compmodels-20041130

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Transcript compmodels-20041130

Introduction to
Computational Modeling of Social Systems
A hand-crafted agent-based model
Prof. Lars-Erik Cederman
Center for Comparative and International Studies (CIS)
Seilergraben 49, Room G.2, [email protected]
Nils Weidmann, CIS Room E.3 [email protected]
http://www.icr.ethz.ch/teaching/compmodels
Lecture, November 30, 2004
Today’s agenda
• Implementation of the Schelling model from scratch
– Ingredients and pseudocode notation
– Designing the classes
– Java implementation
• Elevator project
• Homework B
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A „Self-Forming Neighborhood Model“
(Schelling, 1978)
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• The model‘s building blocks:
– „roll of pennies“
– „roll of dimes“
» the agents
– „sheet of squared paper“
» the grid
• Movement of coins:
– if there are too many unlike neighbors,
– move to another location
pp. 147ff
Open questions: Model layout
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• What is the size of the grid?
– 8x8 squares
• How many agents are there?
– 45 agents
• What is the agent configuration we start with?
– Distribute agents randomly over the grid
Parameters!
Open questions:
Agent movement
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• What agent should be moved?
– Always choose random agent
• Definition of an agent‘s „neighborhood“
– The agents sitting on the eight surrounding
squares
• How many foreign agents will be tolerated
in one‘s neighborhood?
Parameter!
#neighbors
min
#alike
0
0
1,2
1
3,4,5
2
6,7,8
3
Java classes needed
• Model class
–
–
–
–
stores model parameters: dimension, colorRatio, populationRatio
keeps track of all agents in the game
initializes the model
runs the main simulation loop
• Agent class
– stores its color and position on the grid
– knows if it is content at the current position
– knows how to move
• Grid class
– stores the position of the agents
– can insert and remove agents
– can compute statistics about one‘s neighbors
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Model class: Specification
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Sets the percentage of
populated cells
Sets the percentage of
black agents
Grid class: Specification
This is where the agents
are stored
Computes the number of
black and white neighbors for
a given cell
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Abstract class Agent
Abstract method: no
implementation!
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PickyAgent and Position
Implementation of move()
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The complete model
Association!
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Extension!
Some interesting methods
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Grid.getNeighborStats(..)
public int[] getNeighborStats(Position p) {
int[] stats = {0,0};
for (int i=Math.max(0,p.x-1); i<=Math.min(dimension-1, p.x+1); i++) {
for (int j=Math.max(0,p.y-1);j<=Math.min(dimension-1, p.y+1); j++) {
if (grid[i][j] != null) {
stats[grid[i][j].color]++;
}
}
}
return stats;
}
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Grid.getFreePositions()
public ArrayList getFreePositions() {
ArrayList list = new ArrayList();
for (int i=0; i<dimension; i++) {
for (int j=0; j<dimension; j++) {
if (grid[i][j] == null) {
list.add(new Position(i,j));
}
}
}
return list;
}
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Agent.isDiscontent(..)
// defines the minimum number of agents
// of the same color to be content
private int[] limits = {0,1,1,2,2,2,3,3,3};
protected boolean isDiscontent(Position pos) {
// we ask the grid about the number and color of our neighbors
int[] neighborStats = model.grid.getNeighborStats(pos);
int numNeighbors = neighborStats[WHITE] + neighborStats[BLACK];
// we use limits[] to see if we're satisfied
boolean isDiscontent = false;
if (neighborStats[color] < limits[numNeighbors])
isDiscontent = true;
return isDiscontent;
}
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PickyAgent.move()
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public void move() {
Remove agent temporarily from grid
model.grid.removeAgentAt(position);
if (isDiscontent(position)) {
ArrayList freePositions = model.grid.getFreePositions();
Iterator it = freePositions.iterator();
We don‘t want our previous position and
Position pos;
neither an unsatifying one
while (it.hasNext()) {
pos = (Position) it.next();
if ((pos.x == position.x && pos.y == position.y) || isDiscontent(pos))
it.remove();
}
if (freePositions.size() > 0) {
int randIndex = model.random.nextInt(freePositions.size());
Position newPos = (Position) freePositions.get(randIndex);
if (model.printResults)
System.out.println("Agent “ + agentID +
" moves from (“ + position.x + ",“ + position.y +
") to ("+newPos.x+","+newPos.y+").");
position = newPos;
Set the new position
}
}
model.grid.putAgentAt(this, position);
}
Put agent back on grid
Homework B1
Consider a modified implementation of the isDiscontent(..)
method that requires at least 1/3 of an agent‘s neighbors to be of
the same color. Draw a configuration of a 4x4 grid where at least
one agent would be satisfied using this implementation, but the
same agent would be discontent using Schelling‘s original
implementation. Clearly mark that agent.
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Homework B2
In the following, we consider two agent types in
addition to the PickyAgent which as well extend
Agent. EuclidianAgent moves to a convenient square
closest to its present position. OptimalAgent moves
to a convenient position surrounded by the largest
number of agents of the same color.
a) In the configuration shown in fig. 1, indicate the
positions potentially picked by agent A if A was
(i) a PickyAgent, (ii) a EuclidianAgent, or (iii) an
OptimalAgent.
b) Submit implementations of EuclidianAgent and
OptimalAgent (both extend Agent!)
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Agent A
O
#
#
O
#
#
#
#
O
#
O O
O
Fig. 1
ElevatorProject
2
1
0
Classes Objects
Tenant
Elevator
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• Two tenants live in an apartment
complex with 1 occupying the first
floor and 2 the second
• The tenants move in and out of the
building using the elevator
• Calculate the expected waiting time
for both tenants
Calculating expected waiting time
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W(i,j) waiting time for tenant i in position j
W(i,j|k) waiting time conditional on k's being last user
EW(1,0) = 0.5 EW(1,0|1) + 0.5 EW(1,0|2) =
0.5 x 0 + 0.5(0.5 x 0 + 0.5 x 2) = 0.5
EW(2,0) = 0.5 x 0 + 0.5 (0.5 x 0 + 0.5 x 1) = 0.25
EW(1,1) = 0.5 x 0 + 0.5 (0.5 x 1 + 0.5 x 1) = 0.5
EW(2,2) = 0.5 x 0 + 0.5 (0.5 x 1 + 0.5 x 2) = 0.75
EW = {EW(1,0) + EW(2,0) + EW(1,1) + EW(2,2)}/4 = 0.5
Elevator Project: Code
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public class Model {
public static void main(String[] args) {
int n = 1000;
Tenant tenant1 = new Tenant(1);
Tenant tenant2 = new Tenant(2);
Elevator elevator = new Elevator();
for (int i=0; i<n; i++) {
if (Math.random()<0.5)
tenant1.move(elevator);
else
tenant2.move(elevator);
}
System.out.println("Waiting time = " + elevator.averageWaitingTime());
}
}
Tenant class
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public class Tenant {
int home,floor;
public Tenant(int f) {
home = f;
if (Math.random()< 0.5)
floor = 0;
else
floor = f;
}
public boolean atHome() {
return floor == home;
}
public void move(Elevator elevator) {
elevator.callToFloor(floor);
if (atHome())
elevator.takeToFloor(this,0);
else
elevator.takeToFloor(this,home);
}
}
Elevator class
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public class Elevator {
int floor, waitingTime, numTrips;
public Elevator() {
if (Math.random()< 0.5)
floor = 0;
else
floor = (int)(2.0*Math.random())+1;
waitingTime = 0;
numTrips = 0;
}
public void callToFloor(int f) {
waitingTime = waitingTime + Math.abs(f-floor);
numTrips++;
floor = f;
}
public void takeToFloor(Tenant tenant,int f) {
floor = f;
tenant.floor = f;
}
public double averageWaitingTime() {
return (double)waitingTime/(double)numTrips;
}
}
Example: ElevatorNProject
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Apartment
building with
elevator:
What is the
average waiting
time?
n
...
3
2
1
0
Two types of elevators:
•Standard Type 0: Elevator
remains where it is after use
•Modified Type 1: Elevator
returns to zero after use
Homework B3
a) Modify the ElevatorProject program to the n-person
case. Introduce the modified (type 1) elevator that goes back to
floor 0 as an extended class of Elevator.
b) Simulate the average waiting time for both elevator types for floors
from n=2 up to n=10.
c) Under what circumstances is the modified elevator type more
efficient?
d**) Derive the theoretical waiting time of both elevator types
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