def init_experiment(self):
        pysage.Arena.init_experiment(self)
        resource_utility = 0
        for i in range(self.num_targets):
            target = self.targets[i]
            target.value = target.value_start
            resource_utility += target.value
            target.num_committed_agents = 0
            # select target position randomly in the arena
            min_dist = self.dimensions_radius - target.size
            while True:
                # compute a random position within the arena
                while True:
                    target.position = pysage.Vec2d(
                        np.random.uniform(-min_dist, min_dist),
                        np.random.uniform(-min_dist, min_dist))
                    if target.position.get_length(
                    ) < self.dimensions_radius - target.size:
                        break

                # check non overlapping position with other targets
                overlap = False
                for j in range(i):
                    t = self.targets[j]
                    if target.position.get_distance(
                            t.position) < target.size + t.size:
                        overlap = True
                        break
                if not overlap:
                    break

            print "Target id", i, "is at position", target.position

        # initialise agents uniformly within the arena
        max_pos_a = (self.dimensions_radius - CRWLEVYAgent.size)
        agents_on_targets = np.zeros(self.num_targets)
        agents_out = 0
        for agent in self.agents:
            while True:
                agent.position = pysage.Vec2d(
                    random.uniform(-max_pos_a, max_pos_a),
                    random.uniform(-max_pos_a, max_pos_a))
                if agent.position.get_length() < max_pos_a:
                    break

            t = agent.init_on_target()
            if t is not None:
                agents_on_targets[self.targets.index(t)]
            else:
                agents_out += 1

        self.results.new_run()
        self.results.store(np.mean(agents_on_targets),
                           np.std(agents_on_targets), resource_utility)
        print agents_on_targets, agents_out, agents_out + sum(
            agents_on_targets)
    def control(self, num_steps):

        # check if the agent is over any target
        if self.current_target is not None:
            if (self.current_target.position -
                    self.position).get_length() > self.current_target.size:
                self.on_target = False
                self.current_target = None
                self.residence_times.append(self.steps_on_target)
            else:
                self.steps_on_target += 1
        else:
            self.current_target = None
            for t in self.arena.targets:
                if (t.position - self.position).get_length() < t.size:
                    self.current_target = t
                    self.steps_on_target = 0
                    break

        # agent basic movement: go straight
        self.apply_velocity = pysage.Vec2d(CRWLEVYAgent.linear_speed, 0)
        self.apply_velocity.rotate(self.velocity.get_angle())

        # agent random walk: decide step length and turning angle
        self.count_motion_steps -= 1
        if self.count_motion_steps <= 0:
            # step length
            self.count_motion_steps = int(
                math.fabs(
                    distribution_functions.levy(CRWLEVYAgent.std_motion_steps,
                                                CRWLEVYAgent.levy_exponent)))
            # turning angle
            crw_angle = 0
            if CRWLEVYAgent.CRW_exponent == 0:
                crw_angle = distribution_functions.uniform_distribution(
                    0, (2 * math.pi))
            else:
                crw_angle = distribution_functions.wrapped_cauchy_ppf(
                    CRWLEVYAgent.CRW_exponent)

            self.apply_velocity.rotate(crw_angle)

        # check if close to the arena border
        if self.position.get_length(
        ) >= self.arena.size_radius - CRWLEVYAgent.size:
            self.apply_velocity = pysage.Vec2d(CRWLEVYAgent.linear_speed, 0)
            self.apply_velocity.rotate(math.pi + self.position.get_angle() +
                                       random.uniform(-math.pi / 2, math.pi /
                                                      2))
    def __init__(self, config_element):
        # identification target
        self.id = config_element.attrib.get("id")
        if self.id is None:
            print "[ERROR] missing attribute 'id' in tag <subnet>"
            sys.exit(2)

#        if self.id == 'B':
#            print("target id", self.id, "is distance away", positionA)

# position in meters
        self.position = pysage.Vec2d(0, 0)

        # value of the target (aggiunto da Violetta)
        self.value = 1 if config_element.attrib.get(
            "value") is None else float(config_element.attrib["value"])

        # size of the target (radius)
        self.size = 0.02 if config_element.attrib.get(
            "size") is None else float(config_element.attrib["size"])

        # color of the target
        self.color = "black" if config_element.attrib.get(
            "color") is None else config_element.attrib["color"]

        # number of agents commited to this target
        self.num_committed_agents = 0

        # distance between targets
        self.distance = 0.7 if config_element.attrib.get(
            "distance") is None else float(config_element.attrib["distance"])
Exemple #4
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    def __init__(self, config_element):
        # identification target
        self.id = config_element.attrib.get("id")
        if self.id is None:
            self.id = 0

        # position in meters
        self.position = pysage.Vec2d(0, 0)

        # value of the target (aggiunto da Violetta)
        self.value = 1 if config_element.attrib.get(
            "value") is None else float(config_element.attrib["value"])
        self.value_start = self.value

        # size of the target (radius)
        self.size = 0.02 if config_element.attrib.get(
            "size") is None else float(config_element.attrib["size"])

        # color of the target
        self.color = "black" if config_element.attrib.get(
            "color") is None else config_element.attrib["color"]

        # number of agents commited to this target
        self.num_committed_agents = 0

        # distance between targets
        self.distance = 0.7 if config_element.attrib.get(
            "distance") is None else float(config_element.attrib["distance"])
Exemple #5
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    def __init__(self, config_element):
        pysage.Arena.__init__(self, config_element)

        self.results_filename = "CRWLEVY.dat" if config_element.attrib.get(
            "results") is None else config_element.attrib.get("results")
        self.results = Results()

        # is the experiment finished?
        self.has_converged = False
        self.convergence_time = float('nan')

        # control parameter: num_targets
        self.target_size = 0.02 if config_element.attrib.get(
            "target_size") is None else float(
                config_element.attrib["target_size"])

        # control parameter: num_targets
        if config_element.attrib.get("num_targets") is None:
            print "[ERROR] missing attribute 'num_targets' in tag <arena>"
            sys.exit(2)
        self.num_targets = int(config_element.attrib["num_targets"])

        nnruns = config_element.attrib.get("num_runs")
        if nnruns is not None:
            self.num_runs = int(nnruns)
        else:
            self.num_runs = 1

        # create the targets
        self.targets = []
        for i in range(0, self.num_targets):
            self.targets.append(
                Target(pysage.Vec2d(0, 0), self.target_size, self))

        # control flag : value of flag
        self.central_place = None
        s_arena_type = config_element.attrib.get("arena_type")
        if s_arena_type == "bounded" or s_arena_type == "periodic" or s_arena_type == "unbounded" or s_arena_type == "circular":
            self.arena_type = s_arena_type
        else:
            print "Arena type", s_arena_type, "not recognised, using default value 'bounded'"
            self.arena_type = "bounded"

        #  size_radius
        ssize_radius = config_element.attrib.get("size_radius")
        if ssize_radius is not None:
            self.dimensions_radius = float(ssize_radius)
        elif ssize_radius is None and self.arena_type == "circular":
            self.dimensions_radius = float(self.dimensions.x / 2.0)

        # control parameter: target_distance
        self.target_distance = 1.0
        starget_distance = config_element.attrib.get("target_distance")
        if starget_distance is not None:
            self.target_distance = float(starget_distance)

        # variable in wich is stored the min among first passage time
        self.min_first_time = 0.0
    def __init__(self, target_id, size, value, color, distance):
        # identification target
        self.id = target_id

        # position in meters
        self.position = pysage.Vec2d(0, 0)

        # value of the target (aggiunto da Violetta)
        self.value = value

        # size of the target (radius)
        self.size = size

        # color of the target
        self.color = color

        # number of agents commited to this target
        self.num_committed_agents = 0

        # number of targets initialized
        self.targets_init = 0
Exemple #7
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    def update( self ):
        # computes the desired motion and agent state
        for a in self.agents:
            a.control(self.num_steps)
            # if a.step_neighbours: print 'confirmed saved correctly'

        # apply the desired motion
        for a in self.agents:
            a.update()
            if a.position.get_distance((0,0)) > (self.dimensions_radius- a.size/2):
                current_angle = a.position.get_angle()
                a.position = pysage.Vec2d(self.dimensions_radius- a.size/2, 0)
                a.position.rotate(current_angle)


        # check convergence
        if self.check_quorum_reached() and not self.has_converged:
            self.has_converged = True
            self.convergence_time = self.num_steps

        # update simulation step counter
        self.num_steps += 1
    def update(self):
        # computes the desired motion and agent state
        for a in self.agents:
            a.control(self.num_steps)

        # reset the count of aents on targets
        for t in self.targets:
            t.num_committed_agents = 0

        # apply the desired motion - count the number of agents on each target
        agents_on_targets = np.zeros(self.num_targets)
        for a in self.agents:
            a.update()
            if a.position.get_distance(
                (0, 0)) > (self.dimensions_radius - a.size / 2):
                current_angle = a.position.get_angle()
                a.position = pysage.Vec2d(self.dimensions_radius - a.size / 2,
                                          0)
                a.position.rotate(current_angle)
            if a.current_target is not None:
                a.current_target.num_committed_agents += 1
                agents_on_targets[self.targets.index(a.current_target)] += 1

        # update target value (exponential exploitation) and compute overall utility
        resource_utility = 0
        for t in self.targets:
            for dt in range(int(self.timestep_length / self.integration_step)):
                t.value -= self.integration_step * t.value * self.exploitation_rate * (
                    t.num_committed_agents * t.num_committed_agents)
            resource_utility += t.value

        self.results.store(np.mean(agents_on_targets),
                           np.std(agents_on_targets), resource_utility)

        # update simulation step counter
        self.num_steps += 1
Exemple #9
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    def init_experiment(self):
        pysage.Arena.init_experiment(self)

        if self.arena_type == "unbounded":
            # unbounded arena has a central palce
            self.central_place = Target(self.dimensions / 2.0,
                                        self.target_size, self)
            # agents initialised in the center
            for agent in self.agents:
                agent.position = self.dimensions / 2.0
            # targets initialised in circular sector
            for target in self.targets:  ##### Different initalisation if bounded or unbounded
                # target_position_radius = random.uniform(self.dimensions_radius.x,self.dimensions_radius.y);
                target_position_angle = random.uniform(-math.pi, math.pi)
                target.position = self.dimensions / 2.0 + pysage.Vec2d(
                    self.target_distance * math.cos(target_position_angle),
                    self.target_distance * math.sin(target_position_angle))
        elif self.arena_type == "circular":
            for target in self.targets:
                target_x = random.uniform(0, 2 * self.dimensions_radius)
                e1 = self.dimensions_radius - math.sqrt(
                    math.pow(self.dimensions_radius, 2) -
                    math.pow(target_x - self.dimensions_radius, 2))
                e2 = self.dimensions_radius + math.sqrt(
                    math.pow(self.dimensions_radius, 2) -
                    math.pow(target_x - self.dimensions_radius, 2))
                target.position = pysage.Vec2d(target_x,
                                               random.uniform(e1, e2))
                del target_x, e1, e2
            for agent in self.agents:
                on_target = True
                while on_target:
                    pos_x = random.uniform(0, 2 * self.dimensions_radius)
                    e1 = self.dimensions_radius - math.sqrt(
                        math.pow(self.dimensions_radius, 2) -
                        math.pow(pos_x - self.dimensions_radius, 2))
                    e2 = self.dimensions_radius + math.sqrt(
                        math.pow(self.dimensions_radius, 2) -
                        math.pow(pos_x - self.dimensions_radius, 2))
                    agent.position = pysage.Vec2d(pos_x,
                                                  random.uniform(e1, e2))
                    del pos_x, e1, e2
                    on_target = False
                    for t in self.targets:
                        if (t.position - agent.position).get_length() < t.size:
                            on_target = True
                            break
        else:
            # targets initialised anywhere in the bounded or periodic arena
            for target in self.targets:  ##### Different initalisation if bounded/periodic or unbounded
                target.position = pysage.Vec2d(
                    random.uniform(self.target_size,
                                   self.dimensions.x - self.target_size),
                    random.uniform(self.target_size,
                                   self.dimensions.y - self.target_size))
            # agents initialised anywhere in the bounded/periodic arena
            for agent in self.agents:
                on_target = True
                while on_target:
                    agent.position = pysage.Vec2d(
                        random.uniform(0, self.dimensions.x),
                        random.uniform(0, self.dimensions.y))
                    on_target = False
                    for t in self.targets:
                        if (t.position - agent.position).get_length() < t.size:
                            on_target = True
                            break

        self.inventory_size = 0
        self.has_converged = False
        self.convergence_time = float('nan')
        self.results.new_run()
        self.min_first_time = 0.0
Exemple #10
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    def control(self, num_steps):

        # first check if the agent is passing over any target
        if self.on_target and self.current_target is not None:
            if (self.current_target.position -
                    self.position).get_length() > self.current_target.size:
                self.on_target = False
                self.current_target = None
        else:
            self.on_target = False
            self.current_target = None
            for t in self.arena.targets:
                if (t.position - self.position).get_length() < t.size:
                    self.on_target = True
                    self.current_target = t
                    # check during each time step if the agent is at a target.
                    # If yes, save target information to be used during N step
                    # for decision when agent might not be under a target anymore
                    self.step_target = t
                    break

        # check all neighbors every time step to save their info for later processing
        # in case no neighbors are located at N step when decision is made
        step_neighbours = self.arena.get_neighbour_agents(
            self, CRWLEVYAgent.interaction_range)
        # if any neighbors available, save to the agent data
        if step_neighbours:
            self.step_neighbours = step_neighbours

        # make a decision every N time steps
        if num_steps % self.arena.decision_step == 0:
            # calculate time scaling from robot to macro
            TimeScaling = round(
                (self.arena.timestep_length * self.arena.time_scale *
                 self.arena.decision_step), 7)

            # decision making
            if self.target_committed is None:
                # Discovery
                discovery_value = 0
                discovery_target = None
                discovery_color = "black"
                if self.on_target or self.step_target:
                    # if there is no current target, but has one target previously
                    # visited then use this as the current target
                    if self.step_target:
                        self.current_target = self.step_target
                    discovery_value = self.current_target.value * TimeScaling
                    discovery_target = self.current_target.id
                    discovery_color = self.current_target.color

                # Recruitment
                recruitment_value = 0
                recruitment_target = None
                recruitment_color = "black"
                neighbours = self.arena.get_neighbour_agents(
                    self, CRWLEVYAgent.interaction_range)
                if neighbours or self.step_neighbours:
                    if neighbours:
                        selected_neighbour = random.choice(neighbours)
                    # if neighbor info was saved previously, also recruit
                    elif self.step_neighbours:
                        selected_neighbour = random.choice(
                            self.step_neighbours)
                    recruitment_value = selected_neighbour.target_value * TimeScaling
                    recruitment_target = selected_neighbour.target_committed
                    recruitment_color = selected_neighbour.target_color

                if discovery_value + recruitment_value > 1:
                    print "[ERROR] Probabilities go over maximimum value"
                    print repr(discovery_value + recruitment_value)
                    sys.exit(2)

                # self.decision_made_Neigh = False
                # self.decision_made_Targ = False
                rand_number = random.uniform(0, 1)
                if rand_number < discovery_value:
                    self.target_committed = discovery_target
                    self.target_value = discovery_value / TimeScaling
                    self.target_color = discovery_color
                    self.arena.update_target_commitment(discovery_target, 1)
                    # self.decision_made_Targ = True

                elif rand_number < discovery_value + recruitment_value:
                    self.target_committed = recruitment_target
                    self.target_value = recruitment_value / TimeScaling
                    self.target_color = recruitment_color
                    self.step_neighbours = None  # reset list of neighbors after decision
                    self.arena.update_target_commitment(recruitment_target, 1)
                #     self.decision_made_Neigh = True
                #
                # else: self.decision_made_Neigh = False

            else:
                # Abandonment
                prob_abandonment = 1 / self.target_value * TimeScaling  #0.5; #1.0 - self.current_target.value

                # Cross-Inhibition
                neighbours = self.arena.get_neighbour_agents(
                    self, CRWLEVYAgent.interaction_range)
                prob_crossinhibition = 0
                if neighbours or self.step_neighbours:
                    if neighbours:
                        selected_neighbour = random.choice(neighbours)
                    # if neighbor info was saved previously, also do cross-inhibition
                    elif self.step_neighbours:
                        selected_neighbour = random.choice(
                            self.step_neighbours)

                    if selected_neighbour.target_committed != self.target_committed:
                        prob_crossinhibition = selected_neighbour.target_value * TimeScaling  #selected_neighbour.target_value
                        # prob_crossinhibition = 0.3 * TimeScaling #selected_neighbour.target_value

                if prob_abandonment + prob_crossinhibition > 1.0:
                    print "[ERROR] Probabilities go over maximimum value"
                    sys.exit(2)

                # self.decision_made_Neigh = False
                if random.uniform(0,
                                  1) < prob_abandonment + prob_crossinhibition:
                    self.arena.update_target_commitment(
                        self.target_committed, -1)
                    self.target_committed = None
                    self.target_value = 0
                    self.target_color = "black"
                    self.step_neighbours = None  # reset list of neighbors when decision made
                    # self.decision_made_Neigh = True

            self.step_target = None  # reset info
            self.step_neighbours = None  # reset info

        # agent basic movement: go straight
        self.apply_velocity = pysage.Vec2d(CRWLEVYAgent.linear_speed, 0)
        self.apply_velocity.rotate(self.velocity.get_angle())

        # agent random walk: decide step length and turning angle
        self.count_motion_steps -= 1
        if self.count_motion_steps <= 0:
            # step length
            self.count_motion_steps = int(
                math.fabs(
                    distribution_functions.levy(CRWLEVYAgent.std_motion_steps,
                                                CRWLEVYAgent.levy_exponent)))
            # turning angle
            crw_angle = 0
            if CRWLEVYAgent.CRW_exponent == 0:
                crw_angle = random.uniform(0, (2 * math.pi))
            else:
                crw_angle = wrapcauchy.rvs(CRWLEVYAgent.CRW_exponent)

            self.apply_velocity.rotate(crw_angle)
Exemple #11
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    def init_experiment( self ):
        pysage.Arena.init_experiment(self)

        for i in range(self.num_targets):
            target = self.targets[i]
            target.num_committed_agents = 0
            on_target = True

            # Get the location of the first target random and inside circle area environment
            # half the target distance
            while on_target:
                if i == 0:
                    max_size = target.distance /2
                    while True:
                        x1 = random.uniform(-max_size, max_size)
                        negpos = random.choice((-1, 1))
                        y1 = math.sqrt(max_size**2 - x1**2) * negpos
                        if math.sqrt(x1**2 + y1**2) == max_size:
                            target.position = pysage.Vec2d(x1,y1)
                            print"Target id", i, "is at position", target.position
                            break

            # Get the location of the second target random, but set length away
            # from first target and inside circle area environment
                else:
                    while True:
                        targetA_pos = self.targets[0].position
                        x = targetA_pos[0] * -1
                        y = targetA_pos[1] * -1
                        d2 = math.sqrt((x - 0)**2 + (y - 0)**2)
                        if d2 < max_size * 2:
                            target.position = pysage.Vec2d(x,y)
                            print"Target id", i, "is at position", target.position
                            break

                on_target= False
                for j in range(i):
                    t = self.targets[j]
                    if (t.position - target.position).get_length() < (t.size + target.size):
                        on_target = True
                        break


        for agent in self.agents:
            on_target = True
            while on_target:
                max_sizeA = (self.dimensions_radius - agent.size)
                while True:
                    Arand1 = random.uniform(-max_sizeA, max_sizeA)
                    Arand2 = random.uniform(-max_sizeA, max_sizeA)
                    d1 = math.sqrt((Arand1 - 0)**2 + (Arand2 - 0)**2)
                    if d1 < max_sizeA:
                        agent.position = pysage.Vec2d(Arand1,Arand2)
                        break
                on_target= False
                for t in self.targets:
                    if (t.position - agent.position).get_length() < t.size:
                        on_target = True
                        break

        self.has_converged = False
        self.convergence_time = float('nan')
        self.results.new_run()
Exemple #12
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    def control(self):
        # first check if some target is within the interaction range

        for t in self.arena.targets:
            if (t.position - self.position).get_length() < t.size:
                if not self.on_target:
                    self.on_target = True
                    self.count_motion_steps = 0
                    if t.id not in self.inventory:
                        self.inventory.append(t.id)
                    self.visited_target_id.append(t.id)
                    if len(self.step_on_target_time) > 0:
                        self.step_on_target_time.append(
                            self.arena.num_steps -
                            self.step_on_target_time[-1])
                    else:
                        self.step_on_target_time.append(self.arena.num_steps)
            else:
                self.on_target = False
        if self.arena.arena_type == "unbounded" and (self.arena.num_steps +
                                                     1) % 5000 == 0:
            if self.arena.num_steps > 0:
                self.distance_from_centre.append(
                    (self.arena.central_place.position -
                     self.position).get_length())

        ## if self.arena_type=="unbounded":
        ##     if(self.arena.central_place.position - self.position).get_length() < self.arena.central_place.size:
        ##         if not self.on_central_place:
        ##             self.on_central_place = True
        ##             self.count_motion_steps = 0
        ##             if len(self.step_on_central_place_time) > 0 :
        ##                 self.step_on_central_place_time.append(self.arena.num_steps - self.step_on_central_place_time[-1])
        ##             else:
        ##                 self.step_on_central_place_time.append(self.arena.num_steps)
        ## 	else:
        ##         self.on_central_place = False

        # agent basic movement: go straight
        self.apply_velocity = pysage.Vec2d(CRWLEVYAgent.linear_speed, 0)
        self.apply_velocity.rotate(self.velocity.get_angle())

        # agent random walk: decide step length and turning angle
        self.count_motion_steps -= 1
        if self.count_motion_steps <= 0:
            # step length
            self.count_motion_steps = int(
                math.fabs(
                    distribution_functions.levy(CRWLEVYAgent.std_motion_steps,
                                                CRWLEVYAgent.levy_exponent)))
            #self.count_motion_steps = math.fabs(stabrnd.stabrnd(CRWLEVYAgent.levy_exponent, 0, CRWLEVYAgent.std_motion_steps, CRWLEVYAgent.average_motion_steps, 1, 1))
            # turning angle
            crw_angle = 0
            if self.arena.arena_type == "unbounded" and (
                    scipy.random.random(1) <= CRWLEVYAgent.bias_probability):
                crw_angle = (self.arena.central_place.position - self.position
                             ).get_angle() - self.velocity.get_angle()
            elif CRWLEVYAgent.CRW_exponent == 0:
                crw_angle = random.uniform(0, (2 * math.pi))
            else:
                crw_angle = wrapcauchy.rvs(CRWLEVYAgent.CRW_exponent)

            self.apply_velocity.rotate(crw_angle)