; Tileword
; by
; Jose M Vidal
;
; Tileworld was (first?) described in:
;
;Martha Pollack and Marc Ringuette. "Introducing the Tileworld: experimentally evaluating agent architectures."
;Thomas Dietterich and William Swartout ed. In Proceedings of the Eighth National Conference on Artificial
; Intelligence, p. 183--189, AAAI Press. 1990.
breeds [robots tiles holes]
tiles-own [time-to-live]
holes-own [time-to-live]
;desitnation- the next place I am heading towards
robots-own [destination-x destination-y]
globals [holes-born holes-filled score]
to setup
ca
set-default-shape tiles "box"
set-default-shape holes "circle"
create-custom-robots num-robots [
setxy get-random-xcor get-random-ycor]
end
to-report get-random-xcor
report (random screen-size-x) - screen-edge-x
end
to-report get-random-ycor
report (random screen-size-y) - screen-edge-y
end
to update
if (random 1.0 < tile-birth-prob) [
create-custom-tiles 1 [
set heading 0
set time-to-live tile-lifetime
setxy get-random-xcor get-random-ycor
set color yellow]]
if (random 1.0 < hole-birth-prob) [
set holes-born holes-born + 1
create-custom-holes 1 [
set heading 0
set time-to-live hole-lifetime
setxy get-random-xcor get-random-ycor
set color blue]]
ask tiles [age]
ask holes [age]
no-display
ask robots [move]
display
; plot holes-filled
if (holes-born > 0)[
set score holes-filled * 100 / holes-born
plot score]
end
;reports one of 0,90,180,270; whichever is closest to h
to-report rectify-heading [h]
if (h < 0)[
set h (360 + h)]
if (h <= 45)[
report 0]
if (h <= 135)[
report 90]
if (h <= 225)[
report 180]
if (h <= 315)[
report 270]
report 0
end
;tiles and holes
to age
if time-to-live <= 0 [die]
set time-to-live time-to-live - 1
end
;tiles
;sets destination-of robot to be the location where robot should be
; in order to push me towards hole.
;HINT: This is a bad way to move tiles. Specifically, if the hole is on a diagonal
; from the tile, the robot tends to move back-and-forth a lot.
to set-robot-destination [robot hole]
set heading rectify-heading (towards hole)
set heading heading + 180
set destination-x-of robot pxcor-of patch-at dx dy
set destination-y-of robot pycor-of patch-at dx dy
end
;robots
; This is the obvious greedy strategy.
; It tries to push the closest tile to the closest hole. This is a great
; strategy when there is only one robot, but when there are many you end up
; with all of them getting in each others' way.
to move
locals [closest-tile closest-hole]
set closest-tile min-one-of tiles [distance myself]
set closest-hole min-one-of holes [distance myself]
if (closest-tile != nobody)[
ifelse (closest-hole != nobody)[
ask closest-tile [set-robot-destination myself closest-hole]
if (xcor = destination-x and ycor = destination-y)[
;Im already at the desired location, so push the tile
set heading rectify-heading towards closest-tile
move-one heading
stop]]
[;there are no holes in the field, this typically only happens at the beginning of the run.
set destination-x xcor-of closest-tile
set destination-y ycor-of closest-tile]
;I am not next to the tile, so set my heading towards the best position next to it.
set heading rectify-heading towardsxy destination-x destination-y
;If my move will cause a tile to move then change direction by +- 90.
;This will, hopefully, allow me to move around the target to push it back.
if (any tiles-at dx dy)[
ifelse (random 1.0 < .5)[
set heading heading + 90]
[
set heading heading - 90]]
move-one heading]
end
;moves the agent one step with in the absolute heading h.
;It makes sure that any tile or robot that was in the destination location also moves, and so on recursively.
;If a tile moves into a hole, both die.
to move-one [h]
locals [pushed-agents oldh]
set oldh heading
set heading h
set pushed-agents (turtles-at dx dy) with [(breed = robots) or (breed = tiles)]
if (any pushed-agents) [
ask pushed-agents [move-one h]]
if (breed = tiles and (any holes-at dx dy))[
set holes-filled holes-filled + 1
ask holes-at dx dy [die]
die]
fd 1
set heading oldh
end
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@#$#@#$#@
Title: Tileworld
Author: Jose M Vidal
Description:
This is the classic tileworld problem. There are empty holes and tiles.
The agents must push the tiles so that they cover the empty holes. Agents
can push each other or more than one tile at once. The solution implemented
here is the obvious one. AFAIK, there is no consensus on what is the
best algorithm for solving this problem. The Tileworld was first introduced in
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