NetLogo - How to see the number of patches that contain turtles - artificial-intelligence

This seems like it should be very simple and have a primitive command for, however I cannot seem to find one in the netlogo dictionary.
I just want to report back a number, which is the number of patches which have one or more turtles on.
I thought about using the "turtles-here" command, but that returns an agentset rather than something I could use such as a boolean or value.
Anyone know a way of doing this?

Simply:
count patches with [ any? turtles-here ]

Related

what is the fastest way to check 3repetition of chess position?

I am wirting chess Ai as a project. if positon repetes 3 times it is a draw I can create array with all previus position then get every updated position iterete over every previus one of them and see if we have 2 same position in array. but this seem like a lot of work for computer and it will make calculating moves for Ai hard. is there any better way to do this?
I would suggest using Zobrist Hashing, which is designed to handle this kind of situation. Simply store a list of hash values for each position as you go along. You could also use a Bloom Filter.
It does not matter so much if you get some false positives if you keep track of the actual board configurations as well, so if you do get a collision, you can then quickly check if you have come across the current position before; this should not happen very often if you use sufficiently large hash values.
As Oliver mentioned in his answer you should use something like Zobrist Hashing, each position then have an (almost) unique number. Zobrist Hashing is hard to implement so you need to make sure your implementation is bug free, which is easier said than done. You then store this value in a list or similar that you loop over backwards to find how many time the same position has occured.
To make the lookup faster you only need to loop each other step since you are checking for a specific colors turn. You can also break the loop immediately if you find a pawn move or a capture since these moves make the position impossible to be repeated again.
You can look at Chessprogrmaming - Repetitions for more inspiration, especially the header "List of Keys".

Set Turtle to Specific Grid Location - NetLogo

I have seen similar questions but haven't found what I needed yet...
Was wondering if anyone knew how to set specific locations for turtles at NetLogo Setup?
Currently tried:
to setup
create-turtles 5
set turtles at-points [[-12 20 ] [-11 19] [-12 18 ] [-18 18 ] [-11 17]]
but they're all showing up at [0 0]
Thanks!
This can be done in many ways:
You can use setxy in the create-turtles command block. In most models you will see this is used in combination with random-xcor and random-ycor to give each turtle a random location, but you can also use it in any other way.
You can use move-to to ask a specific turtle or group of turtles to go to a specific agent (e.g. to a specific patch).
You can use sprout to directly ask a specific patch or group of patches to create turtles there.
In any case, I suggest you take a look at the NetLogo Programming Guide and the NetLogo Dictionary

Ive got a pipe that consists of 5 pieces, each including 5 properties

Inlet -> front -> middle -> rear -> outlet
Those five properties have a value anything between 4 - 40. Now i want to calculate a specific match for each of those values that is either a full 10 or a 5 when a single property is summed from each pipe piece. There might be hundreds of different pipe pieces all with different properties.
So if i have all 5 pieces and when summed, their properties go like 54,51,23,71,37. That is not good and not what im looking.
Instead 55,50,25,70,40. That would be perfect.
My trouble is there are so many of the pieces that it would be insane to do the miss'matching manually, and new ones come up frequently.
I have manually inserted about 100 of these already into SQLite, but should be easy to convert into any excel or other database formats, so answer can be related to anything like mysql or googlesheets.
I need the calculation that takes every piece in account and results either in "no match" or tells me the id of each piece that is required for a match and if multiple matches are available, it separates them.
Edit: Even just the math needed to do this kind of calculation would be a lot of help here, not much of a math guy myself. I guess there should be a reference piece i need to use and then that gets checked against every possible scenario.
If the value you want to verify is in A1, use: =ROUND(A1/5,0)*5
If the pipes may not be shorter than the given values, use =CEILING(A1,5)

How to go about creating a prolog program that can work backwards to determine steps needed to reach a goal

I'm not sure what exactly I'm trying to ask. I want to be able to make some code that can easily take an initial and final state and some rules, and determine paths/choices to get there.
So think, for example, in a game like Starcraft. To build a factory I need to have a barracks and a command center already built. So if I have nothing and I want a factory I might say ->Command Center->Barracks->Factory. Each thing takes time and resources, and that should be noted and considered in the path. If I want my factory at 5 minutes there are less options then if I want it at 10.
Also, the engine should be able to calculate available resources and utilize them effectively. Those three buildings might cost 600 total minerals but the engine should plan the Command Center when it would have 200 (or w/e it costs).
This would ultimately have requirements similar to 10 marines # 5 minutes, infantry weapons upgrade at 6:30, 30 marines at 10 minutes, Factory # 11, etc...
So, how do I go about doing something like this? My first thought was to use some procedural language and make all the decisions from the ground up. I could simulate the system and branching and making different choices. Ultimately, some choices are going quickly make it impossible to reach goals later (If I build 20 Supply Depots I'm prob not going to make that factory on time.)
So then I thought weren't functional languages designed for this? I tried to write some prolog but I've been having trouble with stuff like time and distance calculations. And I'm not sure the best way to return the "plan".
I was thinking I could write:
depends_on(factory, barracks)
depends_on(barracks, command_center)
builds_from(marine, barracks)
build_time(command_center, 60)
build_time(barracks, 45)
build_time(factory, 30)
minerals(command_center, 400)
...
build(X) :-
depends_on(X, Y),
build_time(X, T),
minerals(X, M),
...
Here's where I get confused. I'm not sure how to construct this function and a query to get anything even close to what I want. I would have to somehow account for rate at which minerals are gathered during the time spent building and other possible paths with extra gold. If I only want 1 marine in 10 minutes I would want the engine to generate lots of plans because there are lots of ways to end with 1 marine at 10 minutes (maybe cut it off after so many, not sure how you do that in prolog).
I'm looking for advice on how to continue down this path or advice about other options. I haven't been able to find anything more useful than towers of hanoi and ancestry examples for AI so even some good articles explaining how to use prolog to DO REAL THINGS would be amazing. And if I somehow can get these rules set up in a useful way how to I get the "plans" prolog came up with (ways to solve the query) other than writing to stdout like all the towers of hanoi examples do? Or is that the preferred way?
My other question is, my main code is in ruby (and potentially other languages) and the options to communicate with prolog are calling my prolog program from within ruby, accessing a virtual file system from within prolog, or some kind of database structure (unlikely). I'm using SWI-Prolog atm, would I be better off doing this procedurally in Ruby or would constructing this in a functional language like prolog or haskall be worth the extra effort integrating?
I'm sorry if this is unclear, I appreciate any attempt to help, and I'll re-word things that are unclear.
Your question is typical and very common for users of procedural languages who first try Prolog. It is very easy to solve: You need to think in terms of relations between successive states of your world. A state of your world consists for example of the time elapsed, the minerals available, the things you already built etc. Such a state can be easily represented with a Prolog term, and could look for example like time_minerals_buildings(10, 10000, [barracks,factory])). Given such a state, you need to describe what the state's possible successor states look like. For example:
state_successor(State0, State) :-
State0 = time_minerals_buildings(Time0, Minerals0, Buildings0),
Time is Time0 + 1,
can_build_new_building(Buildings0, Building),
building_minerals(Building, MB),
Minerals is Minerals0 - MB,
Minerals >= 0,
State = time_minerals_buildings(Time, Minerals, Building).
I am using the explicit naming convention (State0 -> State) to make clear that we are talking about successive states. You can of course also pull the unifications into the clause head. The example code is purely hypothetical and could look rather different in your final application. In this case, I am describing that the new state's elapsed time is the old state's time + 1, that the new amount of minerals decreases by the amount required to build Building, and that I have a predicate can_build_new_building(Bs, B), which is true when a new building B can be built assuming that the buildings given in Bs are already built. I assume it is a non-deterministic predicate in general, and will yield all possible answers (= new buildings that can be built) on backtracking, and I leave it as an exercise for you to define such a predicate.
Given such a predicate state_successor/2, which relates a state of the world to its direct possible successors, you can easily define a path of states that lead to a desired final state. In its simplest form, it will look similar to the following DCG that describes a list of successive states:
states(State0) -->
( { final_state(State0) } -> []
; [State0],
{ state_successor(State0, State1) },
states(State1)
).
You can then use for example iterative deepening to search for solutions:
?- initial_state(S0), length(Path, _), phrase(states(S0), Path).
Also, you can keep track of states you already considered and avoid re-exploring them etc.
The reason you get confused with the example code you posted is essentially that build/1 does not have enough arguments to describe what you want. You need at least two arguments: One is the current state of the world, and the other is a possible successor to this given state. Given such a relation, everything else you need can be described easily. I hope this answers your question.
Caveat: my Prolog is rusty and shallow, so this may be off base
Perhaps a 'difference engine' approach would be appropriate:
given a goal like 'build factory',
backwards-chaining relations would check for has-barracks and tell you first to build-barracks,
which would check for has-command-center and tell you to build-command-center,
and so on,
accumulating a plan (and costs) along the way
If this is practical, it may be more flexible than a state-based approach... or it may be the same thing wearing a different t-shirt!

How many possible bugs are there?

A user has to complete ten steps to achieve a desired result. The ten steps can be completed in any order.
If there is a bug, the bug is dependent only on the steps that have been taken, not the order in which they were taken (i.e., the bug is path independent).
For example: If the user performs three steps in the order 10, 1, 2 and produces a bug the exact same bug will be produced if the user performs the same three steps in the order 1, 2, 10.
What is the maximum number of unique bugs this program can have?
You mean what is the number of distinct sets pickable from 10 elements? That's a powerset: 2**10.
Much later: some knowledgeable others have suggested that having no bugs should not be counted as a bug. Accordingly, I revise my count: 2**10 - 1.
hughdbrown's answer is correct, but there is another possible interpretation of the question. Suppose that a sequence of operations can never produce more than one bug (i.e. that it should just be counted as one bug). For example, if the operations (3,6,2) is a bug, then you shouldn't be allowed to count (3,6,2,5) as another bug. In that case, rather than finding the maximum possible number of subsets of {1,2,...,10}, you want to find the maximum number of possible subsets so that no one contains another. The answer to this version of the question is "10 choose 5"=252.
Edit: by the way, the result that says this is maximal is called Sperner's Theorem.
It depends entirely how many ways there are of doing each step. If you have a process that involves only one step, but there are multiple ways of doing that step, every step could have an associated bug.
There's also the misuse of functions, which you cant prevent against, which could be considered a bug. ie:
If a user was to think that
rm -rf /
was short for
remove media --really fast /
ie: eject all devices1
I would guess that would be a potential bug. Its user error really, but its still a singular thing that can occur that produces results other than that were wanted.
You could argue the above is a bit over the top, but ultimately, there is no limitation on the ways users can do things wrong.
When users are there, assume, anything that can go wrong, will.
The only problem with the above reasoning, is you have to prematurely delete powerful things so users don't hurt themselves, which leads to less effective tools for those who know how to use them. Like corks on forks sort of rationale.
The only way to solve this concern effectively is give newbs blunt objects to learn with, and then give them an option which takes away all the foam padding once they learn the ropes, so experienced users don't have to keep working with blunt tools, and don't have to deblunten every tool themself.
( If there are infinite numbers of possibly ways to do 1 step, I don't even want to begin to think of the numbers of ways to do 10 steps wrong )
1: If you don't know, this will erase lots of your hard drive and cause much pain. Don't do it.
One, a designer fault? :)

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