NetLogo User Community Models
by Delia S. Shelton, Eriko Atagi, Justin R. Keene, Travis Ross (Submitted: 04/20/2015)
## WHAT IS IT?
This is a model of the internet game Boomshine created by Danny Miller. You, the player, have one opportunity, a boomshot, to click and create the longest chain reaction possible or a set number of explosions to achieve an estabilished goal. This requires the player to monitor the behavior of the circular turtles and choose an optimal boomshot location.
## HOW IT WORKS
When a boomshot is clicked, a turtle is created that expands to a set radius around the center of clicked point, shrinks to a radius of zero and dies. Once this boomshot happens, the turtle is said to have boomed. If a turtle contacts the boomshot during any of its time-elasped life period, the turtles stop moving at point of contact and similarly expand, contract, then die. If new turtles continue to contact boomed turtles, a chain reaction continues until no new contacts are made with a boomed turtle during its life span. Players who are better at choosing the location of the boomshot in relation to other turtles to achieve the longest chain reaction will receive higher scores.
## HOW TO USE IT
## THINGS TO NOTICE
How is the score affected if both the AI and you take a boomshot in the same Play? That is, take your boomshot before the AI booms. Does the score improve with two boomshots--yours and the AI's random boomshot?
Are there levels that the AI can complete faster compared to other levels?
How does adjusting both the time-to-boom and player-speed affect the number of ticks it takes for the AI complete the level?
How does adjusting both the time-to-boom and player-speed affect the score of the AI with a different 'Number of balls in play'?
## THINGS TO TRY
Game "On" and AI "Off":
Game "Off" and AI "Off":
Game "On" and AI "On":
Game "Off" and AI "On":
## EXTENDING THE MODEL
Adjust the AI based player so that it becomes smart. That is, it moves around and expolodes in an optimal manner to create the longest chain reaction (time) or with the most number of turtles.
Gather performance data from players--what determines where they click?
Add bonuses or penalities for exceeding or not reaching the goal, respectively.
Restrict the number of times one could fail to achieve the goals (e.g., number of lives available to the player) in order to complete all 12 levels.
## NETLOGO FEATURES
This model uses breeds to implement the different moving game pieces.
MOUSE-DOWN?, MOUSE-XCOR, and MOUSE-YCOR are used to detect and handle mouse clicks.
USER-MESSAGE WORD are used to relay information to the user about their performance in the game.
COLOR LPUT, and EXTRACT-RGB COLOR are used to allow the turtles to become transparent when they overlap.
## CREDITS AND REFERENCES
The present model was created by Delia Shelton, Eriko Atagi, Justin Keene, and Travis Ross, under the guidance of Tom Busey, in fulfillment of the NetLogo capstone requirement for COGS Q530 at Indiana University.
## HOW TO CITE
If you mention this model in a publication, we ask that you include these citations for the model itself and for the NetLogo software:
(back to the NetLogo User Community Models)