Reputation: 197
Sir i am working on a project and time to time i use to post questions here related to that problem. I have created a simulation scenario i which turtles (robots) move around in the space and also each robot keep track of its visited patches. On the movement if patch-ahead 1
is visited patch then i need to turn the robot to 45 degree left and check again for patch-ahead
until it checks all 8 neighbors if any one of the 8 is UN-visited then it should move to that patch and continue its exploration. But if all 8 are visited then it should move to patch which is in front of current heading after checking the all 8 neighbors no matter it is visited.
Here is the piece of code i am using.
breed [robots robot ]
robots-own[ state memory ]
patches-own [ is-obstacle? ]
to setup
__clear-all-and-reset-ticks
create-robots num [
set memory (list patch-here)
]
draw-obstacles
ask patches [if pxcor = 0 and pycor = 0 [ set pcolor black ]]
end
to draw-obstacles
ask patches with [ pxcor mod 6 = 0 and pycor mod 6 = 0 ] [set pcolor red set is-obstacle? true]
; set pcolor red
ask patches [ ifelse pcolor = red [ set is-obstacle? true ][ set is-obstacle? false ] ]
ask patches with [ count neighbors != 8 ] [ set pcolor red set is-obstacle? true ]
end
to make-obstacle
if mouse-down?
[ ask-concurrent patches
[ if ((abs (pxcor - mouse-xcor)) < 1) and ((abs (pycor - mouse-ycor)) < 1)
[set pcolor red]]
]
end
to remove-obs
if mouse-down?
[ ask-concurrent patches
[ if ((abs (pxcor - mouse-xcor)) < 1) and ((abs (pycor - mouse-ycor)) < 1)
[set pcolor black]]
]
end
to go
ask patches [if ( pcolor = red )[set is-obstacle? true]]
ask patches [if ( pcolor = black )[set is-obstacle? false]]
ask-concurrent robots ; wanderers instructions
[
rt random-float rate-of-random-turn
lt (rate-of-random-turn / 2)
set-state
move-robots
]
tick
end
to move-robots ;;turtle proc
if (not member? state ["disperse" "explore"]) [
error "Unknown state"
]
if (state = "disperse") [
disperse
]
if (state = "explore") [
explore
]
end
to set-state ;;turtle proc
ifelse (any? other turtles in-radius 1) [
set state "disperse"
] [
set state "explore"
]
end
to disperse ;;turtle proc
avoid-obstacle
move1
; move-to one-of patch-set [neighbors] of neighbors
end
to explore
move
;search-open-room
avoid-obstacle
;move-to one-of neighbors
end
to move
fd speed
set memory lput patch-here memory
if ( (member? patch-ahead 1 memory) or ([is-obstacle?] of patch-ahead 1 ) )
[ lt random 45
]
end
to move1
fd speed
end
to avoid-obstacle
set memory lput patch-here memory
if ([is-obstacle?] of patch-ahead 1 )
[
ifelse [is-obstacle?] of patch-at-heading-and-distance (heading - 5) 1
[
ifelse [is-obstacle?] of patch-at-heading-and-distance (heading + 5) 1
[
ifelse random 1 = 0
[ rt 40 ]
[ lt 40 ]
]
[ rt 60 ]
]
[lt 60]
]
end
to search-open-room
ask robots[
ifelse ([is-obstacle?] of patches in-cone 2 150 )
[ rt 45 ] [ move ]
]
end
But in the move
procedure i am just able to lt random 45
. How to change it according to above mentioned scenario. I tried many with while
loop and repeat
statement but code does not seems to be working for me.
Upvotes: 0
Views: 1309
Reputation: 14972
You could do it using while
or repeat
, but I think this a case where recursion works well.
The idea is to have a procedure that keeps on calling itself until the desired state is achieved:
to turn-until-free [ n ]
let target ifelse-value (patch-ahead 1 = patch-here)
[ patch-ahead 2 ]
[ patch-ahead 1 ]
let seen? member? target memory
let obstacle? [ is-obstacle? ] of target
if-else n < 8
[ if seen? or obstacle? [ lt 45 turn-until-free n + 1 ] ]
[ if obstacle? [ lt 45 turn-until-free n + 1 ] ]
end
The n
parameter represents the number of calls that we've already made to the procedure (or, in other words, the number of neighbors that we've checked so far). When you call the procedure for the first time, you start with n = 0
:
to move
turn-until-free 0
fd 1
set memory lput patch-here memory
ask patch-here [ set pcolor black + 2 ] ; just to show what's visited
end
A couple of things that were not part of your original specification:
It can happen that patch-ahead 1
is the same patch that the robot is already on. A patch has sides of length 1, but its diagonal is a bit longer (√2). So if a robot is in the bottom left corner, for example, and facing towards the top right, patch-ahead 1 = patch-here
will be true. In these cases, we look a bit further and set the target to patch-ahead 2
.
It can happen that, after checking all 8 neighbors, you end up facing an obstacle. If that's the case, you need to keep on turning until you're clear of the obstacle. And as a matter of fact, doing this takes care of obstacle avoidance nicely, and you might be able to get rid of the avoid-obstacle
procedure in your code.
Edit:
Here is the code needed (in addition to the two procedures above) for a fully working example:
breed [ robots robot ]
robots-own [ memory ]
patches-own [ is-obstacle? ]
to setup
ca
ask patches [ set is-obstacle? false ]
ask patches with [ pxcor mod 6 = 0 and pycor mod 6 = 0 ] [
set is-obstacle? true
set pcolor red
]
ask n-of 5 patches with [ not is-obstacle? ] [
sprout-robots 1 [ set memory [] ]
]
reset-ticks
end
to go
ask robots [ move ]
tick
end
If you are having trouble with runtime errors or other unwanted behavior, I suggest you start from this and add back whatever else you had in your simulation one piece at a time. Then, you can see exactly where the problem comes from.
I also changed if-else n < 7
for if-else n < 8
in the turn-until-free
procedure above. This way, the robot comes back to its original heading if all neighbors are explored instead of turning a bit right. This avoids going in circles once the whole territory is explored.
Upvotes: 2