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phwitte
DataScienceSWP
Commits
463b1859
Commit
463b1859
authored
7 years ago
by
phwitte
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prey, food und bunt
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463b1859
from
graphics
import
*
import
time
import
random
import
math
class
Agent
:
def
__init__
(
self
,
point
,
window
):
self
.
color
=
color_rgb
(
0
,
0
,
0
)
self
.
point
=
point
self
.
window
=
window
self
.
Velocity_x
=
1
self
.
Velocity_y
=
1
self
.
tempV
=
[
0
,
0
]
self
.
line
=
Line
(
self
.
point
,
Point
(
self
.
point
.
getX
()
+
self
.
Velocity_x
,
self
.
point
.
getY
()
+
self
.
Velocity_y
))
#evolvable
self
.
speed
=
4
self
.
zor_r
=
10
#fix
self
.
zoo_r
=
20
self
.
zoa_r
=
200
self
.
attCircle
=
Circle
(
self
.
point
,
self
.
zoa_r
)
self
.
blind_angle
=
80
self
.
turn_angle
=
50
self
.
food_pref
=
5
self
.
anti_pred
=
0
self
.
foodlevel
=
0
self
.
noise
=
2
def
drawLine
(
self
):
self
.
line
.
undraw
()
self
.
line
=
Line
(
self
.
point
,
Point
(
self
.
point
.
getX
()
+
self
.
Velocity_x
,
self
.
point
.
getY
()
+
self
.
Velocity_y
))
self
.
line
.
setArrow
(
"
last
"
)
self
.
line
.
setFill
(
self
.
color
)
self
.
line
.
draw
(
self
.
window
)
"""
self.attCircle.undraw()
self.attCircle = Circle(self.point, self.zoa_r)
self.attCircle.setOutline(
"
black
"
)
self.attCircle.draw(self.window)
"""
class
Food
:
def
__init__
(
self
,
Point
):
self
.
point
=
Point
# help functions
# Distance function betwen points xi, yi and xii,yii
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
calc_angle
(
x1
,
y1
,
x2
,
y2
):
skalar
=
x1
*
x2
+
y1
*
y2
abs1
=
absvec
(
x1
,
y1
)
abs2
=
absvec
(
x2
,
y2
)
erg
=
skalar
/
(
abs1
*
abs2
)
if
erg
>
1
:
#print erg
erg
=
1
elif
erg
<
-
1
:
#print erg
erg
=-
1
return
math
.
degrees
(
math
.
acos
(
erg
))
#-----couzin movement--------------------
# returns three lists, one for each zone,
# contaning all other agent in the zone.
# ignores al egents ind the angle behind the current agent defined by blind.
def
neigbour_in_zones
(
a
,
aas
,
zor_r
,
zoo_r
,
zoa_r
,
blind
):
zor
=
[]
zoo
=
[]
zoa
=
[]
for
agent
in
aas
:
disVecX
=
agent
.
point
.
getX
()
-
a
.
point
.
getX
()
disVecY
=
agent
.
point
.
getY
()
-
a
.
point
.
getY
()
alpha
=
calc_angle
(
a
.
Velocity_x
,
a
.
Velocity_y
,
disVecX
,
disVecY
)
if
(
a
==
agent
):
True
elif
alpha
<
180
-
blind
and
alpha
>
180
+
blind
:
True
else
:
dis
=
absvec
(
agent
.
point
.
getX
()
-
a
.
point
.
getX
()
,
agent
.
point
.
getY
()
-
a
.
point
.
getY
()
)
if
dis
<=
zor_r
:
zor
.
append
(
agent
)
elif
dis
<=
zoo_r
:
zoo
.
append
(
agent
)
elif
dis
<=
zoa_r
:
zoa
.
append
(
agent
)
#print len(zoo)+len(zor)+len(zoa)
return
[
zor
,
zoo
,
zoa
]
#update Velocity a la couzin
def
updateV_couzin
(
a
,
matrix
):
dx
=
0
dy
=
0
#zor
if
matrix
[
0
]
!=
[]:
for
agent
in
matrix
[
0
]:
disX
=
agent
.
point
.
getX
()
-
a
.
point
.
getX
()
disY
=
agent
.
point
.
getY
()
-
a
.
point
.
getY
()
rX
=
disX
/
absvec
(
disX
,
disY
)
rY
=
disY
/
absvec
(
disX
,
disY
)
dx
+=
rX
/
absvec
(
rX
,
rY
)
dy
+=
rY
/
absvec
(
rX
,
rY
)
dx
=
-
dx
dy
=
-
dy
# zoo ; zoa leer
elif
matrix
[
1
]
!=
[]
and
matrix
[
2
]
==
[]:
for
agent
in
matrix
[
1
]:
dx
+=
agent
.
Velocity_x
/
absvec
(
agent
.
Velocity_x
,
agent
.
Velocity_y
)
dy
+=
agent
.
Velocity_y
/
absvec
(
agent
.
Velocity_x
,
agent
.
Velocity_y
)
dx
+=
a
.
Velocity_x
/
absvec
(
a
.
Velocity_x
,
a
.
Velocity_y
)
dy
+=
a
.
Velocity_y
/
absvec
(
a
.
Velocity_x
,
a
.
Velocity_y
)
# zoo leer ; zoa
elif
matrix
[
1
]
==
[]
and
matrix
[
2
]
!=
[]:
for
agent
in
matrix
[
2
]:
disX
=
agent
.
point
.
getX
()
-
a
.
point
.
getX
()
disY
=
agent
.
point
.
getY
()
-
a
.
point
.
getY
()
rX
=
disX
/
absvec
(
disX
,
disY
)
rY
=
disY
/
absvec
(
disX
,
disY
)
dx
+=
rX
/
absvec
(
rX
,
rY
)
dy
+=
rY
/
absvec
(
rX
,
rY
)
# zoo ; zoa
elif
matrix
[
1
]
!=
[]
and
matrix
[
2
]
!=
[]:
for
agent
in
matrix
[
1
]:
dx
+=
agent
.
Velocity_x
/
absvec
(
agent
.
Velocity_x
,
agent
.
Velocity_y
)
dy
+=
agent
.
Velocity_y
/
absvec
(
agent
.
Velocity_x
,
agent
.
Velocity_y
)
dx
+=
a
.
Velocity_x
/
absvec
(
a
.
Velocity_x
,
a
.
Velocity_y
)
dy
+=
a
.
Velocity_y
/
absvec
(
a
.
Velocity_x
,
a
.
Velocity_y
)
for
agent
in
matrix
[
2
]:
disX
=
agent
.
point
.
getX
()
-
a
.
point
.
getX
()
disY
=
agent
.
point
.
getY
()
-
a
.
point
.
getY
()
rX
=
disX
/
absvec
(
disX
,
disY
)
rY
=
disY
/
absvec
(
disX
,
disY
)
dx
+=
rX
/
absvec
(
rX
,
rY
)
dy
+=
rY
/
absvec
(
rX
,
rY
)
dx
=
0.5
*
dx
dy
=
0.5
*
dy
# all zones empty
else
:
dx
=
a
.
Velocity_x
dy
=
a
.
Velocity_y
# randomness factor / error
dx
+=
random
.
uniform
(
-
a
.
noise
/
2
,
a
.
noise
/
2
)
dy
+=
random
.
uniform
(
-
a
.
noise
/
2
,
a
.
noise
/
2
)
return
[
dx
,
dy
]
def
check_food
(
agent
,
foods
):
dX
=
0
dY
=
0
if
foods
==
[]:
return
[
dX
,
dY
]
nf
=
nearest_neighbour
(
agent
,
foods
)
dis
=
distance
(
agent
.
point
.
getX
(),
nf
.
point
.
getX
(),
agent
.
point
.
getY
(),
nf
.
point
.
getY
())
if
dis
<=
agent
.
zor_r
:
nf
.
point
.
undraw
()
foods
.
remove
(
nf
)
agent
.
foodlevel
+=
1
elif
dis
<=
agent
.
zoa_r
:
disX
=
nf
.
point
.
getX
()
-
agent
.
point
.
getX
()
disY
=
nf
.
point
.
getY
()
-
agent
.
point
.
getY
()
rX
=
disX
/
absvec
(
disX
,
disY
)
rY
=
disY
/
absvec
(
disX
,
disY
)
dX
=
rX
/
absvec
(
rX
,
rY
)
dY
=
rY
/
absvec
(
rX
,
rY
)
return
[
dX
,
dY
]
def
updateV_final
(
agent
,
matrix
,
foods
):
vc
=
updateV_couzin
(
agent
,
matrix
)
vf
=
check_food
(
agent
,
foods
)
vvX
=
vc
[
0
]
+
agent
.
food_pref
*
vf
[
0
]
vvY
=
vc
[
1
]
+
agent
.
food_pref
*
vf
[
1
]
return
[
vvX
,
vvY
]
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
.
point
.
getX
(),
b
.
point
.
getX
(),
a
.
point
.
getY
(),
b
.
point
.
getY
())
if
(
dis
<
minDis
):
minDis
=
dis
nn
=
b
return
nn
# check for window boundaries
def
checkBoundary
(
agent
,
winWidth
,
winHeight
):
point
=
agent
.
point
point
.
move
(
agent
.
Velocity_x
,
agent
.
Velocity_y
)
x
=
point
.
getX
()
y
=
point
.
getY
()
if
x
>
0
and
y
<
winHeight
and
x
<
winWidth
and
y
>
0
:
agent
.
point
=
point
elif
x
<=
0
or
x
>=
winWidth
:
agent
.
Velocity_x
=
agent
.
Velocity_x
*
(
-
1
)
agent
.
point
.
move
(
agent
.
Velocity_x
,
agent
.
Velocity_y
)
elif
y
<=
0
or
y
>=
winHeight
:
agent
.
Velocity_y
=
agent
.
Velocity_y
*
(
-
1
)
agent
.
point
.
move
(
agent
.
Velocity_x
,
agent
.
Velocity_y
)
return
agent
def
update_couzin
(
agents
,
foods
,
winWidth
,
winHeight
,
window
):
# Velocity update
for
agent
in
agents
:
neigh_matrix
=
neigbour_in_zones
(
agent
,
agents
,
agent
.
zor_r
,
agent
.
zoo_r
,
agent
.
zoa_r
,
agent
.
blind_angle
,)
agent
.
tempV
=
updateV_final
(
agent
,
neigh_matrix
,
foods
)
#print "blind: " + str(agent.blind_angle)
#print "turn: " + str(agent.turn_angle)
#print "zoa: " + str(agent.zoa_r)
# move, draw
for
agent
in
agents
:
# alpha = calc_angle(agent[1], agent[2],agent.tempV[0],agent[4][1])
# test if in ragne of agent.turn_angle, if not rotate angle by maxTurn in
# direction of new direction
radTurn
=
math
.
radians
(
agent
.
turn_angle
)
negRadTurn
=
math
.
radians
(
360
-
agent
.
turn_angle
)
angle_old
=
math
.
atan2
(
agent
.
Velocity_y
,
agent
.
Velocity_x
)
angle_new
=
math
.
atan2
(
agent
.
tempV
[
1
],
agent
.
tempV
[
0
])
alpha
=
math
.
degrees
(
angle_old
-
angle_new
)
if
abs
(
alpha
)
>
180
:
if
alpha
<
0
:
alpha
+=
360
else
:
alpha
-=
360
if
abs
(
alpha
)
<
agent
.
turn_angle
:
agent
.
Velocity_x
=
agent
.
tempV
[
0
]
agent
.
Velocity_y
=
agent
.
tempV
[
1
]
elif
alpha
<
0
:
agent
.
Velocity_x
=
agent
.
Velocity_x
*
math
.
cos
(
radTurn
)
-
agent
.
Velocity_y
*
math
.
sin
(
radTurn
)
agent
.
Velocity_y
=
agent
.
Velocity_x
*
math
.
sin
(
radTurn
)
+
agent
.
Velocity_y
*
math
.
cos
(
radTurn
)
else
:
agent
.
Velocity_x
=
agent
.
Velocity_x
*
math
.
cos
(
negRadTurn
)
-
agent
.
Velocity_y
*
math
.
sin
(
negRadTurn
)
agent
.
Velocity_y
=
agent
.
Velocity_x
*
math
.
sin
(
negRadTurn
)
+
agent
.
Velocity_y
*
math
.
cos
(
negRadTurn
)
# normalise diection vector to 1, and multiply by constant speed
agent
.
Velocity_x
=
agent
.
Velocity_x
/
absvec
(
agent
.
Velocity_x
,
agent
.
Velocity_y
)
*
agent
.
speed
agent
.
Velocity_y
=
agent
.
Velocity_y
/
absvec
(
agent
.
Velocity_x
,
agent
.
Velocity_y
)
*
agent
.
speed
agent
=
checkBoundary
(
agent
,
winWidth
,
winHeight
)
# draw arrow
agent
.
drawLine
()
return
agents
def
simulate
():
winWidth
=
500
winHeight
=
500
window
=
GraphWin
(
"
Window
"
,
winWidth
,
winHeight
)
maxTime
=
10000
agentNum
=
80
foodCluster
=
10
clusterSize
=
8
clusterradius
=
20
isFood
=
True
t
=
0.1
rr
=
5
As
=
5000
*
(
rr
**
2
)
Am
=
50
*
(
rr
**
2
)
*
t
# zones for couzin, vicsek
# radii of zones
# swarm: 10, 20, 200
# torus: 5, 60, 200
# dynamic parallel group: 5, 100, 200
# highly parallel group: 5, 180, 200
agents
=
[]
foods
=
[]
for
i
in
range
(
agentNum
):
#p = Point(random.uniform(0,winWidth), random.uniform(0,winHeight))
agent
=
Agent
(
Point
(
random
.
uniform
(
0
,
winWidth
),
random
.
uniform
(
0
,
winHeight
))
,
window
)
agent
.
Velocity_x
=
random
.
uniform
(
-
1
,
1
)
agent
.
Velocity_y
=
random
.
uniform
(
-
1
,
1
)
agent
.
zor_r
=
rr
agent
.
zoa_r
=
random
.
uniform
(
math
.
sqrt
(
As
/
(
2
*
math
.
pi
)),
2
*
math
.
sqrt
(
As
/
(
2
*
math
.
pi
))
)
agent
.
zoo_r
=
random
.
uniform
(
rr
,
agent
.
zoa_r
)
agent
.
speed
=
random
.
uniform
(
1
,
2
)
agent
.
blind_angle
=
(
360
-
math
.
degrees
(
As
/
(
agent
.
zoa_r
**
2
))
)
/
2
agent
.
turn_angle
=
math
.
degrees
(
Am
/
(
2
*
(
agent
.
speed
**
2
)))
agent
.
food_pref
=
random
.
uniform
(
0
,
1
)
agent
.
anti_pred
=
random
.
uniform
(
0
,
1
)
agent
.
noise
=
random
.
uniform
(
0
,
1
)
r
=
random
.
randrange
(
256
)
g
=
random
.
randrange
(
256
)
b
=
random
.
randrange
(
256
)
agent
.
color
=
color_rgb
(
r
,
g
,
b
)
agents
.
append
(
agent
)
print
"
turn:
"
+
str
(
agent
.
turn_angle
)
print
"
blind:
"
+
str
(
agent
.
blind_angle
)
for
i
in
range
(
maxTime
):
#print i
if
i
==
maxTime
*
0.01
and
isFood
:
for
j
in
range
(
foodCluster
):
x
=
random
.
uniform
(
clusterradius
,
winWidth
-
clusterradius
)
y
=
random
.
uniform
(
clusterradius
,
winHeight
-
clusterradius
)
for
k
in
range
(
clusterSize
):
xk
=
random
.
uniform
(
x
-
clusterradius
,
x
+
clusterradius
)
yk
=
random
.
uniform
(
y
-
clusterradius
,
y
+
clusterradius
)
f
=
Food
(
Point
(
xk
,
yk
))
f
.
point
.
setFill
(
"
blue
"
)
f
.
point
.
draw
(
window
)
foods
.
append
(
f
)
agents
=
update_couzin
(
agents
,
foods
,
winWidth
,
winHeight
,
window
)
time
.
sleep
(
0.01
*
t
)
window
.
getMouse
()
window
.
close
()
simulate
()
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