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phwitte
DataScienceSWP
Commits
8a897cb0
Commit
8a897cb0
authored
Jul 27, 2017
by
markr
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need to copy updateV_leadership into main file and change name
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leadership_with_full_couzin.py
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8a897cb0
from
graphics
import
*
import
time
import
random
import
math
import
matplotlib.pyplot
as
plt
import
numpy
as
np
# -------------------------------------------------------------------
# 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
)
# -------------------------------------------------------------------
# simplest simulation
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
# 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
# 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
# check for window boundaries and move agents
def
checkBoundary_free
(
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] % winWidth
x
=
agent
[
0
].
getX
()
%
winWidth
agent
[
0
]
=
Point
(
x
,
y
)
#agent[0].move(agent[1],agent[2])
elif
y
<=
0
or
y
>=
winHeight
:
#agent[2] = agent[2] % winHeight
#agent[0].move(agent[1],agent[2])
y
=
agent
[
0
].
getY
()
%
winHeight
agent
[
0
]
=
Point
(
x
,
y
)
return
agent
def
update_simplest
(
agent
,
agents
,
maxV
,
winWidth
,
winHeight
,
window
):
for
agent
in
agents
:
nn
=
nearest_neighbour
(
agent
,
agents
)
agent
=
updateV
(
agent
,
nn
,
maxV
)
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
)
return
agents
# -------------------------------------------------------------------
# couzin and vicsek simulation
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
))
# 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
[
0
].
getX
()
-
a
[
0
].
getX
()
disVecY
=
agent
[
0
].
getY
()
-
a
[
0
].
getY
()
alpha
=
calc_angle
(
a
[
1
],
a
[
2
],
disVecX
,
disVecY
)
if
(
a
==
agent
):
True
elif
alpha
<
180
-
blind
and
alpha
>
180
+
blind
:
True
else
:
dis
=
absvec
(
agent
[
0
].
getX
()
-
a
[
0
].
getX
()
,
agent
[
0
].
getY
()
-
a
[
0
].
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
]
def
wraparound_distance
(
x1
,
y1
,
x2
,
y2
,
winWidth
,
winHeight
):
xDis
=
x1
-
x2
yDis
=
y1
-
y2
x
=
x1
y
=
y1
flag
=
False
if
(
xDis
>
winWidth
/
2
):
x
-=
winWidth
flag
=
True
elif
(
xDis
<
-
winWidth
/
2
):
x
+=
winWidth
flag
=
True
if
(
yDis
>
winHeight
/
2
):
y
-=
winHeight
flag
=
True
elif
(
yDis
<
-
winHeight
/
2
):
y
+=
winHeight
flag
=
True
return
[
distance
(
x
,
y
,
x2
,
y2
),
flag
]
def
neigbour_in_zones_free
(
a
,
aas
,
zor_r
,
zoo_r
,
zoa_r
,
blind
,
winWidth
,
winHeight
):
zor
=
[]
zoo
=
[]
zoa
=
[]
for
agent
in
aas
:
wpd
=
wraparound_distance
(
a
[
0
].
getX
(),
a
[
0
].
getY
(),
agent
[
0
].
getX
(),
agent
[
0
].
getY
(),
winWidth
,
winHeight
)
dis
=
wpd
[
0
]
#disVecX = agent[0].getX() - a[0].getX()
#disVecY = agent[0].getY() - a[0].getY()
#alpha = calc_angle(a[1],a[2], disVecX, disVecY)
if
(
a
==
agent
):
True
#elif alpha < 180 - blind and alpha > 180 + blind:
# True
else
:
dis
=
absvec
(
agent
[
0
].
getX
()
-
a
[
0
].
getX
()
,
agent
[
0
].
getY
()
-
a
[
0
].
getY
()
)
if
dis
<=
zor_r
:
zor
.
append
([
agent
,
wpd
[
1
]])
elif
dis
<=
zoo_r
:
zoo
.
append
([
agent
,
wpd
[
1
]])
elif
dis
<=
zoa_r
:
zoa
.
append
([
agent
,
wpd
[
1
]])
#print len(zoo)+len(zor)+len(zoa)
return
[
zor
,
zoo
,
zoa
]
#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
)
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
[
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
()
disY
=
agent
[
0
].
getY
()
-
a
[
0
].
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
[
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
()
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
[
1
]
dy
=
a
[
2
]
# randomness factor / error
dx
+=
random
.
uniform
(
-
1
,
1
)
dy
+=
random
.
uniform
(
-
1
,
1
)
return
[
dx
,
dy
]
def
update_couzin
(
agent
,
agents
,
maxV
,
winWidth
,
winHeight
,
window
,
maxTurn
,
radTurn
,
negRadTurn
,
zor_r
,
zoo_r
,
zoa_r
,
blind
,
speed
,
free
):
# Velocity update
for
agent
in
agents
:
neigh_matrix
=
neigbour_in_zones
(
agent
,
agents
,
zor_r
,
zoo_r
,
zoa_r
,
blind
)
agent
[
4
]
=
updateV_couzin
(
agent
,
neigh_matrix
,
maxV
)
# move, draw
for
agent
in
agents
:
# alpha = calc_angle(agent[1], agent[2],agent[4][0],agent[4][1])
# test if in ragne of maxturn, if not rotate angle by maxTurn in
# direction of new direction
angle_old
=
math
.
atan2
(
agent
[
2
],
agent
[
1
])
angle_new
=
math
.
atan2
(
agent
[
4
][
1
],
agent
[
4
][
0
])
alpha
=
math
.
degrees
(
angle_old
-
angle_new
)
if
abs
(
alpha
)
>
180
:
if
alpha
<
0
:
alpha
+=
360
else
:
alpha
-=
360
if
abs
(
alpha
)
<
maxTurn
:
agent
[
1
]
=
agent
[
4
][
0
]
agent
[
2
]
=
agent
[
4
][
1
]
elif
alpha
<
0
:
agent
[
1
]
=
agent
[
1
]
*
math
.
cos
(
radTurn
)
-
agent
[
2
]
*
math
.
sin
(
radTurn
)
agent
[
2
]
=
agent
[
1
]
*
math
.
sin
(
radTurn
)
+
agent
[
2
]
*
math
.
cos
(
radTurn
)
else
:
agent
[
1
]
=
agent
[
1
]
*
math
.
cos
(
negRadTurn
)
-
agent
[
2
]
*
math
.
sin
(
negRadTurn
)
agent
[
2
]
=
agent
[
1
]
*
math
.
sin
(
negRadTurn
)
+
agent
[
2
]
*
math
.
cos
(
negRadTurn
)
# normalise diection vector to 1, and multiply by constant speed
agent
[
1
]
=
agent
[
1
]
/
absvec
(
agent
[
1
],
agent
[
2
])
*
speed
agent
[
2
]
=
agent
[
2
]
/
absvec
(
agent
[
1
],
agent
[
2
])
*
speed
if
free
:
agent
=
checkBoundary_free
(
agent
,
winWidth
,
winHeight
)
else
:
agent
=
checkBoundary
(
agent
,
winWidth
,
winHeight
)
# draw arrow
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
)
return
agents
#--------------leadership
def
updateV_leadership
(
a
,
matrix
,
maxV
):
dx
=
0
dy
=
0
#zor
if
matrix
[
0
]
!=
[]:
for
agent
in
matrix
[
0
]:
disX
=
agent
[
0
][
0
].
getX
()
-
a
[
0
].
getX
()
disY
=
agent
[
0
][
0
].
getY
()
-
a
[
0
].
getY
()
rX
=
disX
/
absvec
(
disX
,
disY
)
rY
=
disY
/
absvec
(
disX
,
disY
)
#flag checkBoundary
if
not
agent
[
1
]:
dx
+=
rX
/
absvec
(
rX
,
rY
)
dy
+=
rY
/
absvec
(
rX
,
rY
)
else
:
dx
-=
rX
/
absvec
(
rX
,
rY
)
dy
-=
rY
/
absvec
(
rX
,
rY
)
dx
=
-
dx
dy
=
-
dy
# randomness factor / error
#dx += random.uniform(-1, 1)
#dy += random.uniform(-1, 1)
#normalise
dx
=
dx
/
absvec
(
dx
,
dy
)
dy
=
dy
/
absvec
(
dx
,
dy
)
# zoo ; zoa leer
elif
matrix
[
1
]
!=
[]
and
matrix
[
2
]
==
[]:
for
b
in
matrix
[
1
]:
agent
=
b
[
0
]
if
not
b
[
1
]:
dx
+=
agent
[
1
]
/
absvec
(
agent
[
1
],
agent
[
2
])
dy
+=
agent
[
2
]
/
absvec
(
agent
[
1
],
agent
[
2
])
else
:
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
b
in
matrix
[
2
]:
agent
=
b
[
0
]
disX
=
agent
[
0
].
getX
()
-
a
[
0
].
getX
()
disY
=
agent
[
0
].
getY
()
-
a
[
0
].
getY
()
if
not
b
[
1
]:
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
)
)
else
:
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
)
)
elif
matrix
[
1
]
!=
[]
and
matrix
[
2
]
!=
[]:
for
b
in
matrix
[
1
]:
agent
=
b
[
0
]
dx
+=
agent
[
1
]
/
absvec
(
agent
[
1
],
agent
[
2
])
dy
+=
agent
[
2
]
/
absvec
(
agent
[
1
],
agent
[
2
])
for
b
in
matrix
[
2
]:
agent
=
b
[
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
)
if
not
b
[
1
]:
dx
+=
rX
/
absvec
(
rX
,
rY
)
dy
+=
rY
/
absvec
(
rX
,
rY
)
else
:
dx
-=
rX
/
absvec
(
rX
,
rY
)
dy
-=
rY
/
absvec
(
rX
,
rY
)
dx
+=
a
[
1
]
/
absvec
(
a
[
1
],
a
[
2
])
dy
+=
a
[
2
]
/
absvec
(
a
[
1
],
a
[
2
])
# all zones empty
else
:
dx
=
a
[
1
]
dy
=
a
[
2
]
# randomness factor / error
#dx += random.uniform(-1, 1)
#dy += random.uniform(-1, 1)
#normalise
dx
=
dx
/
absvec
(
dx
,
dy
)
dy
=
dy
/
absvec
(
dx
,
dy
)
#prefered direction
dx
=
(
dx
+
(
a
[
6
]
*
a
[
5
][
0
])
)
/
absvec
((
dx
+
(
a
[
6
]
*
a
[
5
][
0
]))
,
(
dy
+
(
a
[
6
]
*
a
[
5
][
1
])))
dy
=
(
dy
+
(
a
[
6
]
*
a
[
5
][
1
])
)
/
absvec
((
dx
+
(
a
[
6
]
*
a
[
5
][
0
]))
,
(
dy
+
(
a
[
6
]
*
a
[
5
][
1
])))
return
[
dx
,
dy
]
def
update_leadership
(
agent
,
agents
,
maxV
,
winWidth
,
winHeight
,
window
,
maxTurn
,
radTurn
,
negRadTurn
,
zor_r
,
zoo_r
,
zoa_r
,
blind
,
speed
,
free
):
# Velocity update
for
agent
in
agents
:
neigh_matrix
=
neigbour_in_zones_free
(
agent
,
agents
,
zor_r
,
zoo_r
,
zoa_r
,
blind
,
winWidth
,
winHeight
)
agent
[
4
]
=
updateV_leadership
(
agent
,
neigh_matrix
,
maxV
)
# move, draw
for
agent
in
agents
:
# alpha = calc_angle(agent[1], agent[2],agent[4][0],agent[4][1])
# test if in ragne of maxturn, if not rotate angle by maxTurn in
# direction of new direction
angle_old
=
math
.
atan2
(
agent
[
2
],
agent
[
1
])
angle_new
=
math
.
atan2
(
agent
[
4
][
1
],
agent
[
4
][
0
])
alpha
=
math
.
degrees
(
angle_old
-
angle_new
)
if
abs
(
alpha
)
>
180
:
if
alpha
<
0
:
alpha
+=
360
else
:
alpha
-=
360
if
abs
(
alpha
)
<
maxTurn
:
agent
[
1
]
=
agent
[
4
][
0
]
agent
[
2
]
=
agent
[
4
][
1
]
elif
alpha
<
0
:
agent
[
1
]
=
agent
[
1
]
*
math
.
cos
(
radTurn
)
-
agent
[
2
]
*
math
.
sin
(
radTurn
)
agent
[
2
]
=
agent
[
1
]
*
math
.
sin
(
radTurn
)
+
agent
[
2
]
*
math
.
cos
(
radTurn
)
else
:
agent
[
1
]
=
agent
[
1
]
*
math
.
cos
(
negRadTurn
)
-
agent
[
2
]
*
math
.
sin
(
negRadTurn
)
agent
[
2
]
=
agent
[
1
]
*
math
.
sin
(
negRadTurn
)
+
agent
[
2
]
*
math
.
cos
(
negRadTurn
)
#agent[1] = agent[4][0]
#agent[2] = agent[4][1]
# normalise diection vector to 1, and multiply by constant speed
agent
[
1
]
=
agent
[
1
]
/
absvec
(
agent
[
1
],
agent
[
2
])
*
speed
agent
[
2
]
=
agent
[
2
]
/
absvec
(
agent
[
1
],
agent
[
2
])
*
speed
if
free
:
agent
=
checkBoundary_free
(
agent
,
winWidth
,
winHeight
)
else
:
agent
=
checkBoundary
(
agent
,
winWidth
,
winHeight
)
# draw arrow
agent
[
3
].
undraw
()
agent
[
3
]
=
Line
(
agent
[
0
],
Point
(
agent
[
0
].
getX
()
+
agent
[
1
],
agent
[
0
].
getY
()
+
agent
[
2
]))
agent
[
3
].
setArrow
(
"
last
"
)
if
(
agent
[
6
]
!=
0
):
agent
[
3
].
setFill
(
"
red
"
)
agent
[
3
].
draw
(
window
)
return
agents
#---------------vicsek
def
update_vicsek
(
agent
,
agents
,
maxV
,
winWidth
,
winHeight
,
window
,
zoo_r
,
speed
):
return
update_couzin
(
agent
,
agents
,
maxV
,
winWidth
,
winHeight
,
window
,
180
,
math
.
radians
(
180
),
-
math
.
radians
(
180
),
0
,
zoo_r
,
0
,
0
,
speed
,
True
)
# -----------------plot stuff
def
avgdistancetoall
(
agent
,
agents
):
i
=
0
totaldistance
=
0
for
i
in
range
(
len
(
agents
)):
if
agents
[
i
]
==
agent
:
True
else
:
totaldistance
+=
distance
(
agent
[
0
].
getX
(),
agent
[
0
].
getY
(),
agents
[
i
][
0
].
getX
(),
agents
[
i
][
0
].
getY
())
avgdistance
=
totaldistance
/
i
return
avgdistance
def
totalavgdistance
(
agents
,
numplist
):
for
agent
in
agents
:
numplist
=
np
.
append
(
numplist
,
avgdistancetoall
(
agent
,
agents
))
return
numplist
def
main
():
winWidth
=
500
winHeight
=
500
window
=
GraphWin
(
"
Window
"
,
winWidth
,
winHeight
)
maxTime
=
4000
maxV
=
8
speed
=
2
# constant speed
blind
=
80
# angle of blindness
maxTurn
=
50
# maximum turning angle
radTurn
=
math
.
radians
(
maxTurn
)
negRadTurn
=
math
.
radians
(
360
-
maxTurn
)
agentNum
=
50
infNum
=
10
prefDir
=
[
0
,
1
]
weight
=
1
# data for plotting
distancedata
=
np
.
array
([])
distancestd
=
np
.
array
([])
numpycount
=
np
.
array
([])
# 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
zor_r
=
10
zoo_r
=
100
zoa_r
=
200
agents
=
[[
0
for
x
in
range
(
7
)]
for
y
in
range
(
agentNum
)]
#generate point
# 0 Point
# 1 XVelocity
# 2 YVelocity
# 3 Line
# 4 temp. VelocityPoint
# 5 prefered directions
# 6 weight for pref
for
agent
in
agents
:
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
)
agent
[
5
]
=
[
0
,
0
]
agent
[
6
]
=
0
for
i
in
range
(
infNum
):
agents
[
i
][
5
]
=
prefDir
agents
[
i
][
6
]
=
weight
#update points
for
i
in
range
(
maxTime
):
rawdata
=
totalavgdistance
(
agents
,
distancedata
)
#print ("rawdata: "+ str(rawdata))
distancedata
=
np
.
append
(
distancedata
,
np
.
mean
(
rawdata
))
distancestd
=
np
.
append
(
distancestd
,
np
.
std
(
rawdata
))
numpycount
=
np
.
append
(
numpycount
,
i
)
#agents = update_simplest(agent, agents, maxV, winWidth, winHeight, window)
#agents = update_couzin(agent, agents, maxV, winWidth, winHeight, window, maxTurn, radTurn, negRadTurn, zor_r, zoo_r, zoa_r, blind,speed, False)
#agents = update_vicsek(agent, agents, maxV, winWidth, winHeight, window, zoo_r, speed)
agents
=
update_leadership
(
agent
,
agents
,
maxV
,
winWidth
,
winHeight
,
window
,
maxTurn
,
radTurn
,
negRadTurn
,
zor_r
,
zoo_r
,
zoa_r
,
blind
,
speed
,
True
)
time
.
sleep
(
0.01
)
plt
.
errorbar
(
numpycount
,
distancedata
,
yerr
=
distancestd
)
#plt.show()
window
.
getMouse
()
window
.
close
()
main
()
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