mirror of
https://github.com/gsi-upm/soil
synced 2024-11-24 20:02:28 +00:00
195 lines
6.2 KiB
Python
195 lines
6.2 KiB
Python
from soil.agents import FSM, NetworkAgent, state, default_state
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from soil import Environment, Simulation, parameters
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from itertools import islice
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import networkx as nx
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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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number_of_pubs: parameters.Integer = 3
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ratio_extroverted: parameters.probability = 0.1
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pub_capacity: parameters.Integer = 10
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def init(self):
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self.pubs = {}
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for i in range(self.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": self.pub_capacity,
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"occupancy": 0,
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}
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self.pubs[newpub["name"]] = newpub
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self.add_agent(agent_class=Police)
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self.populate_network([Patron.w(openness=0.1), Patron.w(openness=1)],
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[self.ratio_extroverted, 1-self.ratio_extroverted])
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assert all(["agent" in node and isinstance(node["agent"], Patron) for (_, node) in self.G.nodes(data=True)])
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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, NetworkAgent):
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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.DEBUG
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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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kicked_out = False
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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(
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self.get_agents(drunk=False, pub=None, state_id=self.looking_for_friends.id)
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)
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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_neighbors())
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for pub in self.model.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.model.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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if self.kicked_out:
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return self.at_home
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pass # out drun
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@state
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def at_home(self):
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"""The end"""
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others = self.get_agents(state_id=Patron.at_home.id, limit_neighbors=True)
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self.debug("I'm home. Just like {} of my friends".format(len(others)))
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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.kicked_out = True
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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"] > self.random.random():
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self.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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self.random.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.unique_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.unique_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, 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.unique_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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sim = Simulation(
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model=CityPubs,
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name="pubcrawl",
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iterations=3,
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max_steps=10,
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dump=False,
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parameters=dict(
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network_generator=nx.empty_graph,
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network_params={"n": 30},
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model=CityPubs,
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altercations=0,
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number_of_pubs=3,
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)
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)
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if __name__ == "__main__":
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sim.run(parallel=False) |