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markr
DataScienceSWP
Commits
1f140779
Commit
1f140779
authored
7 years ago
by
phwitte
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1f140779
from
graphics
import
*
import
time
import
random
import
math
def
nearest_neighbour
(
a
,
aas
):
minDis
=
float
(
'
inf
'
)
nn
=
None
for
b
in
aas
:
if
(
a
==
b
):
True
elif
(
nn
==
None
):
nn
=
b
else
:
dis
=
distance
(
a
[
0
].
getX
(),
b
[
0
].
getX
(),
a
[
0
].
getY
(),
b
[
0
].
getY
())
if
(
dis
<
minDis
):
minDis
=
dis
nn
=
b
return
b
# Distance function
def
distance
(
xi
,
xii
,
yi
,
yii
):
sq1
=
(
xi
-
xii
)
*
(
xi
-
xii
)
sq2
=
(
yi
-
yii
)
*
(
yi
-
yii
)
return
math
.
sqrt
(
sq1
+
sq2
)
def
absvec
(
a
,
b
):
m
=
math
.
sqrt
(
a
*
a
+
b
*
b
)
if
m
==
0
:
m
=
0.001
return
m
def
neigbour_in_zones
(
a
,
aas
,
zor_r
,
zoo_r
,
zoa_r
):
zor
=
[]
zoo
=
[]
zoa
=
[]
for
agent
in
aas
:
if
(
a
==
agent
):
True
else
:
dis
=
distance
(
a
[
0
].
getX
(),
a
[
0
].
getY
(),
agent
[
0
].
getX
(),
agent
[
0
].
getY
())
if
dis
<=
zor_r
:
zor
.
append
(
agent
)
elif
dis
<=
zoo_r
:
zoo
.
append
(
agent
)
elif
dis
<=
zoa_r
:
zoa
.
append
(
agent
)
return
[
zor
,
zoo
,
zoa
]
# updateVelociy
def
updateV
(
agent
,
nn
,
maxV
):
vx
=
agent
[
1
]
+
0.1
*
nn
[
1
]
+
random
.
uniform
(
-
3
,
3
)
vy
=
agent
[
2
]
+
0.1
*
nn
[
2
]
+
random
.
uniform
(
-
3
,
3
)
if
(
abs
(
vx
)
<
maxV
)
:
agent
[
1
]
=
vx
elif
(
vx
<=
-
maxV
):
agent
[
1
]
=
-
maxV
else
:
agent
[
1
]
=
maxV
if
(
abs
(
vy
)
<
maxV
):
agent
[
2
]
=
vy
elif
(
vy
<=
-
maxV
):
agent
[
2
]
=
-
maxV
else
:
agent
[
2
]
=
maxV
return
agent
#update Velocity a la couzin
def
updateV_couzin
(
a
,
matrix
,
maxV
):
dx
=
0
dy
=
0
#zor
if
matrix
[
0
]
!=
[]:
for
agent
in
matrix
[
0
]:
disX
=
agent
[
0
].
getX
()
-
a
[
0
].
getX
()
disY
=
agent
[
0
].
getY
()
-
a
[
0
].
getY
()
rX
=
disX
/
absvec
(
disX
,
disY
)
rY
=
disY
/
absvec
(
disX
,
disY
)
diX
=
rX
/
absvec
(
rX
,
rY
)
diY
=
rY
/
absvec
(
rX
,
rY
)
dx
+=
diX
dy
+=
diY
#dx += ( disX / absvec(disX, disY) ) / absvec( disX / absvec(disX, disY) , disY/ absvec(disX,disY) )
#dy += ( disY / absvec(disX, disY) ) / absvec( disX / absvec(disX, disY) , disY/ absvec(disX,disY) )
dx
=
-
dx
dy
=
-
dy
# zoo ; zoa leer
elif
matrix
[
1
]
!=
[]
and
matrix
[
2
]
==
[]:
for
agent
in
matrix
[
1
]:
dx
+=
agent
[
1
]
/
absvec
(
agent
[
1
],
agent
[
2
])
dy
+=
agent
[
2
]
/
absvec
(
agent
[
1
],
agent
[
2
])
dx
+=
a
[
1
]
/
absvec
(
a
[
1
],
a
[
2
])
dy
+=
a
[
2
]
/
absvec
(
a
[
1
],
a
[
2
])
# zoo leer ; zoa
elif
matrix
[
1
]
==
[]
and
matrix
[
2
]
!=
[]:
#for agent in matrix[2]:
# disX = agent[0].getX() - a[0].getX()
# dx+= (disX / abs(disX)) * abs(abs(disX)/ disX )
#
# disY = agent[0].getY() - a[0].getY()
# dy+= (disY / abs(disY)) * abs(abs(disY) / disY )
for
agent
in
matrix
[
2
]:
disX
=
agent
[
0
].
getX
()
-
a
[
0
].
getX
()
disY
=
agent
[
0
].
getY
()
-
a
[
0
].
getY
()
dx
+=
(
disX
/
absvec
(
disX
,
disY
)
)
/
absvec
(
disX
/
absvec
(
disX
,
disY
)
,
disY
/
absvec
(
disX
,
disY
)
)
dy
+=
(
disY
/
absvec
(
disX
,
disY
)
)
/
absvec
(
disX
/
absvec
(
disX
,
disY
)
,
disY
/
absvec
(
disX
,
disY
)
)
# zoo ; zoa
elif
matrix
[
1
]
!=
[]
and
matrix
[
2
]
!=
[]:
for
agent
in
matrix
[
1
]:
dx
+=
agent
[
1
]
/
absvec
(
agent
[
1
],
agent
[
2
])
dy
+=
agent
[
2
]
/
absvec
(
agent
[
1
],
agent
[
2
])
dx
+=
a
[
1
]
/
absvec
(
a
[
1
],
a
[
2
])
dy
+=
a
[
2
]
/
absvec
(
a
[
1
],
a
[
2
])
for
agent
in
matrix
[
2
]:
disX
=
agent
[
0
].
getX
()
-
a
[
0
].
getX
()
disY
=
agent
[
0
].
getY
()
-
a
[
0
].
getY
()
dx
+=
(
disX
/
absvec
(
disX
,
disY
)
)
/
absvec
(
disX
/
absvec
(
disX
,
disY
)
,
disY
/
absvec
(
disX
,
disY
)
)
dy
+=
(
disY
/
absvec
(
disX
,
disY
)
)
/
absvec
(
disX
/
absvec
(
disX
,
disY
)
,
disY
/
absvec
(
disX
,
disY
)
)
dx
=
0.5
*
dx
dy
=
0.5
*
dy
else
:
dx
=
a
[
1
]
dy
=
a
[
2
]
if
abs
(
dx
)
<
maxV
:
True
elif
dx
<=
-
maxV
:
dx
=
-
maxV
else
:
dx
=
maxV
if
abs
(
dy
)
<
maxV
:
True
elif
dy
<=
-
maxV
:
dy
=
-
maxV
else
:
dy
=
maxV
return
[
dx
,
dy
]
# check for window boundaries
def
checkBoundary
(
agent
,
winWidth
,
winHeight
):
point
=
agent
[
0
]
point
.
move
(
agent
[
1
],
agent
[
2
])
x
=
point
.
getX
()
y
=
point
.
getY
()
if
x
>
0
and
y
<
winHeight
and
x
<
winWidth
and
y
>
0
:
agent
[
0
]
=
point
elif
x
<=
0
or
x
>=
winWidth
:
agent
[
1
]
=
agent
[
1
]
*
(
-
1
)
agent
[
0
].
move
(
agent
[
1
],
agent
[
2
])
elif
y
<=
0
or
y
>=
winHeight
:
agent
[
2
]
=
agent
[
2
]
*
(
-
1
)
agent
[
0
].
move
(
agent
[
1
],
agent
[
2
])
return
agent
def
main
():
winWidth
=
500
winHeight
=
500
zor_r
=
50
zoo_r
=
100
zoa_r
=
200
window
=
GraphWin
(
"
Window
"
,
winWidth
,
winHeight
)
maxTime
=
20
maxV
=
8
agentNum
=
20
agents2
=
[[
0
for
x
in
range
(
5
)]
for
y
in
range
(
agentNum
)]
#directions = [[0 for x in range(2)] for y in range(agentNum)]
#generate point
# 0 Point
# 1 XVelocity
# 2 YVelocity
# 3 Line
# 4 temp. VelocityPoint
for
agent
in
agents2
:
agent
[
0
]
=
Point
(
random
.
uniform
(
0
,
winWidth
),
random
.
uniform
(
0
,
winHeight
))
agent
[
1
]
=
random
.
uniform
(
-
2
,
2
)
agent
[
2
]
=
random
.
uniform
(
-
2
,
2
)
agent
[
0
].
draw
(
window
)
agent
[
3
]
=
Line
(
agent
[
0
],
Point
(
agent
[
0
].
getX
()
+
agent
[
1
],
agent
[
0
].
getY
()
+
agent
[
2
]))
agent
[
3
].
setArrow
(
"
last
"
)
#agent[3].draw(window)
agentA
=
[
Point
(
200
,
200
)
,
0
,
0
,
None
,[
0
,
0
]]
agentB
=
[
Point
(
205
,
200
)
,
0
,
0
,
None
,[
0
,
0
]]
agents
=
[
agentA
,
agentB
]
#update points
for
i
in
range
(
maxTime
):
# Velocity update
for
agent
in
agents
:
neigh_matrix
=
neigbour_in_zones
(
agent
,
agents
,
zor_r
,
zoo_r
,
zoa_r
)
agent
[
4
]
=
updateV_couzin
(
agent
,
neigh_matrix
,
maxV
)
print
(
i
++
"
zor:
"
++
len
(
neigh_matrix
[
0
]))
# move, draw
for
agent
in
agents
:
agent
[
1
]
=
agent
[
4
][
0
]
agent
[
2
]
=
agent
[
4
][
1
]
agent
=
checkBoundary
(
agent
,
winWidth
,
winHeight
)
#agent[3].undraw()
#agent[3] = Line(agent[0], Point(agent[0].getX() + agent[1], agent[0].getY() + agent[2]))
#agent[3].setArrow("last")
#agent[3].draw(window)
time
.
sleep
(
0.01
)
window
.
getMouse
()
window
.
close
()
main
()
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