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Golems in the City

;; built for NetLogo version 6.04 ;; a small demo model that loads a map ;; populates it with golems and gives one of them ;; a message - or a virus, pick your metaphor - and turns ;; them loose. ;; Golems move by selecting a target patch of ground ahead of ;; them within their cone of vision ;; where ground they can walk on is the colour of the path ;; in the maps generated by Oleg Dolya’s Medieval Fantasy City ;; Map Generator at ;; https://watabou.itch.io/medieval-fantasy-city-generator ;; (Note that other maps can work, but you will need to be able ;; to identify the color value for any paths you want golems to ;; follow.) ;; Preliminaries and Interface Window setup ;; 1. Generate a map there and select the ‘sanguine’ colour ;; palette (if you select a different palette, you’ll have to ;; fi gure out its colour value for the pcolor variable in the ;; ‘walk’ procedure. ;; 2. Save that map to your computer in the same place you have ;; this model. ;; In the INTERFACE: ;; 3. Create a button called ‘1. Load Map’ and give it this code: ;; ca ;; import-pcolors user-file ;; 4. Create a button called ‘2. Setup Golems’ and give it this ;; code: ;; setup ;; 5. Create two sliders, one called ‘loudness’ the other called ;; ‘vision’ and set their min value to 1 and max value to about ;; 15. ;; 6. Create a ‘go’ button. Give it this code: ;; go ;; and tick off the ‘forever’ box. ;; 7. Create a slider called ;; num-walkers ;; and make sure that the minimum is set to 2 and the ‘value’ ;; (starting position of the slider) is at least 2 or more ;;---- ;; the model is built by combining default code snippets in ;; NetLogo: ;; network import ;; communication t-t network example ;; link-walking turtles ;; you can also build some monitors. For instance, right-click in ;; the interface and select new monitor ;; then paste this code into it: ;; ((count walkers with [message?]) / (count walkers)) * 100 ;; this will tell you the per cent of the population that has ;; heard the message. ;; you could graph this by making a new plot and giving it the ;; same code ;; right-click, select plot, and in plot update commands paste ;; the same code. ;; While the model is running, you could type: ;; pd ;; in the observer box at the bottom of the interface. This will ;; make the walkers draw on the map ;; where they’ve been. Maybe there’s something particular about a ;; city layout that draws walkers to particular places? ;; How else might you expand this? ;; globals breed [walkers walker] ;; the turtles who wander around walkers-own [ ;; variables that only the walkers own message? direction ] ;; setup to setup create-walkers num-walkers [ set color blue set shape “person” set size 15 setxy random-xcor random-ycor if pcolor != 38.9 [die] ;; drastic, but we don’t want any walkers in the rivers or on the ;; walls or inside buildings set message? false ;; ignorance is bliss ] ask one-of walkers [ set message? true ] reset-ticks end to go ask walkers [ ifelse color = blue [walk][chase] communicate ;; they talk to anyone else who happens to be present recolor ;; change their color if they’ve encountered someone with the ;; message ] if ((count walkers with [message?]) / (count walkers)) * 100 > 95 [stop] ;; ending condition tick end to walk ask walkers[ rt random 30 - 15 let target one-of patches in-cone 1.5 120 with [pcolor = 38.9] ;; the color of the path if target != nobody [ face target move-to target ] ] end to chase ask walkers [ rt random 30 - 15 let chasee one-of walkers in-cone vision 120 with [color = blue] if chasee != nobody [ face chasee walk ] ] end to communicate ;; walker procedure ;; shouting! if any? other walkers in-radius loudness with [message?] ;; or use this line to mimic ‘whispering’: ;; if any? other walkers-here with [message?] ;; experiment. What difference to your results does whispering ;; versus shouting make? [ set message? true ] ;; if yes, then the walker now knows the message too end to recolor ;; walker procedure ifelse message? [ set color red ] [ set color blue ] end

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