Flocking model

Contents

Flocking model#

Continous-space agent interactions. Source

Each agent follows three simple rules:

  • maintain a minimum distance from other birds to avoid collision

  • fly towards the average position of neighbors

  • fly in the average direction of neighbors

using Agents
using Random
using LinearAlgebra
using Base64
using CairoMakie
CairoMakie.activate!(px_per_unit = 1.0)


function display_mp4(filename)
    display("text/html", string("""<video autoplay controls><source src="data:video/x-m4v;base64,""",
        Base64.base64encode(open(read, filename)), """" type="video/mp4"></video>"""))
end
display_mp4 (generic function with 1 method)

This agents has also three properties inherited from ContinuousAgent

  • id : unique identifier

  • pos : XY coordinate

  • vel: XY velocity

@agent struct Bird(ContinuousAgent{2,Float64})
    speed::Float64
    cohere_factor::Float64
    separation::Float64
    separate_factor::Float64
    match_factor::Float64
    visual_distance::Float64
end

Model factory function

function initialize_model(;
    n_birds = 100,
    speed = 1.5,
    cohere_factor = 0.1,
    separation = 2.0,
    separate_factor = 0.25,
    match_factor = 0.04,
    visual_distance = 5.0,
    extent = (100, 100),
    seed = 2024,
)
    space2d = ContinuousSpace(extent; spacing = visual_distance/1.5)
    rng = Random.MersenneTwister(seed)

    model = StandardABM(Bird, space2d; rng, agent_step!, scheduler = Schedulers.Randomly())
    for _ in 1:n_birds
        vel = rand(abmrng(model), SVector{2}) * 2 .- 1
        add_agent!(
            model,
            vel,
            speed,
            cohere_factor,
            separation,
            separate_factor,
            match_factor,
            visual_distance,
        )
    end
    return model
end
initialize_model (generic function with 1 method)

Stepping function

function agent_step!(bird, model)
    # Obtain the ids of neighbors within the bird's visual distance
    neighbor_ids = nearby_ids(bird, model, bird.visual_distance)
    N = 0
    match = separate = cohere = (0.0, 0.0)
    # Calculate behaviour properties based on neighbors
    for id in neighbor_ids
        N += 1
        neighbor = model[id].pos
        heading = get_direction(bird.pos, neighbor, model)

        # `cohere` computes the average position of neighboring birds
        cohere = cohere .+ heading
        if euclidean_distance(bird.pos, neighbor, model) < bird.separation
            # `separate` repels the bird away from neighboring birds
            separate = separate .- heading
        end
        # `match` computes the average trajectory of neighboring birds
        match = match .+ model[id].vel
    end

    N = max(N, 1)
    # Normalise results based on model input and neighbor count
    cohere = cohere ./ N .* bird.cohere_factor
    separate = separate ./ N .* bird.separate_factor
    match = match ./ N .* bird.match_factor
    # Compute velocity based on rules defined above
    bird.vel = (bird.vel .+ cohere .+ separate .+ match) ./ 2
    bird.vel = bird.vel ./ norm(bird.vel)
    # Move bird according to new velocity and speed
    move_agent!(bird, model, bird.speed)
end
agent_step! (generic function with 1 method)

Visualization#

Helper functions

const bird_polygon = Makie.Polygon(Point2f[(-1, -1), (2, 0), (-1, 1)])
function bird_marker(b::Bird)
    φ = atan(b.vel[2], b.vel[1]) ##+ π/2 + π
    rotate_polygon(bird_polygon, φ)
end
bird_marker (generic function with 1 method)
model = initialize_model()
figure, = abmplot(model; agent_marker = bird_marker)
figure

Animation

abmvideo(
    "flocking.mp4", model;
    agent_marker = bird_marker,
    framerate = 20, frames = 150,
    title = "Flocking",
)

display_mp4("flocking.mp4")

This notebook was generated using Literate.jl.