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10
examples/pubcrawl/README.md
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10
examples/pubcrawl/README.md
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Simulation of pubs and drinking pals that go from pub to pub.
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Th custom environment includes a list of pubs and methods to allow agents to discover and enter pubs.
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There are two types of agents:
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* Patron. A patron will do three things, in this order:
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* Look for other patrons to drink with
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* Look for a pub where the agent and other agents in the same group can get in.
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* While in the pub, patrons only drink, until they get drunk and taken home.
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* Police. There is only one police agent that will take any drunk patrons home (kick them out of the pub).
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174
examples/pubcrawl/pubcrawl.py
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174
examples/pubcrawl/pubcrawl.py
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from soil.agents import FSM, state, default_state
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from soil import Environment
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from random import random, shuffle
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from itertools import islice
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import logging
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class CityPubs(Environment):
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'''Environment with Pubs'''
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level = logging.INFO
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def __init__(self, *args, number_of_pubs=3, pub_capacity=10, **kwargs):
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super(CityPubs, self).__init__(*args, **kwargs)
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pubs = {}
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for i in range(number_of_pubs):
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newpub = {
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'name': 'The awesome pub #{}'.format(i),
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'open': True,
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'capacity': pub_capacity,
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'occupancy': 0,
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}
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pubs[newpub['name']] = newpub
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self['pubs'] = pubs
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def enter(self, pub_id, *nodes):
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'''Agents will try to enter. The pub checks if it is possible'''
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try:
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pub = self['pubs'][pub_id]
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except KeyError:
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raise ValueError('Pub {} is not available'.format(pub_id))
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if not pub['open'] or (pub['capacity'] < (len(nodes) + pub['occupancy'])):
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return False
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pub['occupancy'] += len(nodes)
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for node in nodes:
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node['pub'] = pub_id
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return True
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def available_pubs(self):
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for pub in self['pubs'].values():
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if pub['open'] and (pub['occupancy'] < pub['capacity']):
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yield pub['name']
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def exit(self, pub_id, *node_ids):
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'''Agents will notify the pub they want to leave'''
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try:
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pub = self['pubs'][pub_id]
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except KeyError:
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raise ValueError('Pub {} is not available'.format(pub_id))
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for node_id in node_ids:
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node = self.get_agent(node_id)
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if pub_id == node['pub']:
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del node['pub']
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pub['occupancy'] -= 1
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class Patron(FSM):
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'''Agent that looks for friends to drink with. It will do three things:
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1) Look for other patrons to drink with
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2) Look for a bar where the agent and other agents in the same group can get in.
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3) While in the bar, patrons only drink, until they get drunk and taken home.
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'''
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level = logging.INFO
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defaults = {
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'pub': None,
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'drunk': False,
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'pints': 0,
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'max_pints': 3,
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}
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@default_state
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@state
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def looking_for_friends(self):
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'''Look for friends to drink with'''
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self.info('I am looking for friends')
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available_friends = list(self.get_agents(drunk=False,
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pub=None,
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state_id=self.looking_for_friends.id))
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if not available_friends:
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self.info('Life sucks and I\'m alone!')
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return self.at_home
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befriended = self.try_friends(available_friends)
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if befriended:
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return self.looking_for_pub
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@state
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def looking_for_pub(self):
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'''Look for a pub that accepts me and my friends'''
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if self['pub'] != None:
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return self.sober_in_pub
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self.debug('I am looking for a pub')
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group = list(self.get_neighboring_agents())
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for pub in self.env.available_pubs():
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self.debug('We\'re trying to get into {}: total: {}'.format(pub, len(group)))
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if self.env.enter(pub, self, *group):
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self.info('We\'re all {} getting in {}!'.format(len(group), pub))
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return self.sober_in_pub
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@state
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def sober_in_pub(self):
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'''Drink up.'''
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self.drink()
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if self['pints'] > self['max_pints']:
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return self.drunk_in_pub
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@state
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def drunk_in_pub(self):
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'''I'm out. Take me home!'''
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self.info('I\'m so drunk. Take me home!')
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self['drunk'] = True
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pass # out drunk
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@state
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def at_home(self):
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'''The end'''
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self.debug('Life sucks. I\'m home!')
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def drink(self):
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self['pints'] += 1
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self.debug('Cheers to that')
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def kick_out(self):
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self.set_state(self.at_home)
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def befriend(self, other_agent, force=False):
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'''
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Try to become friends with another agent. The chances of
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success depend on both agents' openness.
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'''
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if force or self['openness'] > random():
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self.env.add_edge(self, other_agent)
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self.info('Made some friend {}'.format(other_agent))
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return True
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return False
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def try_friends(self, others):
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''' Look for random agents around me and try to befriend them'''
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befriended = False
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k = int(10*self['openness'])
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shuffle(others)
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for friend in islice(others, k): # random.choice >= 3.7
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if friend == self:
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continue
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if friend.befriend(self):
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self.befriend(friend, force=True)
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self.debug('Hooray! new friend: {}'.format(friend.id))
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befriended = True
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else:
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self.debug('{} does not want to be friends'.format(friend.id))
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return befriended
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class Police(FSM):
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'''Simple agent to take drunk people out of pubs.'''
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level = logging.INFO
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@default_state
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@state
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def patrol(self):
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drunksters = list(self.get_agents(drunk=True,
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state_id=Patron.drunk_in_pub.id))
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for drunk in drunksters:
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self.info('Kicking out the trash: {}'.format(drunk.id))
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drunk.kick_out()
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else:
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self.info('No trash to take out. Too bad.')
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if __name__ == '__main__':
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from soil import simulation
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simulation.run_from_config('pubcrawl.yml',
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dry_run=True,
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dump=None,
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parallel=False)
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26
examples/pubcrawl/pubcrawl.yml
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26
examples/pubcrawl/pubcrawl.yml
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@@ -0,0 +1,26 @@
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---
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name: pubcrawl
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num_trials: 3
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max_time: 10
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dump: false
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network_params:
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# Generate 100 empty nodes. They will be assigned a network agent
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generator: empty_graph
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n: 30
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network_agents:
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- agent_type: pubcrawl.Patron
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description: Extroverted patron
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state:
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openness: 1.0
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weight: 9
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- agent_type: pubcrawl.Patron
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description: Introverted patron
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state:
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openness: 0.1
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weight: 1
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environment_agents:
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- agent_type: pubcrawl.Police
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environment_class: pubcrawl.CityPubs
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environment_params:
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altercations: 0
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number_of_pubs: 3
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