this model, except to position the birds initially. The fluid, lifelike behavior of the birds is produced entirely by deterministic rules.
Also, notice that each flock is dynamic. A flock, once together, is not guaranteed to keep all of its members. Why do you think this is?
After running the model for a while, all of the birds have approximately the same heading. Why?
Sometimes a bird breaks away from its flock. How does this happen? You may need to slow down the model or run it step by step in order to observe this phenomenon.
## THINGS TO TRY
Play with the sliders to see if you can get tighter flocks, looser flocks, fewer flocks, more flocks, more or less splitting and joining of flocks, more or less rearranging of birds within flocks, etc.
You can turn off a rule entirely by setting that rule's angle slider to zero. Is one rule by itself enough to produce at least some flocking? What about two rules? What's missing from the resulting behavior when you leave out each rule?
Will running the model for a long time produce a static flock? Or will the birds never settle down to an unchanging formation? Remember, there are no random numbers used in this model.
## EXTENDING THE MODEL
Currently the birds can "see" all around them. What happens if birds can only see in front of them? The `in-cone` primitive can be used for this.
Is there some way to get V-shaped flocks, like migrating geese?
What happens if you put walls around the edges of the world that the birds can't fly into?
Can you get the birds to fly around obstacles in the middle of the world?
What would happen if you gave the birds different velocities? For example, you could make birds that are not near other birds fly faster to catch up to the flock. Or, you could simulate the diminished air resistance that birds experience when flying together by making them fly faster when in a group.
Are there other interesting ways you can make the birds different from each other? There could be random variation in the population, or you could have distinct "species" of bird.
## NETLOGO FEATURES
Notice the need for the `subtract-headings` primitive and special procedure for averaging groups of headings. Just subtracting the numbers, or averaging the numbers, doesn't give you the results you'd expect, because of the discontinuity where headings wrap back to 0 once they reach 360.
## RELATED MODELS
* Moths
* Flocking Vee Formation
* Flocking - Alternative Visualizations
## CREDITS AND REFERENCES
(Note: This is an adaptation by J.T. Lizier of the original Flocking model distributed in the NetLogo Models Library, under CC BY NC SA license (see below))
This model is inspired by the Boids simulation invented by Craig Reynolds. The algorithm we use here is roughly similar to the original Boids algorithm, but it is not the same. The exact details of the algorithm tend not to matter very much -- as long as you have alignment, separation, and cohesion, you will usually get flocking behavior resembling that produced by Reynolds' original model. Information on Boids is available at http://www.red3d.com/cwr/boids/.
## HOW TO CITE
If you mention this model or the NetLogo software in a publication, we ask that you include the citations below.
For the model itself:
* Wilensky, U. (1998). NetLogo Flocking model. http://ccl.northwestern.edu/netlogo/models/Flocking. Center for Connected Learning and Computer-Based Modeling, Northwestern University, Evanston, IL.
Please cite the NetLogo software as:
* Wilensky, U. (1999). NetLogo. http://ccl.northwestern.edu/netlogo/. Center for Connected Learning and Computer-Based Modeling, Northwestern University, Evanston, IL.
## COPYRIGHT AND LICENSE
Copyright 1998 Uri Wilensky.

This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 License. To view a copy of this license, visit https://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford, California 94305, USA.
Commercial licenses are also available. To inquire about commercial licenses, please contact Uri Wilensky at uri@northwestern.edu.
This model was created as part of the project: CONNECTED MATHEMATICS: MAKING SENSE OF COMPLEX PHENOMENA THROUGH BUILDING OBJECT-BASED PARALLEL MODELS (OBPML). The project gratefully acknowledges the support of the National Science Foundation (Applications of Advanced Technologies Program) -- grant numbers RED #9552950 and REC #9632612.
This model was converted to NetLogo as part of the projects: PARTICIPATORY SIMULATIONS: NETWORK-BASED DESIGN FOR SYSTEMS LEARNING IN CLASSROOMS and/or INTEGRATED SIMULATION AND MODELING ENVIRONMENT. The project gratefully acknowledges the support of the National Science Foundation (REPP & ROLE programs) -- grant numbers REC #9814682 and REC-0126227. Converted from StarLogoT to NetLogo, 2002.
<!-- 1998 2002 -->
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Circle -16777216 true false 90 90 120
Circle -7500403 true true 120 120 60
tree
false
0
Circle -7500403 true true 118 3 94
Rectangle -6459832 true false 120 195 180 300
Circle -7500403 true true 65 21 108
Circle -7500403 true true 116 41 127
Circle -7500403 true true 45 90 120
Circle -7500403 true true 104 74 152
triangle
false
0
Polygon -7500403 true true 150 30 15 255 285 255
triangle 2
false
0
Polygon -7500403 true true 150 30 15 255 285 255
Polygon -16777216 true false 151 99 225 223 75 224
truck
false
0
Rectangle -7500403 true true 4 45 195 187
Polygon -7500403 true true 296 193 296 150 259 134 244 104 208 104 207 194
Rectangle -1 true false 195 60 195 105
Polygon -16777216 true false 238 112 252 141 219 141 218 112
Circle -16777216 true false 234 174 42
Rectangle -7500403 true true 181 185 214 194
Circle -16777216 true false 144 174 42
Circle -16777216 true false 24 174 42
Circle -7500403 false true 24 174 42
Circle -7500403 false true 144 174 42
Circle -7500403 false true 234 174 42
turtle
true
0
Polygon -10899396 true false 215 204 240 233 246 254 228 266 215 252 193 210
Polygon -10899396 true false 195 90 225 75 245 75 260 89 269 108 261 124 240 105 225 105 210 105
Polygon -10899396 true false 105 90 75 75 55 75 40 89 31 108 39 124 60 105 75 105 90 105
Polygon -10899396 true false 132 85 134 64 107 51 108 17 150 2 192 18 192 52 169 65 172 87
Polygon -10899396 true false 85 204 60 233 54 254 72 266 85 252 107 210
Polygon -7500403 true true 119 75 179 75 209 101 224 135 220 225 175 261 128 261 81 224 74 135 88 99
wheel
false
0
Circle -7500403 true true 3 3 294
Circle -16777216 true false 30 30 240
Line -7500403 true 150 285 150 15
Line -7500403 true 15 150 285 150
Circle -7500403 true true 120 120 60
Line -7500403 true 216 40 79 269
Line -7500403 true 40 84 269 221
Line -7500403 true 40 216 269 79
Line -7500403 true 84 40 221 269
x
false
0
Polygon -7500403 true true 270 75 225 30 30 225 75 270
Polygon -7500403 true true 30 75 75 30 270 225 225 270
@#$#@#$#@
NetLogo 6.0
@#$#@#$#@
set population 200
setup
repeat 200 [ go ]
@#$#@#$#@
@#$#@#$#@
@#$#@#$#@
@#$#@#$#@
default
0.0
-0.2 0 0.0 1.0
0.0 1 1.0 0.0
0.2 0 0.0 1.0
link direction
true
0
Line -7500403 true 150 150 90 180
Line -7500403 true 150 150 210 180
@#$#@#$#@
0
@#$#@#$#@