;;;; SUMMARY ;; A framework for using the famous path-finding algorithm ;;;; COPYRIGHT ;;NetLogo A* implementation Copyright (C) 2006 ;;James P. Steiner, www.turtlezero.com, Used with permission." ;; ;; ;; globals [ ticks ;; model time counter. not essential to a* obstacle-color ;; color of obstacles--see information about this space-color ;; color of open space border-color ;; color of the world border path-end path-found? ;;true if has been found food-item setup-start ;;Nest location setup-target ;;Food source location random-move ;;Ants move randomly max-time ;;pxcor+pycor once? ;;Initial position for nest and food second? ;;Second position for nest and food time ;;Keeps track of the simulation time done-one? ;;Variable used to change nest and food position ] breed [ bots bot ] ;; bots use a*nodes to search the space breed [ a*nodes a*node ] ;; each a*node occupies a place on the grid, contains the cost to get there breed [ maza mazum ] ;; a mazum is used to draw mazes. breed [ indicators indicator ] ;;Nest and food source breed [path-finder-ants path-finder-ant] ;;Path finder ant finds path only no forage breed [ants ant] ;;Worker ants forage ants-own [ carrying-food? ;true if ant is carrying food initial-location ;Initial location is random within the world avoiding boundaries and obstacles time-since-reached-nest ; time passed since the ant reached nest time-since-reached-food ;time passed since the ant reached food ] path-finder-ants-own [ path-list ;;List containing the patches from start to target or nest to food source moving-to-food? ;; true when ant is searching for food moving-to-home? ;; true when ant is carrying food and searching for home or nest food-pher-path-ant ;; Food pheromones dropped by path finding ant home-pher-path-ant ;; Home pheromones dropped by path finding ant ] a*nodes-own [ owner ;; the bot that owns this node parent ;; the node that is the parent (that comes earlier in the path) of this node child ;; the node that is the child (comes later in the path) of this node (not standard a*) g-score ;; stores the cummulative cost of arriving at this point from the start h-score ;; stores the estimated cost of getting from this point to the goal/target f-score ;; the sum of g and h location ;; the patch that contains this node (duplicates "patch-here" when the node is on the path, but can be used in an -of expression, unlike patch-here) closed? ;; node are open (0), or closed (1). Nodes start out open ;target ;; copy of the PATCH that is the target patch ;start ;; copy of the PATCH that is the start patch on-path? ;; is this node on the final route (or route-so-far, if needed) of the path to the target ] bots-own [ ;start ;; the patch that the search starts from ;target ;; the patch that is the goal / target of the search owner ;; the owner of the search---always the bot itself... exists so it can be inherited by the a*nodes child ;; the child of this bot is the first a*node of the path.. the a*node on the start g-score ;; the bots own g-score is 0, unless the bot moves along its own path... then it might change... ;path-end ;; the a*node at the end of the path... is nobody until the goal/target is reached. the path-end node is the only node that can construct the entire path back to the start done? ;; boolean that indicates the search is over--may mean that no path can be found current ;; the current a*node being examined or expanding the search o-current ;; the node that was previously current d-mode ;; directions mode, either 4 or 8 ] maza-own [ maze-wall-color ;; color of maze walls--also color of unexplorred (not carved) paths maze-breadcrumb-color ;; color of bread-crumb trail, used to backtrack maze-path-color ;; final color of carved-out paths in the maze ] patches-own [ elevation food? ; true if patch is food source nest? ; true if patch is nest home-scent ; home pheromone food-scent ; food pheromone ] to make-movie ;; prompt user for movie location user-message "First, save your new movie file (choose a name ending with .mov)" let path user-new-file if not is-string? path [ stop ] ;; stop if user canceled ;; run the model setup movie-start path movie-grab-view while [ food-item < 50 ] [ go movie-grab-view ] ;; export the movie movie-close user-message (word "Exported movie to " path) end to startup setup end to setup ca ;; Initialize the color variables set random-move [0 45 90 135 -180 -135 -90 -45] ;;When ant wants to move random this list helps to find a random heading set obstacle-color blue ;;Color of obstacles set border-color pink ;;Color of Border set space-color black ;;Free space color ;set setup-start patch (min-pxcor + 2) ( min-pycor + 2 ) ;set setup-target patch (max-pxcor - 2) ( max-pycor - 2 ) ;setup-start-target patch 16 16 patch -16 -16 ;set max-time max-pxcor + max-pycor ;;This value can be changed. I am yet to find an optimum value for this set max-time 100 ;; ;; Setup the search space, based on the selected senario ;; ;; ;; A Random scattering of obstaces ;; if senario = "random" ;; random scattering of patches [ do-terrain ask patches [ if random 100 < density [ set pcolor obstacle-color ] ] border clear-around patch (max-pxcor - 1) (max-pycor - 1) clear-around patch (-(max-pxcor - 1)) (-(max-pycor - 1)) clear-around patch (max-pxcor - 1) (-(max-pycor - 1)) clear-around patch (-( max-pxcor - 1)) (max-pycor - 1) border ] ;; ;; A single path maze ;; ;if senario = "maze" ;[ ask patches [ set pcolor obstacle-color ] ; border ; maze setup-start obstacle-color red space-color ;] ;; ;; A maze with loops ;; ;if senario = "looped maze" ;[ ask patches [ set pcolor obstacle-color ] ; border ; maze setup-start obstacle-color red space-color ; ask n-of (2 * density) (patches with [ pxcor mod 2 != pycor mod 2 and pcolor = obstacle-color ]) [ set pcolor space-color ] ;] ;; ;; A random collection of overlapping circular regions ;; if senario = "blobs" [ ask patches [ set pcolor space-color ] do-terrain ask patch-at (min-pxcor + world-width * .5) (min-pycor + world-height * .55) [ ask n-of (density * .8) (patches in-radius (world-width * .5)) [ ask patches in-radius-no-wrap ((world-width * .05) + random (world-width * .05)) [ set pcolor obstacle-color ] ] ] ;ifelse terrain? ;[ border-3 ] ;[ border-2 ] clear-around patch (max-pxcor - 1) (max-pycor - 1) clear-around patch (-(max-pxcor - 1)) (-(max-pycor - 1)) clear-around patch (max-pxcor - 1) (-(max-pycor - 1)) clear-around patch (-( max-pxcor - 1)) (max-pycor - 1) border ;clear-around setup-start ;clear-around setup-target ] ;; ;; A completely blank field ;; if senario = "blank" [ ask patches [ set pcolor space-color ] do-terrain border ] ;; ;; A pair of bars, crossing the center ;; if senario = "bars" [ ask patches [ set pcolor space-color ] do-terrain ask patches with [ pxcor = 0 or pycor = 0 and abs pxcor + 5 < max-pxcor and abs pycor + 5 < max-pycor ] [ set pcolor obstacle-color ] ask patches with [ ( pxcor = int ( min-pxcor + world-width * .25 ) or pxcor = int ( max-pxcor - world-width * .25 ) ) and ( pycor > max-pycor - (world-height * .33) or pycor < min-pycor + (world-height * .33) ) ] [ set pcolor obstacle-color ] border ] ;; ;; Create the search bot with the start and target previously selected ;; setup-ants ;;sets up the worker ants set path-found? false set food-item 0 set once? true ;;To go into the loop which sets the initial position of nest and food set second? false ;;To go into the loop which sets the second position of nest and food ;set done-one? false end to setup-start-target [start1 target1] ;;Sets up the nest and food source set setup-start start1 ;;nest set setup-target target1 ;;food source set-default-shape indicators "indicator" ask setup-start [ sprout-indicators 1 [ set color orange set size 1 set heading 180 set plabel "Nest" ] ] ask setup-target [ sprout-indicators 1 [ set color orange set size 1 set heading 0 set plabel "Food" ] ] create-bot setup-start setup-target end to setup-path-finder-ant cct-path-finder-ants path-finding-ant-number [ set shape "default" set size 1 setxy pxcor-of setup-start pycor-of setup-start ;;set the initial poistion to the nest set moving-to-food? true ;;Initially the ant needs to find food source set moving-to-home? false ;;Initially the ant is at the food source set color brown ] end to setup-ants ;set-default-shape turtles "arrow" create-ants Ant-number ask ants [ ;set hidden? true set shape "bug" set size 1 set color red ;;Initially all ants are red set carrying-food? false ; initially no ant carries food set heading 0 ; this could be set to random?? ;setxy random-pxcor random-pycor ;placing the ant at the nest experimental purposes.... set initial-location get-random-patch ;;Assigns a random patch to the ant initially setxy pxcor-of initial-location pycor-of initial-location set time-since-reached-nest 0 set time-since-reached-food 0 ;setxy pxcor-of start pycor-of start ;setxy -2 -2 ;set age 0 ] end to-report get-random-patch ;;report a random position for the ants to start with let random-patch patch random-pxcor random-pycor loop [ ifelse pcolor-of random-patch = space-color [report random-patch] ;; if the random patch selected is not a free space [set random-patch patch round random-pxcor round random-pycor ] ;; Then find another random patch ] ;; loop till a random patch which is a free space is found end to go ;if done-one? [ ; setup ; ] ;if time = 5000 [show food-item set done-one? true ] change-start-target ;;Change food and nest positions at target-change-rate set time time + 1 ;;Increment simulation time diffuse-scent ;; diffuse home and nest pheromones ;ask patches [if plabel = "Nest" [set home-scent 1000] ] ;;This acts as homing signal for ants to return to nest ask patches [ if pcolor = space-color [evaporate ] ] ;; slowly evaporate the chemical ;if time mod 3 = 0 [ask ants [ go-ants ] ];; Slow down the ants so that path finding takes place faster ask ants [ go-ants ] ;do-plots ask path-finder-ants [ if not path-found? [set path-list find-path ] ;;Path finding ant calls the find-path ;;procedure if path-found? and moving-to-food? [ move-to-food ] ;;If path has been found and located at nest then move to food source if path-found? and moving-to-home? [ move-to-home ] ;;If path has been found and located at food source then move to nest ] ;display end to go-ants ;; main function. this is an infinite function if is-ant? self[ ifelse carrying-food? [return-to-nest ] ;; if ant is carrying food it returns to the nest [ find-food ] ;; if ant is not carrying food it finds food ] end to find-food let next-food-patch nobody ;set time-since-reached-nest time-since-reached-nest + 1 if plabel-of patch-here = "Nest" [ ;; if turtle is located at nest if ( (max-food-scent get-forward-neigh-list) != nobody )[ set heading get-heading max-food-scent get-forward-neigh-list ] ] set next-food-patch select-location get-forward-neigh-list true ;;sets next patch to max forward neigh home scent if next-food-patch = nobody [ ;;if none forward neighbors set next-food-patch select-location get-loc-neigh-list false ;;set next patch to max location neigh food scent ] if next-food-patch != nobody [ ;;if there exists a patch to move to drop-home-pheromones ;; drop home pheromones set heading get-heading next-food-patch ;; set tbe orientation of the turtle to next patch ] ;ask next-food-patch [set pcolor pink - 10 ] ifelse (count ants-on patch-at-heading-and-distance heading 1) < 10 [ move heading ];; move to the next patch [ set heading item random length random-move random-move set next-food-patch patch-at-heading-and-distance heading 1 if (next-food-patch != nobody) [ if (pcolor-of next-food-patch = space-color) and (count ants-on next-food-patch < 10) [ move heading ] ] ] ;if time-since-reached-nest > max-time [ set conformance 0.95 ] if plabel-of patch-here = "Food" [ ;;if turtle located at food source ;pick food item set carrying-food? true ;; set carrying-food? to true set color brown set time-since-reached-food 0 ;set conformance 0 ] end to return-to-nest let next-nest-patch nobody ;set time-since-reached-food time-since-reached-food + 1 ;;Ant has found food so keep incrementing time-since-reached-food ;if time-since-reached-food > max-time [set conformance 0.95 ] if plabel-of patch-here = "Food" [ ;;If ant is located at food source if ((max-home-scent get-forward-neigh-list) != nobody) [set heading get-heading max-home-scent get-forward-neigh-list] ] set next-nest-patch max-home-scent get-forward-neigh-list ;;sets next patch to max forward neigh home scent if next-nest-patch = nobody [ set next-nest-patch max-home-scent get-loc-neigh-list ] ;;if no forward neighbors then take loc neighbors ifelse next-nest-patch != nobody [;;if there exists a neighbor patch to move to drop-food-pheromones set heading get-heading next-nest-patch ifelse (count ants-on patch-at-heading-and-distance heading 1) < 10 [ move heading ];; move to the next patch [ set heading item random length random-move random-move set next-nest-patch patch-at-heading-and-distance heading 1 if (next-nest-patch != nobody) [ if (pcolor-of next-nest-patch = space-color) and (count ants-on next-nest-patch < 10) [ move heading ] ] ] ] [ set heading item random length random-move random-move set next-nest-patch patch-at-heading-and-distance heading 1 if (next-nest-patch != nobody) [ if (pcolor-of next-nest-patch = space-color) and (count ants-on next-nest-patch < 10) [ move heading ] ] ] if plabel-of patch-here = "Nest" [;;Ant has reached the nest drop-home-pheromones set carrying-food? false set color pink set food-item food-item + 1 set time-since-reached-nest 0 ;;since ant has reached nest reset time-since-reached-nest ;set conformance 0.0 ] end to drop-home-pheromones let maxh 0 let desh 0 let dh 0 ifelse plabel-of patch-here = "Nest" [;;if located at nest drop max home-scent 1000 ask self [ set home-scent 1000 ] ] [ if not empty? get-all-neigh-list [ set maxh home-scent-of (max-home-scent get-all-neigh-list) ] set desh maxh - 2 set dh desh - home-scent-of patch-here if dh > 0 [ ask patch-here [ set home-scent dh ] ] ] ;show dh end to drop-food-pheromones let maxh 0 let desh 0 let dh 0 ifelse plabel-of patch-here = "Food" [;;if located at Food drop max food-scent 1000 ask self [ set food-scent 1000 ] ] [ if not empty? get-all-neigh-list [ set maxh food-scent-of (max-food-scent get-all-neigh-list) ] ;ask max-food-scent get-all-neigh-list [set pcolor red] set desh maxh - 2 set dh desh - food-scent-of patch-here if dh > 0 [ ask patch-here [ set food-scent dh ] ] ] ;show dh end to-report select-location [loc-set forward?] ifelse empty? loc-set [ report nobody ] ;;if the loc-set is empty then return nobody [ ;;the following is not what the paper suggests. The paper actually suggests to choose ;;next patch based on a probablity formula which needs to be substituted here let randval random-float 1 ;show randval ifelse forward? [ ifelse randval <= conformance [ report max-food-scent get-forward-neigh-list ] [ report item random length get-forward-neigh-list get-forward-neigh-list ] ] [ ifelse randval <= conformance [ report max-food-scent get-loc-neigh-list ] [ report item random length get-loc-neigh-list get-loc-neigh-list ] ] ] end to-report max-food-scent [neigh-list] let max-food-pher 0 let max-food-patch nobody ifelse empty? neigh-list [ report nobody ] [ set neigh-list shuffle neigh-list set max-food-pher food-scent-of first neigh-list foreach neigh-list [ ask ? [ if food-scent-of ? > max-food-pher [ set max-food-pher food-scent-of ? ];;end of if ];;end of ask ];;end of for ];;end of outer if foreach neigh-list [ ask ? [ if food-scent-of ? = max-food-pher [ set max-food-patch ? ;set pcolor pink - 10 ;show "inside max-loc-food-scent" ;set plabel "Next patch" ] ] ] ;ask next-patch [ set pcolor pink - 10 ] report max-food-patch end to-report max-home-scent [neigh-list] let max-home-pher 0 let max-home-patch nobody ifelse empty? neigh-list [ report nobody ] [ set neigh-list shuffle neigh-list set max-home-pher home-scent-of first neigh-list foreach neigh-list [ ask ? [ if home-scent-of ? > max-home-pher [ set max-home-pher home-scent-of ? ] ];;end of ask ];;end of foreach ];;end of if foreach neigh-list [ ask ? [ if home-scent-of ? = max-home-pher [ set max-home-patch ? ;set plabel "Next patch" ;set pcolor pink - 10 ] ] ] ;ask next-patch [ set pcolor pink - 10 ] report max-home-patch end to move [angle] set angle abs angle ;if angle = 0 [ fd 1 ] ifelse angle mod 10 = 0 [ fd 1 ] [fd 1.414] ;display end to-report get-forward-neigh-list let list1 [] let temp-patch1 nobody let x -45 repeat 3 [;show "hi" set temp-patch1 patch-at-heading-and-distance (heading + x) 1 if (temp-patch1 != nobody) and pcolor-of temp-patch1 = space-color and (count ants-at pxcor-of temp-patch1 pxcor-of temp-patch1 < 10) [ set list1 lput temp-patch1 list1 ] set x x + 45 ] report list1 end to-report get-all-neigh-list let listall [] let temp-patch-all nobody let x -180 repeat 8 [ set temp-patch-all patch-at-heading-and-distance (heading + x) 1 if (temp-patch-all != nobody) and pcolor-of temp-patch-all = space-color and (count ants-at pxcor-of temp-patch-all pycor-of temp-patch-all < 10) [ set listall lput temp-patch-all listall ] set x x + 45 ] report listall end to-report get-loc-neigh-list let list2 [] let temp-patch2 nobody set temp-patch2 patch-at-heading-and-distance (heading + 90) 1 if (temp-patch2 != nobody) and pcolor-of temp-patch2 = space-color and (count ants-at pxcor-of temp-patch2 pycor-of temp-patch2 < 10) [ set list2 lput temp-patch2 list2 ] set temp-patch2 patch-at-heading-and-distance (heading - 90) 1 if (temp-patch2 != nobody) and pcolor-of temp-patch2 = space-color and (count ants-at pxcor-of temp-patch2 pycor-of temp-patch2) < 10 [ set list2 lput temp-patch2 list2 ] set temp-patch2 patch-at-heading-and-distance (heading + 135) 1 if (temp-patch2 != nobody) and pcolor-of temp-patch2 = space-color and (count ants-at pxcor-of temp-patch2 pycor-of temp-patch2) < 10 [ set list2 lput temp-patch2 list2 ] set temp-patch2 patch-at-heading-and-distance (heading - 135) 1 if (temp-patch2 != nobody) and pcolor-of temp-patch2 = space-color and (count ants-at pxcor-of temp-patch2 pycor-of temp-patch2) < 10 [ set list2 lput temp-patch2 list2 ] set temp-patch2 patch-at-heading-and-distance (heading + 180 ) 1 if (temp-patch2 != nobody) and pcolor-of temp-patch2 = space-color and (count ants-at pxcor-of temp-patch2 pycor-of temp-patch2) < 10 [ set list2 lput temp-patch2 list2 ] report list2 end to-report get-heading [patch1] let x -180 let y 0 loop [ if patch1 = patch-at-heading-and-distance x 1 [ report x ] set x x + 45 set y y + 1 if y > 8 [ report random 360 ] ] end to do-plots set-current-plot "Food At Nest" plot food-item end to diffuse-scent ask patches [if pcolor != space-color [ set home-scent 0 set food-scent 0 ] ] diffuse home-scent (diffusion-rate / 100) ;;not very clear as to what diffusion principle has been used in the diffuse food-scent (diffusion-rate / 100) ;;previous paper....but I think this formula can be used ask patches [if pcolor != space-color [ set home-scent 0 set food-scent 0 ] ] end to evaporate set home-scent (home-scent * (100 - evaporation-rate) / 100) ;;slowly evaporate chemical set food-scent (food-scent * (100 - evaporation-rate) / 100) ;;slowly evaporate chemical end to move-to-food ;show "moving to food" ;let next-patch item 1 path-list if patch-here = setup-start[ set home-pher-path-ant 1000 set home-scent home-pher-path-ant] ;set plabel-color white ;set plabel home-scent let temp-list path-list set temp-list but-first temp-list foreach temp-list [ ;show next-patch show patch-at-heading-and-distance 45 1 ;display if ? = patch-at-heading-and-distance 45 1 [ set heading 45 fd 1.414 ] if ? = patch-at-heading-and-distance 0 1 [ set heading 0 fd 1 ] if ? = patch-at-heading-and-distance -45 1 [ set heading -45 fd 1.414 ] if ? = patch-at-heading-and-distance -90 1 [ set heading -90 fd 1 ] if ? = patch-at-heading-and-distance -135 1 [ set heading -135 fd 1.414 ] if ? = patch-at-heading-and-distance -180 1 [ set heading -180 fd 1 ] if ? = patch-at-heading-and-distance 135 1 [ set heading 135 fd 1.414 ] if ? = patch-at-heading-and-distance 90 1 [ set heading 90 fd 1 ] ifelse (length temp-list = 1) [ if round (distancexy pxcor-of setup-target pycor-of setup-target) = 0 [ set moving-to-food? false set moving-to-home? true ;show "reached target" stop ] ] [ set temp-list but-first temp-list set home-pher-path-ant home-pher-path-ant - 5 set home-scent home-pher-path-ant ;set plabel home-scent ] ] end to move-to-home ;show "moving to home" if patch-here = setup-target [ set food-pher-path-ant 1000 set food-scent food-pher-path-ant] let temp-list path-list set temp-list reverse path-list set temp-list but-first temp-list foreach temp-list [ ;show next-patch show patch-at-heading-and-distance 45 1 if ? = patch-at-heading-and-distance 45 1 [ set heading 45 fd 1.414 ] if ? = patch-at-heading-and-distance 0 1 [ set heading 0 fd 1 ] if ? = patch-at-heading-and-distance -45 1 [ set heading -45 fd 1.414 ] if ? = patch-at-heading-and-distance -90 1 [ set heading -90 fd 1 ] if ? = patch-at-heading-and-distance -135 1 [ set heading -135 fd 1.414 ] if ? = patch-at-heading-and-distance -180 1 [ set heading -180 fd 1 ] if ? = patch-at-heading-and-distance 135 1 [ set heading 135 fd 1.414 ] if ? = patch-at-heading-and-distance 90 1 [ set heading 90 fd 1 ] ifelse (length temp-list = 1) [ if round (distancexy pxcor-of setup-start pycor-of setup-start) = 0 [ set moving-to-home? false set moving-to-food? true ;show "reached home" stop ] ] [ set temp-list but-first temp-list set food-pher-path-ant food-pher-path-ant - 5 set food-scent food-pher-path-ant ] ;display ] end to colorpath foreach path-list [ask ? [set pcolor yellow ] ] end to-report find-path set path-found? false ask bots [ go-bot if is-turtle? path-end [ ;show-path-nodes get-path yellow set path-found? true ] ] if not any? bots with [ done? = false ] [ ask bots [ ifelse is-turtle? path-end [ ask center-patch [ set plabel "Path Solved." ] ] [ ask center-patch [ set plabel "No Path." ] ] ] ] ifelse path-found? [ report get-path ] [report nobody] end to change-start-target ;;Changes the start and target patches at target change rate if once? and ( time mod target-change-rate = 0) [ ask path-finder-ants [ die ] ask bots [ die ] ask a*nodes [ die ] ask indicators [ die ] setup-start-target patch (-(max-pxcor - 1)) (-(max-pycor - 1)) patch ((max-pxcor - 1)) ((max-pycor - 1)) ;set conformance 0.0 ;ask patch -19 -19 [set home-scent 1000] set path-found? false ask patch ((max-pxcor - 1)) (-(max-pycor - 1)) [ set plabel ""] ask patch (-(max-pxcor - 1)) ((max-pycor - 1)) [ set plabel ""] ask center-patch [ ifelse time = 0 [ set plabel "Initial Postion" ] [ set plabel "Target changed." ] ] setup-path-finder-ant set once? false set second? true ask patches [set home-scent 0 set food-scent 0] ;show "once" set time time + 1 ] if second? and (time mod target-change-rate = 0 ) and (time != 0) [ ask path-finder-ants [ die ] ask bots [ die ] ask a*nodes [ die ] ask indicators [ die ] setup-start-target patch ((max-pxcor - 1)) (-(max-pycor - 1)) patch (-(max-pxcor - 1)) ((max-pycor - 1)) ;ask patch 19 -19 [set home-scent 1000] set path-found? false ask patch (-(max-pxcor - 1)) (-(max-pycor - 1)) [ set plabel ""] ask patch ((max-pxcor - 1)) ((max-pycor - 1)) [ set plabel ""] ask center-patch [ set plabel "Target changed." ] setup-path-finder-ant set second? false set once? true ask patches [set home-scent 0 set food-scent 0] ;set time time + 1 ;show "second" ;set conformance 0.0 ] end to go-bot ;; ;; when path-end is not nobody, that means the target has been reached. ;; and path-end contains the a*node that lies on the target. ;; path-end can then be used to trace the path back to the start ;; ;; when done? is true, that means that no more locations ;; need to be searched. ;; ;; if path-end is nobody when done? is true, that means there is ;; NO path from the start to the target. ;; if path-end = nobody [ ;; ;; collect the nodes that are this bots nodes ;; (if netlogo had mutable lists, or mutable agentsets, this could be made faster!) ;; let my-nodes a*nodes with [ owner = myself ] ;; ;; are any of the nodes open? ;; ifelse any? my-nodes with [ closed? = 0 ] [ ;; ;; yes. do the path search ;; set current a*build-path ;; ;; having done that, was the target found? ;; if location-of current = setup-target [ set path-end current set done? true ] ] [ ;; ;; no more open nodes means no where left to search, so we are done. ;; set done? true ] ] end to border ;; ;; colors the edge of the world to prevent searches and maze-making from leaking ;; ask patches with [ pxcor = min-pxcor or pxcor = max-pxcor or pycor = min-pycor or pycor = max-pycor ] [ set pcolor border-color ] end to border-2 ;; ;; creates open space along the border ;; ask patches with [ ( pxcor = ( min-pxcor + 1 ) or pxcor = ( max-pxcor - 1 ) ) or ( pycor = ( min-pycor + 1 ) or pycor = ( max-pycor - 1 ) )] [ set pcolor space-color ] end to border-3 ;; ;; creates a border of randomly "elevated" terrain just inside the border ;; ask patches with [ ( pxcor = ( min-pxcor + 1 ) or pxcor = ( max-pxcor - 1 ) ) or ( pycor = ( min-pycor + 1 ) or pycor = ( max-pycor - 1 ) )] [ set pcolor 5 + random-float 5 ] end to do-terrain ;; ;; puts elevation data in the world ;; black = minimum elevation ;; white = max-mum elevation ;; ;; when terrain? is on, path seeks best balance of shortness of path and lowness of elevation ;; if terrain? [ ask patches [ set pcolor 140 - ((distancexy-nowrap 0 0 ) / (.75 * world-width) * 140) ] repeat 3 [ diffuse pcolor .5 ] ask patches [ set pcolor scale-color gray pcolor 0 140 ] ] end to clear-around [ agent ] ;;; ;;; clears obstacles from under and around the given agent ;;; ask agent [ ask neighbors [ set pcolor space-color ] set pcolor space-color ] end to maze [ start-location m-w-c m-bc-c m-p-c ] ;; ;; use a mazum turtle to create a single path maze in the field ;; ask start-location [ sprout-maza 1 [ set maze-wall-color m-w-c set maze-breadcrumb-color m-bc-c set maze-path-color m-p-c let timeout timer + 1 set pcolor maze-breadcrumb-color ;; timeout prevents possibility that an infinite loop may occur while [ maze-drawing and timer < timeout ] [ ] die ] ] end to-report maze-drawing ;; ;; draw a maze by first drawing a path with a marker color, then backtracking with the space color ;; allows drawing of mazes iterively, rather than recursively, and without using a stack! ;; ;; assume no path from here let path nobody ;; candidates are previously unexplored paths (ie, still colored as obstacles let candidates (patches at-points [ [ -2 0][0 -2 ] [ 2 0 ][ 0 2] ]) with [ pcolor = maze-wall-color-of myself ] ifelse any? candidates [ ;;if there are any unexplored paths, select one of them let straight-patch patch-ahead 2 ; -at (dx * 2) (dy * 2) ifelse member? straight-patch candidates and (random 100 < density or count candidates = 1) [ set path straight-patch] [ set path one-of candidates with [ self != straight-patch ] ] ;; point to it set heading towards-nowrap path ;; jump to it, in two steps, two draw a path from here to that patch ;; (note that jump first,then color, leaving starting patch color that it was! repeat 2 [ jump 1 set pcolor maze-breadcrumb-color ] ;; report that the maze-drawing still has some exploring to do! report true ] [ ;; if we are here, then there are no unexplored paths in the vicinity. ;; so, candidates are previously explored paths, that we have likely backed up to ;; or have just finished tracing (i.e. colored with the bread-crumb color set candidates (patches at-points [ [ -1 0][0 -1 ] [ 1 0 ][ 0 1] ]) with [ pcolor = maze-breadcrumb-color-of myself ] ifelse any? candidates [ set path one-of candidates set heading towards-nowrap path repeat 2 [ set pcolor maze-path-color jump 1 ] report true ] [ set pcolor space-color report false] ] setxy pxcor pycor end to-report same-patch [ a b ] ;; ;; reports true if both agent a and b, whether turtles or patches, are on the same patch ;; report (pxcor-of a = pxcor-of b and pycor-of a = pycor-of b ) end to highlight-path [ path-color ] ;; ;; recursive routine that colors the nodes, tracing back up through the node parents ;; until the start node is reached ;; set on-path? true set color path-color ;if color = yellow [ ifelse heading mod 90 = 0 [set shape "path" ] [ set shape "path-long" ] ] if is-turtle? parent [ set heading towards-nowrap parent ask parent [ ;highlight-path path-color ] ] end to-report get-path ask a*nodes [set hidden? true ] let n path-end if not is-turtle? n [ set n current ] if not is-turtle? n [ stop ] let p (list location-of n ) ;let p (list n ) while [ location-of n != setup-start ] [ set n parent-of n set p fput location-of n p ;set p fput n p ] report p end to show-path-nodes [ p hue ] ask __turtles-from-list p [ set color hue if color = yellow [ ifelse heading mod 90 = 0 [set shape "path" ] [ set shape "path-long" ] ] ] ;ask a*nodes with [ member? self p ] [ ;set color hue ;] ;display ; foreach p ; [ ; set color hue ; if color = yellow [ ifelse heading mod 90 = 0 [set shape "path" ] [ set shape "path-long" ] ] ; ] end to color-path-patches [ p ] ;; ;; non-recursive routine that, ;; given the path-end, increments the pcolor of the patches covered by the path, ;; tracing back to the start ;; foreach p [ if pcolor = 0 [ set pcolor 2 ] if pcolor < 9.5 [ set pcolor pcolor + .5 ] ] end to create-bot [ starting-patch target-patch ] ;; ;; creates a search bot ;; and the first a*node for that bot. ;; so: a bot always has at least one a*node, and that first node is ;; the child of the bot ;; the first node, however, does not have any "parent"... ;; that is, its parent is always "nobody" ;; this is how a trace-back routine can know that it has reached ;; the begining of a path: when there is no more parents to trace-back to... ;; cct-bots 1 [ set hidden? true ;;newly added set color gray ;set start starting-patch ;set target target-patch set owner self set path-end nobody set g-score 0 setxy pxcor-of setup-start pycor-of setup-start set shape "bot" set done? false set current nobody set o-current self set child nobody expand-into self setup-start ask child [ set closed? 0 ;set shape "node" set parent nobody set on-path? true ] ] end to expand-into [ parent-agent location-agent ] ;; ;; causes the given parent agent to ;; expand into the given location (patch) ;; ;; this means that nodes are created in the given patch, and the parent ;; of these nodes is the given parent agent. ;; ask parent-agent [ hatch-a*nodes 1 [ set location location-agent setxy pxcor-of location pycor-of location ;; first thing--is this a dead end? if so, don't ;; bother to add it to any list... just die. let my-owner owner set hidden? true ifelse location = setup-target or any? neighbors with [ shade-of? pcolor space-color and not any? a*nodes-here with [ owner = my-owner ] ] [ set breed a*nodes set shape "node" set size 1.01 set hidden? true ;; delete ;;set color green ;;?@ ;set color space-color ;; delete set parent parent-agent set owner owner-of parent-agent set child-of parent-agent self set child nobody face parent ;; target is inherited set g-score calculate-g parent-agent set h-score calculate-h set f-score calculate-f set closed? -1 ;; new... neither open or closed set on-path? false ] [ die ] ] ] end to-report calculate-f ;; ;; calculates the f score for this s*node ;; ifelse location = setup-target [ report -999999 ] [ report g-score + h-score ] end to-report calculate-g [ candidate ] ;; ;; calculates the g score relative to the candidate for this s*node ;; let g g-score-of candidate + distance-nowrap candidate if terrain? [ set g g + pcolor * 10] report g end to-report calculate-h let result 0 if heuristic = 0 ;; euclidian distance to target [ set result distance-nowrap setup-target ] if heuristic = 1 ;; manhattan distance [ let xdiff abs(pxcor - pxcor-of setup-target) let ydiff abs(pycor - pycor-of setup-target) set result ( xdiff + ydiff ) ] if heuristic = 2 ;; diagonal distance [ let D 1 let D2 1.414214 let xdiff abs(pxcor - pxcor-of setup-target) let ydiff abs(pycor - pycor-of setup-target) let h_diagonal min (list xdiff ydiff) let h_straight xdiff + ydiff set result D2 * h_diagonal + D * ( h_straight - 2 * h_diagonal ) ] if heuristic = 3 ;; diagonal distance + tie-breaker [ let D 1 let D2 1.414214 let xdiff abs(pxcor - pxcor-of setup-target) let ydiff abs(pycor - pycor-of setup-target) let h_diagonal min (list xdiff ydiff) let h_straight xdiff + ydiff set result D2 * h_diagonal + D * ( h_straight - 2 * h_diagonal ) ;; tie-breaker: nudge H up by a small amount let h-scale (1 + (16 / directions / world-width * world-height)) set result result * h-scale ] if heuristic = 4 ;; euclidian distance to target with tie-breaker [ set result distance-nowrap setup-target let h-scale (1 + (16 / directions / world-width + world-height)) set result result * h-scale ] report result end to-report a*build-path let o-c o-current set current min-one-of a*nodes with [ owner = myself and closed? = 0 ] [ f-score ] ; + distance-nowrap o-c ] set o-current current let cc current if is-turtle? cc [ ask cc [ set closed? 1 ;set color magenta set hidden? true ;; delete set color space-color ;; delete if not same-patch location setup-target [ let me owner let paths nobody ifelse directions = 8 [ set paths neighbors with [ shade-of? pcolor space-color ] ] [ set paths neighbors4 with [ shade-of? pcolor space-color ] ] let new-paths (paths with [ not any? a*nodes-here with [ owner = me ] ] ) if any? new-paths [ ask new-paths [ expand-into cc self ] ] set new-paths (a*nodes-on paths ) with [ owner = me and closed? < 1 ] ; if any? new-paths [ set new-paths min-one-of new-paths [ f-score ] ] ask new-paths [ ifelse closed? = 0 ;; already open [ ;; see if g from current is better than prior g let new-g calculate-g cc set f-score calculate-f if new-g < g-score [ ;; if it is, then change path to go from this point ;; set parent of this node to current set parent cc set shape "node" face parent set child-of parent self set g-score new-g set f-score calculate-f ] ] [ ;; must be new (not yet open, not previously closed. set closed? 0 ;; open it set parent cc ] ] ] ] ] report current end to reset-bots ask a*nodes [ die ] ask bots [ die ] set setup-start patch (min-pxcor + 2) ( min-pycor + 2 ) set setup-target patch (max-pxcor - 2) ( max-pycor - 2 ) create-bot setup-start setup-target end to-report center-patch report patch (int (min-pxcor + world-width * .5)) (int (min-pycor + world-height * .5)) end ;; 1) Add the starting square (or node) to the open list. ;; 2) Repeat the following: ;; a) Look for the lowest F cost square on the open list. We refer to this as the current square. ;; b) Switch it to the closed list. ;; c) For each of the 8 squares adjacent to this current square … ;; ;; * If it is not walkable or if it is on the closed list, ignore it. ;; Otherwise do the following. ;; * If it is on the open list already... ;; Check to see if this path to that square is better, ;; using G cost as the measure. ;; A lower G cost means that this is a better path. ;; If so, change the parent of the square to the current square, ;; and recalculate the G and F scores of the square. ;; If you are keeping your open list sorted by F score, ;; you may need to resort the list to account for the change. ;; * If it isn’t on the open list... ;; Add it to the open list. ;; Make the current square the parent of this square. ;; Record the F, G, and H costs of the square. ;; ;; d) Stop when you: ;; ;; * Add the target square to the closed list, in which case the path has been found (see note below), or ;; * Fail to find the target square, and the open list is empty. In this case, there is no path. ;; ;; 3) Save the path. Working backwards from the target square, go from each square to its parent square until you reach the starting square. That is your path. @#$#@#$#@ GRAPHICS-WINDOW 131 10 629 529 30 30 5.0 1 20 1 1 1 0 0 0 1 -30 30 -30 30 CC-WINDOW 5 599 944 694 Command Center 0 BUTTON 9 174 64 207 NIL setup NIL 1 T OBSERVER T NIL BUTTON 68 174 123 207 go go T 1 T OBSERVER NIL NIL MONITOR 33 536 128 585 NIL count a*nodes 3 1 SLIDER 8 60 100 93 density density 0 100 10 1 1 NIL BUTTON 68 211 123 244 go 1x go NIL 1 T OBSERVER T NIL CHOOSER 8 10 100 55 senario senario "blank" "bars" "blobs" "random" 2 SLIDER 9 98 101 131 heuristic heuristic 0 4 3 1 1 NIL SLIDER 8 134 100 167 directions directions 4 8 4 4 1 NIL SWITCH 14 445 117 478 terrain? terrain? 1 1 -1000 MONITOR 847 451 935 500 nodes in path count a*nodes with [ color = yellow ] 3 1 MONITOR 850 507 928 556 path-length ifelse-value (any? bots) [value-from one-of bots [ g-score-of current ]] [""] 3 1 SLIDER 731 175 903 208 Ant-number Ant-number 0 1000 115 1 1 NIL SLIDER 731 308 903 341 diffusion-rate diffusion-rate 0 100 2 1 1 NIL SLIDER 732 264 904 297 evaporation-rate evaporation-rate 0 100 99 1 1 NIL SLIDER 733 357 905 390 conformance conformance 0 1.0 0.9 0.05 1 NIL PLOT 721 11 921 161 Food At Nest NIL NIL 0.0 10.0 0.0 10.0 true false SLIDER 731 212 903 245 path-finding-ant-number path-finding-ant-number 0 1 1 1 1 NIL BUTTON 12 307 109 340 NIL make-movie NIL 1 T OBSERVER T NIL SLIDER 651 420 823 453 target-change-rate target-change-rate 200 1000 400 100 1 NIL @#$#@#$#@ WHAT IS IT This project was done in order to support our paper titled "Optimal Path Planning Applied to Ant Foraging". This interesting work takes a hybridised approach by combining a Biologically evolved technique such as Ant Foraging with a Mathematically evolved search technique called the A* algorithm. Please check my website to download the full paper. www.geocities.com/anandvincent78 This is not an attempt to reproduce the exact behaviour of Ant Colonies. We are more interesting in using the Ants Biologically evolved techniques to create more efficient robots. In this experiment there are 2 kinds of breeds. One is simply the 'Ant' breed and the other is the 'Path-Finding-Ant' breed. The Ants go about thier foraging with the help of double pheromones. Food pheromones and Nest pheromones to create trails of food and nest respectively. The Path-Finding-Ant goes about its task which is to use the A* algorithm to find an optimal path between Nest and food. Once it has found the path it continually traverses between the food and the nest dropping the appropriate pheromones. The Ant breed also drop pheromones. But since the Path-Finding-Ant is more efficient it finds the path more quickly and this helps the other ants to find the path quickly thereby increasing the efficiency of foraging. ****Note****************************************************************************** The path finding ant cannot be seen in the simulations because it moves much faster than the other ants and updating the display to make it visible slows down the simulation considerably. ****Note****************************************************************************** HOW TO USE IT Click the setup button to reset the simulation. Click on scenario to change the scenarios. Set the 'path-finding-ant-number' to 0 if you want to see the foraging process without path finding. Setting it to 1 will enable to see the foraging process with path finding. 'target-change-rate' specifies the number of simulation time steps at which the food source and nest change positions. Click the GO button to start the simulation. The ants are initially colored red. Once the Ants find food their color changes to brown. If an ant is sucessful in dropping the food at the nest its color changes to pink. Changing the "Ant Number" increases or decreases the number of ants in the simulation. Use the Evaporation slider and diffusion slider to change the rate of evaporation and diffusion. The present model seems to work better at lower rates of diffusion. The conformance slider should be ideally set to 0.95 which encourages the ants to explore. THINGS TO NOTICE With the Number of Path finding ants turned to zero, there is no path finding taking place which allows the ants to find a path using purely home and nest pheromones. The changes in the rate of evaporation and diffusion can be noticed here. But with path finding enabled(Setting Path-Finding-Ants-Number to 1) the rated of diffusion and evaporation do not actually make much of a difference. CREDIT AND ACKNOWLEDGEMENTS --------------------------- NetLogo A* implementation Copyright (C) 2006 James P. Steiner, www.turtlezero.com, Used with permission." @#$#@#$#@ default true 0 Polygon -7500403 true true 150 5 40 250 150 205 260 250 link true 0 Line -7500403 true 150 0 150 300 link direction true 0 Line -7500403 true 150 150 30 225 Line -7500403 true 150 150 270 225 bot true 6 Circle -13840069 true true 30 30 240 bug true 0 Circle -7500403 true true 96 182 108 Circle -7500403 true true 110 127 80 Circle -7500403 true true 110 75 80 Line -7500403 true 150 100 80 30 Line -7500403 true 150 100 220 30 indicator true 2 Polygon -955883 false true 150 75 210 15 285 90 225 150 285 210 210 285 150 225 90 285 15 210 75 150 15 90 90 15 Polygon -955883 false true 105 150 60 105 105 60 150 105 195 60 240 105 195 150 240 195 195 240 150 195 105 240 60 195 Polygon -955883 false true 135 150 105 120 120 105 150 135 180 105 195 120 165 150 195 180 180 195 150 165 120 195 105 180 node true 6 Circle -13840069 true true 75 75 150 Polygon -13840069 true true 75 150 150 -150 225 150 path true 6 Rectangle -13840069 true true 75 -75 225 225 Polygon -16777216 true false 75 195 105 195 150 135 195 195 225 195 150 90 Polygon -16777216 true false 75 60 105 60 150 0 195 60 225 60 150 -45 path-long true 6 Rectangle -16777216 true false 75 -195 225 225 Polygon -13840069 true true 75 0 75 -195 225 -195 225 -60 150 -165 75 -60 105 -60 150 -120 195 -60 225 -60 225 60 150 -45 75 60 105 60 150 0 195 60 225 60 225 195 150 90 75 195 105 195 150 135 195 195 225 195 225 225 75 225 @#$#@#$#@ NetLogo 3.1.1 @#$#@#$#@ @#$#@#$#@ @#$#@#$#@ @#$#@#$#@