globals [ depth ;; measures the number of recursive calls max-depth ;; holds the peak depth halt ;; if set to 1, maze-building stops spacing ;; the patch distance bewteen centers of maze corridors z-spacing ;; 0 - spacing edge-vs-spacing-x edge-vs-spacing-y maze-edge-x ;; like screen-edge for the maze maze-edge-y ;; blocks-x ;; the number of maze-blocks across blocks-y ;; the number of maze-blocks down first-x ;; marks the lower left corner. first-y ;; "" room-count ;; to total maze-blocks in the grid radius ;; number of patches from the center patch. mark-color ;; complements the gap-color. marks unused maze blocks tiles ;; patches that are stepping points on the grid walkers path-width ] breeds [ghosts runners] turtles-own [ stack breadcrumb-index backtrack] patches-own [breadcrumb] ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; MAZE RUNNING PROCEDURES ;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; to leave-breadcrumb ;;turtle procedure set breadcrumb-of patch-here breadcrumb-index end to finish ask runners [if breadcrumb-of patch-here = 1 [die user-message "Done!"] ] end to wall-follow ;; turtle procedure ask runners [ ifelse right-left? = true [lt 90 while [pcolor-of patch-ahead 1 = black] [rt 90] fd 1 stamp 97] [rt 90 while [pcolor-of patch-ahead 1 = black] [lt 90] fd 1 stamp 97] ] end to tremaux ;;turtle procedure following Tremaux's algorithm ask runners [ set heading downhill4 breadcrumb ;;if encountering already traversed path, backtrack set backtrack max-one-of neighbors4 with [breadcrumb < breadcrumb-of myself][breadcrumb] if (breadcrumb-of patch-ahead 1 > 0) and (backtrack != nobody) [set heading towards backtrack] fd 1 ;;update the patch set breadcrumb-index breadcrumb-index + 1 if breadcrumb-of patch-here = 0 [leave-breadcrumb] stamp 97 ] finish end to pastexperience ;;runner procedure ask runners [ set heading downhill4 breadcrumb ;;if approaching ghost, backtrack set backtrack max-one-of neighbors4 with [breadcrumb < breadcrumb-of myself][breadcrumb] if (any? ghosts in-radius-nowrap 5) or ((breadcrumb-of patch-ahead 1 > 0) and (backtrack != nobody)) [set heading towards backtrack] fd 1 ;;update the patch set breadcrumb-index breadcrumb-index + 1 if breadcrumb-of patch-here = 0 [leave-breadcrumb] stamp 97 ] ask ghosts [ifelse any? runners in-radius-nowrap 12 [showturtle][hideturtle]] finish end to expert-opinion ;;turtle procedure following Tremaux's algorithm without recursion ask runners [ set heading downhill4 breadcrumb fd 1 ;;update the patch set breadcrumb-index breadcrumb-index + 1 if breadcrumb-of patch-here = 0 [leave-breadcrumb] stamp 97 ] finish end to explore-random ;;turtle procedure ask runners [ if count neighbors4 with [breadcrumb = 0] > 2 [rt random 4 * 90] set backtrack random 2 ifelse backtrack = 1 [ while [pcolor-of patch-ahead 1 = black] [rt 90] ] [ while [pcolor-of patch-ahead 1 = black] [lt 90] ] fd 1 stamp 97 ] end to flood-fill ;;turtle procedure ask runners [ set color 97 if count neighbors4 with [pcolor = white] > 1 [hatch 2 [set color 97]] set heading downhill4 breadcrumb fd 1 ;;update the patch set breadcrumb-index breadcrumb-index + 1 if breadcrumb-of patch-here = 0 [leave-breadcrumb] stamp 97 ] end ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; DRAWING PROCEDURES ;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; to draw-white if mouse-down? [ ask patch-at mouse-xcor mouse-ycor [ set pcolor white set breadcrumb 0] ] end to draw-black if mouse-down? [ ask patch-at mouse-xcor mouse-ycor [ set pcolor black set breadcrumb 100000] ] end ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; MAZE BUILDING PROCEDURES ;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; to push ; turt;e pushes current coords onto stack, before turning set stack fput ( list xcor ycor ) stack end to pop ; turtle pops previous turn point from stack locals [ xy ] set xy item 0 stack set stack but-first stack setxy (item 0 xy) (item 1 xy) end to setup clear-all set path-width 1 ;; path-width is width of drawn maze path, in patches ;; radius should always work out to integer, but just in case... set radius int( ( path-width - 1 ) / 2 ) set mark-color white ; spacing is distance 'tween centers of paths set spacing 1 + path-width ; zero minus spacing set tiles patches with [ pxcor mod spacing = 0 and pycor mod spacing = 0 and abs pxcor + radius + 1 < screen-edge-x and abs pycor + radius + 1 < screen-edge-y ] ; the total number of blocks in the maze set room-count count tiles mark-tiles set halt 0 create-walkers end to create-walkers set walkers 1 if walkers >= 1 + room-count / 10 [ set walkers 1 + room-count / 10 ] create-custom-turtles walkers [ pick-spot while [ any? other-turtles-here ] [ pick-spot ] set heading 0 ifelse (perfect-maze? = true) [set color gray] [set color white] set heading 90 * random 4 ask patches in-radius radius [ set pcolor color-of myself ] set stack [] push ] end to pick-spot locals [ spot ] set spot tiles with [ not any? turtles-here ] ifelse any? spot [ set spot random-one-of spot set xcor pxcor-of spot set ycor pycor-of spot ] [ die ] end to mark-tiles ask tiles [ set pcolor mark-color ] end to build-maze ;; turtle procedure locals [ paths target left-right straight curve? running my-color] if halt = 1 [ stop ] set depth depth + 1 if depth > max-depth [ set max-depth depth ] ; make list of open directions to travel set paths find-open-paths ifelse not any? paths [ ifelse length stack > 0 ; if there's no where to go, pop back to the location ; of the previous turn, and start again from there. [ pop ] [ stop ] ] [ ; there is somewhere to go, so... ; first, identify the patch that is straight ahead set straight patch-ahead spacing set left-right paths with [ self != straight ] ; check if I should go straight, or maybe curve? set curve? random-float 1.0 < curvyness ifelse ( curve? and any? left-right ) or not is-open straight [ ; I should curve, or I can't go straight. ; so pick a direction, avoiding picking straight. set target random-one-of left-right ; mark the destination, to help prevent another ; turtle from trying to go there. set pcolor-of target color ; add my current location to the list of ; places where I made a turn. I come back ; here, later. push ; turn to the new location set heading towards target ; go there! draw-move ] [ ; I'm supposed to go straight. ; so first I'll leave myself a note, so I ; remember that I'm going straight for a while. set running true ; While I'm running... while [ running ] [ ; mark my target patch set pcolor-of straight color ; turn to face it set heading towards straight ; go there! draw-move ; identify the next patch set straight patch-at ( dx * spacing) ( dy * spacing ) ; Am I still running? ; if I pick a number more than the curvyness factor, ; and the patch ahead is clear, I'm still running! set running ( random-int-or-float 1.0 >= curvyness and is-open straight ) ] ] ] if length stack = 0 [ stop ] end to-report find-open-paths locals [ paths path-list ] set paths (patches at-points (map [ (list (?1 * spacing ) (?2 * spacing) )] [ 0 0 1 -1 ] [ 1 -1 0 0 ]) ) with [ pcolor = mark-color ] report paths end to draw-move locals [ my-color start-spot] set my-color color set start-spot patch-here ifelse radius > 0 [ repeat spacing [ ask patches in-radius radius [ set pcolor my-color ] ; with [ pcolor != my-color ][ set pcolor my-color ] jump 1 ] ask patches in-radius radius [ set pcolor my-color ] ] [ repeat spacing [ jump 1 stamp color ] ] ask start-spot [ ask patches in-radius radius [ set pcolor my-color - 2 ] ] end to-report is-open [ a-patch ] report (pcolor-of a-patch = mark-color) end to setup-and-go setup display go ask turtles [die] ask patches [if pcolor != black [set pcolor white] ] ask patches with [pcolor = black][set breadcrumb 100000] ask patches with [pcolor = white][set breadcrumb 0] set-default-shape runners "circle" create-runners 1 ask runners [bk screen-edge-y rt 90 fd screen-edge-x - 2 lt 90 set color red set pcolor-of patch-ahead 1 white set breadcrumb-of patch-ahead 1 0 set pcolor-of patch-here red set breadcrumb-of patch-here 1 set breadcrumb-index 1 ] set-default-shape ghosts "ghost" create-ghosts 2 ask ghosts [set color violet rt random 360 fd random screen-edge-x hideturtle] end to go ask turtles [ go-turtle ] end to go-turtle push while [ length stack > 0 ] [ build-maze ] end @#$#@#$#@ GRAPHICS-WINDOW 196 10 554 389 14 14 12.0 1 10 1 1 1 CC-WINDOW 196 392 554 453 Command Center SLIDER 10 217 150 250 curvyness curvyness 0 1 0.8 0.1 1 NIL BUTTON 10 68 162 101 BUILD A (new) MAZE setup-and-go NIL 1 T OBSERVER NIL SWITCH 10 181 148 214 perfect-maze? perfect-maze? 1 1 -1000 BUTTON 10 276 141 309 draw passage (white) draw-white T 1 T OBSERVER T BUTTON 10 313 139 346 draw wall (black) draw-black T 1 T OBSERVER T TEXTBOX 583 20 673 38 RUN THE MAZE SWITCH 645 156 754 189 right-left? right-left? 1 1 -1000 BUTTON 560 157 641 190 wall-follow wall-follow T 1 T OBSERVER T BUTTON 562 270 696 303 monitor as you go tremaux T 1 T OBSERVER T MONITOR 579 50 645 99 remaining count patches with [pcolor = white] 0 1 TEXTBOX 12 255 102 273 EDIT THE MAZE BUTTON 562 308 637 341 NIL flood-fill T 1 T OBSERVER T BUTTON 561 233 672 266 expert opinion expert-opinion T 1 T OBSERVER T BUTTON 560 120 692 153 explore at random explore-random T 1 T OBSERVER T TEXTBOX 11 115 152 175 A perfect maze is one without loops. A braided maze contains loops. TEXTBOX 665 51 755 111 THE MONITOR\nshows how you are doing. BUTTON 561 195 682 228 past experience pastexperience T 1 T OBSERVER T TEXTBOX 12 360 163 435 The slider at the top of the maze display controls the speed of the simulation. TEXTBOX 10 9 157 53 To start, click the button below and choose your strategy on the right. TEXTBOX 568 354 746 429 If a button is black, it is still on. Click it off before building a new maze. The command center at left is for experienced NetLogo users. @#$#@#$#@ WHAT IS IT? ----------- This model demonstrates a variety of maze-running strategies as they encounter a variety of randomly generated mazes. These strategies evoke and resemble human decision-making frameworks. For simplicity, the mazes and the strategies are orthogonal -- the moves are at right angles, not diagonal. You can edit the mazes that are generated before your run them, using the DRAW PASSAGE and DRAW WALL buttons and using the mouse. This model differs from real life in two ways: 1. We're asking you to run cheeseless mazes. Drawing on our life experiences, it is easy enough to imagine finding -- or missing -- the cheese. There are no monsters or ghosts, except in the Past Experience mode. 2. You can tell how you are doing. THE MONITOR (on the upper right) shows the number of unvisited squares. It's not ambiguous, and it doesn't lie. The maze evokes life's possibilities and potentials. How well does your decision strategy or framework fulfill life's potential? How about that of your family, your organization, or your various governments? THE STRATEGIES -------------- EXPLORE AT RANDOM. This strategy is a common one in human affairs. The maze runner proceeds ahead until she arrives at a junction or turn, at which point a random path is taken. WALL-FOLLOWER. This resembles an ideological or faith-based approach. The maze runner keeps a wall on his right (or left) at all times. You can stop and reverse the preference at any time using the "right-left?" switch. Wall-following works well in perfect mazes without chambers or loops. Try a non-perfect maze and see if you can explore all possibilities with a "pendulum" strategy, alternating right and left. PAST EXPERIENCE. This strategy resembles the common human decision framework based on past experience, peer pressure, or on the stories we keep telling ourselves about our failures and successes (our beliefs). Some adaptation can occur: each time this strategy is run, a different theory of the maze is attempted. The purple ghosts you see represent the beliefs or fears of the maze-runner, and are not features of the maze itself. EXPERT OPINION. This strategy resembles much expert opinion in that there is a definite method for seeking untrod passageways, as well as returning to the starting point. However, there is little effective monitoring, and some passages remain unseen. MONITOR AS YOU GO. This maze-running strategy, an implementation of Tremaux's algorithm or rule, marks the passages that have been traversed, thus preventing the maze runner from traversing a passage twice in the same direction. Though it is effective and efficient for exhausting the possibilities of a fixed maze, if you stop the procedure during its run (click the black button) and add new passageways to what has already been run, the maze runner will not always find them. FLOOD-FILL. This strategy resembles a paradigm shift or phase transition. It resembles decision making that simultaneously considers ecological, economic, and social factors for the short and long term, and includes everyone. SOME RIGHTS RESERVED -------------------- This model may be freely distributed, shared, and modified, provided sources are credited. Please credit James Steiner and the Managing Wholes models page: http://managingwholes.com/models The maze-creation portion of this model is based on a model by James P. Steiner. This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/1.0/ or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford, California 94305, USA. @#$#@#$#@ default true 0 Polygon -7566196 true true 150 5 40 250 150 205 260 250 ant true 0 Polygon -7566196 true true 136 61 129 46 144 30 119 45 124 60 114 82 97 37 132 10 93 36 111 84 127 105 172 105 189 84 208 35 171 11 202 35 204 37 186 82 177 60 180 44 159 32 170 44 165 60 Polygon -7566196 true true 150 95 135 103 139 117 125 149 137 180 135 196 150 204 166 195 161 180 174 150 158 116 164 102 Polygon -7566196 true true 149 186 128 197 114 232 134 270 149 282 166 270 185 232 171 195 149 186 149 186 Polygon -7566196 true true 225 66 230 107 159 122 161 127 234 111 236 106 Polygon -7566196 true true 78 58 99 116 139 123 137 128 95 119 Polygon -7566196 true true 48 103 90 147 129 147 130 151 86 151 Polygon -7566196 true true 65 224 92 171 134 160 135 164 95 175 Polygon -7566196 true true 235 222 210 170 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