;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Variable and Breed declarations ;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; globals [ ;; these may be different because the memory of players and androids may be different player-history ;; the history of which number was the minority (encoded into a binary number), seen by the players android-history ;; the history of which number was the minority (encoded into a binary number), seen by the androids minority ;; the current number in the minority avg-score ;; keeps track of all turtles' average score stdev-score ;; keeps track of the standard deviation of the turtles' scores avg-success ;; keeps track of all turtles' average success ;; lists used to create the various turtles shape-names ;; shapes available for players colors ;; colors available for players color-names ;; names of colors available for players used-shape-colors ;; shape-color combinations used ;; quick start instructions and variables quick-start ;; current quickstart instruction displayed in the quickstart monitor qs-item ;; index of the current quickstart instruction qs-items ;; list of quickstart instructions score-list ;; for plotting success-list ;; for plotting ] turtles-own [ score ;; each turtle's score choice ;; each turtle's current choice either 1 or 0 ] ;; each client is represented by a player turtle breed [ players player ] players-own [ user-id ;; name entered by the user in the client chosen-sides? ;; true/false to tell if player has made current choice we don't move to the next round until everyone has chosen choices-made ;; the number of choices each turtle has made ] ;; androids are players in the game that are controlled by the computer breed [ androids android ] androids-own [ strategies ;; each android's strategies (a list of lists) current-strategy ;; each android's current strategy (index for the above list) strategies-scores ;; the accumulated virtual scores for each of the turtle's strategies ] ;;;;;;;;;;;;;;;;;;;;; ;; Setup Procedures ;;;;;;;;;;;;;;;;;;;;; ;; startup of the model to startup clear-all setup hubnet-reset end ;; setup for the overall program, will require clients to re-login to setup ;; prevent an infinite loop from occurring in assign-strategies if (android-memory = 1 and strategies-per-android > 4 ) [ user-message word "You need to increase the memory variable or\n" "decrease the strategies-per-agent variable" stop ] setup-quick-start initialize-system initialize-androids ask patches with [pxcor = 0 ] [ set pcolor white ] ask players [ clear-my-data set ycor 0 ] set score-list map [ [score] of ? ] sort turtles update-success-list clear-all-plots reset-ticks end ;; initializes system variables to initialize-system ;; when generating a random history to start out with ;; first fill the longer memory then take a subsection ;; of that memory and give it to the other group let temp-history random (2 ^ (max list player-memory android-memory)) ifelse player-memory >= android-memory [ set player-history temp-history set android-history (reduce-memory (full-history temp-history player-memory) android-memory) ] [ set android-history temp-history set player-history (reduce-memory (full-history temp-history android-memory) player-memory) ] reset-ticks set avg-score 0 set stdev-score 0 set shape-names [ "airplane" "bug" "butterfly" "car" "fish" "monster" "star" "turtle" "bird" "crown" "ufo" "sun" "train" ] set colors [ white brown yellow green sky violet orange pink red ] set color-names [ "white" "brown" "yellow" "green" "blue" "purple" "orange" "pink" "red" ] set used-shape-colors [] end ;; given a list reduce the length to that of the given ;; memory and return that list as a decimal number to-report reduce-memory [history memory] report decimal sublist history (length history - memory) (length history - 1) end ;; reports the history in binary format (with padding if needed) to-report full-history [ agent-history agent-memory ] let full binary agent-history while [length full < agent-memory] [ set full fput 0 full ] report full end ;; converts a decimal number to a binary number (stored in a list of 0's and 1's) to-report binary [ decimal-num ] let binary-num [] loop [ set binary-num fput (decimal-num mod 2) binary-num set decimal-num int (decimal-num / 2) if (decimal-num = 0) [ report binary-num ] ] end ;; converts a binary number (stored in a list of 0's and 1's) to a decimal number to-report decimal [ binary-num ] report reduce [(2 * ?1) + ?2] binary-num end ;; remove existing turtles and create number-of-androids androids to initialize-androids ask androids [ die ] set-default-shape androids "person" create-androids (number-of-participants - count players) [ set color gray set xcor random-xcor set heading 0 assign-strategies set current-strategy random strategies-per-android set choice item android-history (item current-strategy strategies) set score 0 set strategies-scores n-values strategies-per-android [0] ] let num-picked-zero count turtles with [choice = 0] ifelse (num-picked-zero <= (count turtles - 1) / 2) [ set minority 0 ] [ set minority 1 ] set score-list map [ [score] of ? ] sort turtles setup-plots end ;; gives the androids their allotted number of unique strategies to assign-strategies ;; android procedure let temp-strategy false set strategies [] repeat strategies-per-android [ ;; make sure there are no duplicate strategies in the list set temp-strategy create-strategy while [ member? temp-strategy strategies ] [ set temp-strategy create-strategy ] set strategies fput temp-strategy strategies ] end ;; creates a strategy (a binary number stored in a list of ;; length 2 ^ android-memory) to-report create-strategy report n-values (2 ^ android-memory) [random 2] end ;; reset a player to some initial values to clear-my-data ;; players procedure set xcor random-xcor set choice random 2 set score 0 set chosen-sides? false set choices-made 0 send-info-to-clients update-client end ;;;;;;;;;;;;;;;;;;;;;; ;; Runtime Procedures ;;;;;;;;;;;;;;;;;;;;;; to go every 0.1 [ ;; get commands and data from the clients listen-clients ;; determine if the system should be updated (advanced in time) ;; that is, if every player has chosen a side for this round if any? turtles and not any? players with [ not chosen-sides? ] [ update-system update-scores-and-strategies advance-system update-choices update-success-list set score-list map [ [score] of ? ] sort turtles update-plots let scores [score] of turtles ask turtles [ move max scores min scores ] ask players [ set chosen-sides? false update-client ] tick ] ] end to update-success-list set success-list map [ [ score / choices-made ] of ? ] sort players with [ choices-made > 0 ] if ticks > 0 [ set success-list sentence success-list map [ [score / ticks] of ? ] sort androids ] end ;; updates system variables such as minority, avg-score, and stdev-score globals to update-system let num-picked-zero count turtles with [choice = 0] ifelse num-picked-zero <= (count turtles - 1) / 2 [ set minority 0 ] [ set minority 1 ] set-current-plot "Number Picking Zero" plot num-picked-zero set avg-score mean [score] of turtles set stdev-score standard-deviation [score] of turtles if ticks > 0 [ set avg-success mean (sentence [score / ticks] of androids [score / choices-made] of players with [ choices-made > 0 ]) ] end ;; ask all participants to update their strategy and scores to update-scores-and-strategies ask androids [ update-androids-scores-and-strategies ] ask players [ update-score ] end ;; updates android's score and their strategies' virtual scores to update-androids-scores-and-strategies ;; androids procedure ;; here we use MAP to simultaneously walk down both the list ;; of strategies, and the list of those strategies' scores. ;; ?1 is the current strategy, and ?2 is the current score. ;; For each strategy, we check to see if that strategy selected ;; the minority. If it did, we increase its score by one, ;; otherwise we leave the score alone. set strategies-scores (map [ ifelse-value (item android-history ?1 = minority) [?2 + 1] [?2] ] strategies strategies-scores) let max-score max strategies-scores let max-strategies [] let counter 0 ;; this picks a strategy with the largest virtual score foreach strategies-scores [ if ? = max-score [ set max-strategies lput counter max-strategies ] set counter counter + 1 ] set current-strategy one-of max-strategies update-score end ;; if the turtle is in the minority, increase its score to update-score ;; turtle procedure if choice = minority [ set score score + 1 ] end ;; advances the system forward in time and updates the history to advance-system ;; remove the oldest entry in the memories and place the new one on the end set player-history decimal (lput minority but-first full-history player-history player-memory) set android-history decimal (lput minority but-first full-history android-history android-memory) ;; send the updated info to the clients ask players [ hubnet-send user-id "history" full-history player-history player-memory ] end ;; ask all participants to update their choice to update-choices update-androids-choices ask players [ update-client ] end ;; ask the androids to pick a new choice to update-androids-choices ask androids [ set choice (item android-history (item current-strategy strategies)) ] end ;; move turtles according to their success (a visual aid to see their collective behavior) to move [low-score high-score] if low-score != high-score [ set ycor (((score - low-score) / (high-score - low-score )) * (world-height - 1) ) + min-pycor ] ifelse choice = 0 [ if xcor > 0 [ set xcor random-float (min-pxcor + 1) - 1 ] ] [ if xcor < 0 [ set xcor random-float (max-pxcor - 1) + 1 ] ] end ;;;;;;;;;;;;;;;;;;;;;; ;; HubNet Procedures ;;;;;;;;;;;;;;;;;;;;;; ;; listen for hubnet client activity to listen-clients while [hubnet-message-waiting?] [ hubnet-fetch-message ifelse hubnet-enter-message? [ execute-create ] [ ifelse hubnet-exit-message? [ ;; when players log out we don't kill off the turtles ;; instead we just turn them into androids since it's ;; important to have an odd number of players. This keeps ;; the total population constant ask players with [user-id = hubnet-message-source] [ set breed androids set color gray assign-strategies set current-strategy random strategies-per-android set choice item android-history (item current-strategy strategies) set strategies-scores n-values strategies-per-android [0] set score 0 set size 1 display ] ] [ if hubnet-message-tag = "0" [ choose-value 0 ] if hubnet-message-tag = "1" [ choose-value 1 ] ] ] ] end ;; create a client player upon login to execute-create ;; to make sure that we always have an odd number of ;; participants so there is always a true minority ;; so just change one of the androids into a player ;; (you can only create an odd number of androids) ;; if there aren't enough androids make two and update ;; the slider. if not any? androids [ create-androids 2 [ set heading 0 set xcor random-xcor ] set number-of-participants number-of-participants + 2 ] ask one-of androids [ set breed players set user-id hubnet-message-source set size 2 set-unique-shape-and-color clear-my-data ] display end ;; assigns a shape that is not currently in use to ;; a player turtle to set-unique-shape-and-color ;; player procedure let max-possible-codes (length colors * length shape-names) let code random max-possible-codes while [member? code used-shape-colors and count turtles < max-possible-codes] [ set code random max-possible-codes ] set used-shape-colors (lput code used-shape-colors) set shape item (code mod length shape-names) shape-names set color item (code / length shape-names) colors end ;; to tell the clients what they look like to send-info-to-clients ;; player procedure hubnet-send user-id "You are a:" identity end ;; report the string version of the turtle's identity (color + shape) to-report identity ;; turtle procedure report (word (color-string color) " " shape) end ;; report the string version of the turtle's color to-report color-string [color-value] report item (position color-value colors) color-names end ;; send information to the clients to update-client ;; player procedure hubnet-send user-id "chosen-sides?" chosen-sides? hubnet-send user-id "last choice" choice hubnet-send user-id "current choice" choice hubnet-send user-id "history" full-history player-history player-memory hubnet-send user-id "score" score hubnet-send user-id "success rate" precision ifelse-value (choices-made > 0) [ score / choices-made ] [ 0 ] 2 end ;; the client chooses 0 or 1 to choose-value [ value-chosen ] ask players with [user-id = hubnet-message-source] [ if not chosen-sides? [ hubnet-send user-id "last choice" choice set choice value-chosen set chosen-sides? true set choices-made choices-made + 1 hubnet-send user-id "current choice" choice hubnet-send user-id "chosen-sides?" chosen-sides? ] ] end ;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Quick Start Procedures ;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; instructions to quickly setup the model, and clients to run this activity to setup-quick-start set qs-item 0 set qs-items [ "Teacher: Follow these directions to run the HubNet activity." "Optional: Zoom In (see Tools in the Menu Bar)" "Optional: Change any of the settings...." "If you did change settings, press the SETUP button." "Teacher: Press the LOG-IN button." "Everyone: Open up a HubNet Client on your machine and..." "choose a user-name and..." "connect to this activity." "Teacher: Once everyone has started their client..." "press the LOG-IN button, then press GO." "Everyone: Watch your clock and choose 0 or 1." "Teacher: To rerun the activity with the same group,..." "stop the model by pressing the GO button, if it is on." "Change any of the settings that you would like." "Press the RE-RUN button." "Teacher: Restart the simulation by pressing the GO button again." "Teacher: To start the simulation over with a new group,..." "stop the model by pressing the GO button, if it is on..." "and follow these instructions again from the beginning." ] set quick-start (item qs-item qs-items) end ;; view the next item in the quickstart monitor to view-next set qs-item qs-item + 1 if qs-item >= length qs-items [ set qs-item length qs-items - 1 ] set quick-start (item qs-item qs-items) end ;; view the previous item in the quickstart monitor to view-previous set qs-item qs-item - 1 if qs-item < 0 [ set qs-item 0 ] set quick-start (item qs-item qs-items) end ; Copyright 2004 Uri Wilensky. ; See Info tab for full copyright and license. @#$#@#$#@ GRAPHICS-WINDOW 429 96 964 652 17 17 15.0 1 10 1 1 1 0 0 0 1 -17 17 -17 17 1 1 1 ticks 30.0 BUTTON 117 118 187 151 setup setup NIL 1 T OBSERVER NIL NIL NIL NIL 1 BUTTON 263 118 333 151 go go T 1 T OBSERVER NIL NIL NIL NIL 1 SLIDER 116 10 295 43 number-of-participants number-of-participants 3 501 55 2 1 NIL HORIZONTAL SLIDER 215 44 393 77 player-memory player-memory 1 12 7 1 1 NIL HORIZONTAL SLIDER 36 44 214 77 android-memory android-memory 1 12 3 1 1 NIL HORIZONTAL PLOT 220 411 426 561 Success rate time success rate 0.0 1.0 0.0 0.05 true true "" "" PENS "max" 1.0 0 -2674135 true "" "if length success-list > 0 [ plot max success-list ]" "min" 1.0 0 -13345367 true "" "if length success-list > 0 [ plot min success-list ]" "avg" 1.0 0 -10899396 true "" "if length success-list > 0 [ plot mean success-list ]" PLOT 12 411 218 561 Number Picking Zero time number 0.0 1.0 0.0 25.0 true false "ifelse any? turtles\n [ set-plot-y-range 0 count turtles ]\n [ set-plot-y-range 0 1 ]" "" PENS "number" 1.0 0 -10899396 true "" "" MONITOR 143 157 316 202 history full-history player-history player-memory 3 1 11 PLOT 12 259 218 409 Scores time score 0.0 1.0 0.0 1.0 true true "" "" PENS "max" 1.0 0 -2674135 true "" "if length score-list > 0 [ plot max score-list ]" "min" 1.0 0 -13345367 true "" "if length score-list > 0 [ plot min score-list ]" "avg" 1.0 0 -10899396 true "" "if length score-list > 0 [ plot mean score-list ]" PLOT 220 259 426 409 Success Rates score number 0.0 1.0 0.0 10.0 true true "set-histogram-num-bars 25" "" PENS "default" 0.02 1 -16777216 false "" "if length success-list > 0 [ histogram success-list ]" SLIDER 35 78 213 111 strategies-per-android strategies-per-android 1 15 5 1 1 NIL HORIZONTAL MONITOR 429 10 817 55 Quick Start Instructions-More in Info Window quick-start 3 1 11 BUTTON 429 61 577 94 Reset Instructions setup-quick-start NIL 1 T OBSERVER NIL NIL NIL NIL 1 BUTTON 734 61 817 94 NEXT>>> view-next NIL 1 T OBSERVER NIL NIL NIL NIL 1 BUTTON 649 61 733 94 <<<PREV view-previous NIL 1 T OBSERVER NIL NIL NIL NIL 1 MONITOR 47 211 218 256 high score max [score] of turtles 3 1 11 MONITOR 220 211 391 256 low score min [score] of turtles 3 1 11 BUTTON 190 118 260 151 login listen-clients T 1 T OBSERVER NIL NIL NIL NIL 1 @#$#@#$#@ ## WHAT IS IT? Minority Game is a simplified model of an economic market. In each round agents choose to join one of two sides, 0 or 1. Those on the minority side at the end of a round earn a point. This game is inspired by the "El Farol" bar problem. Each round, the live participants must choose 0 or 1. They can view their choice history for a specified number of previous turns, and may employ a finite set of strategies to make their decision. The record available to them shows which side, 0 or 1, was in the minority in previous rounds. This HubNet version of the model allows players to play against each other and a set of androids. The androids' intelligence (and thus the difficulty of the game) can be increased through the ANDROID-MEMORY slider. ## HOW IT WORKS Each player begins with a score of 0 and must choose a side, 0 or 1, during each round. The round ends when all the human participants have made a choice. Each computer agent begins with a score of 0 and STRATEGIES-PER-AGENT strategies. Each of these strategies is a string of 0 and 1 choices, such as [0 1 1 1 0 0 1] that together represent the agents' possible plan of action (first choose 0, next time choose 1, next time choose 1, etc.). Initially, they choose a random one of these strategies to use. If their current strategy correctly predicted whether 0 or 1 would be the minority, they add one point to their score. Each strategy also earns virtual points according to whether it would have been correct or not. From then on, the agents will use their strategy with the highest virtual point total to predict whether they should select 0 or 1. Thus, for each android, the "fittest" strategies survive. This strategy consists of a list of 1's and 0's that is 2^ANDROID-MEMORY long. The choice the computer agent then makes is based off of the history of past choices. This history is also a list of 1's and 0's that is ANDROID-MEMORY long, but it is encoded into a binary number. The binary number is then used as an index into the strategy list to determine the choice. This means that if there are only computer agents and no human participants, once the number of computer agents, the number of strategies, and the length of the historical record are chosen, all parameters are fixed and the behavior of the system is of interest. ## HOW TO USE IT Quickstart Instructions: Teacher: Follow these directions to run the HubNet activity. Optional: Zoom In (see Tools in the Menu Bar) Optional: Change any of the settings. If you did change settings, press the SETUP button. Teacher: Press the LOGIN button Everyone: Open up a HubNet Client on your machine and choose a username and connect to this activity. Teacher: When everyone is logged in press the LOGIN button again and press the GO button when you are ready to start. Everyone: Choose 0 or 1, when everyone has chosen the view will update to show the relative scores of all the players and androids Teacher: To run the activity again with the same group, stop the model by pressing the GO button, if it is on. Change any of the settings that you would like. Press the SETUP button. Teacher: Restart the simulation by pressing the GO button again. Teacher: To start the simulation over with a new group, have all the clients log out (or boot them using the KICK button in the Control Center) and press SETUP Buttons: SETUP: Resets the simulation according to the parameters set by the sliders all logged-in clients will remain logged-in but their scores will be reset to 0 LOGIN: Allows clients to log in but not to start playing the game. GO: Starts and stops the model. Sliders: NUMBER-OF-PARTICIPANTS: sets the total number of participants in the game, which includes androids and human participants, as clients log in androids will automatically turn into human players. This is to ensure that there is always an odd number of participants in the world so there is always a true minority. PLAYER-MEMORY: The length of the history the players can view to help choose sides. ANDROID-MEMORY: Sets the length of the history which the computer agents use to predict their behavior. One gets most interesting between 3 and 12, though there is some interesting behavior at 1 and 2. Note that when using an ANDROID-MEMORY of 1, the STRATEGIES-PER-AGENT needs to be 4 or less. STRATEGIES-PER-AGENT: Sets the number of strategies each computer agent has in their toolbox. Five is typically a good value. However, this can be changed for investigative purposes using the slider, if desired. Monitors: HIGH SCORE and LOW SCORE show the maximum and minimum scores. HISTORY: shows the most recent minority values. The number of values shown is determined by the PLAYER-MEMORY slider. Plots: SCORES: displays the minimum, maximum, and average scores over time SUCCESS RATES HISTOGRAM: a histogram of the successes per attempts for players and androids. NUMBER PICKING ZERO: plots the number of players and androids that picked zero during the last round SUCCESS RATE: displays the minimum, maximum, and average success rate over time Quickstart NEXT >>> - shows the next quick start instruction <<< PREVIOUS - shows the previous quick start instruction RESET INSTRUCTIONS - shows the first quick start instruction Client Interface Buttons: 0: press this button if you wish to choose 0 for a particular round. 1: press this button if you wish to choose 1 for a particular round. Monitors: YOU ARE A: displays the shape and color of your turtle in the view SCORE: displays how many times you have chosen a value that has been in the minority SUCCESS RATE: the number of times you have been in the minority divided by the number of selections you have participated in. LAST CHOICE: the value you chose in the last round HISTORY: the values that were in the minority in the most recent rounds CURRENT CHOICE: the value that you have chosen for this current round CHOSEN-SIDES?: Tells you whether or not you have chosen this round ## THINGS TO NOTICE There are two extremes possible for each turn: the size of the minority is 1 agent or (NUMBER-OF-AGENTS - 1)/2 agents (since NUMBER-OF-AGENTS is always odd). The former would represent a "wasting of resources" while the latter represents a situation which is more "for the common good." However, each agent acts in an inherently selfish manner, as they care only if they and they alone are in the minority. Nevertheless, the latter situation is prevalent in the system without live players. Does this represent unintended cooperation between agents, or merely coordination and well developed powers of prediction? The agents in the view move according to how successful they are relative to the mean success rate. After running for about 100 time steps (at just about any parameter setting), how do the fastest and slowest agents compare? What does this imply? Playing against others, what strategies seem to be the most effective? What would happen if you simply chose randomly? Look at the plot "Success Rates." As the game runs, the success rates converge. Can you explain this? At the time, the graph lines in the plot "Scores" diverge. Why is that? ## THINGS TO TRY What strategy works to maximize your own score? Would you perform better against only computer agents than against humans? What strategy works better to try to reach social equity? ## EXTENDING THE MODEL Maybe you could add computer agents with different strategies, or more dynamically evolutionary strategies. Could you figure out a strategy that works the best against these computer agents? You could code in multiple dynamic strategies that play against each other. Who would emerge victorious? ## NETLOGO FEATURES One feature which was instrumental to this program being feasible was the `n-values` primitive. When setting up strategies for each computer agent, they are binary numbers (stored in lists) of 2^ANDROID-MEMORY values. If this was done by starting with an empty list and using `fput` 2^ANDROID-MEMORY times, for each agent and for each strategy, during setup you would need to use `fput` N*S*(2^ANDROID-MEMORY) times. Using `n-values` sped this up by about 2 or 3 orders of magnitude. The list primitives `map` and `reduce` were also used to simplify code. ## RELATED MODELS Prisoner's Dilemma Altruism Cooperation El Farol Restaurants ## CREDITS AND REFERENCES Original implementation: Daniel B. Stouffer, for the Center for Connected Learning and Computer-Based Modeling. This model was based upon studies by Dr. Damien Challet et al. Information can be found on the web at http://www.unifr.ch/econophysics/minority/ Challet, D. and Zhang, Y.-C. Emergence of Cooperation and Organization in an Evolutionary Game. Physica A 246, 407 (1997). Zhang, Y.-C. Modeling Market Mechanism with Evolutionary Games. Europhys. News 29, 51 (1998). ## 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: * Wilensky, U. (2004). NetLogo HubNet Minority Game HubNet model. http://ccl.northwestern.edu/netlogo/models/HubNetMinorityGameHubNet. Center for Connected Learning and Computer-Based Modeling, Northwestern University, Evanston, IL. * Wilensky, U. (1999). NetLogo. http://ccl.northwestern.edu/netlogo/. Center for Connected Learning and Computer-Based Modeling, Northwestern University, Evanston, IL. ## COPYRIGHT AND LICENSE Copyright 2004 Uri Wilensky.  This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford, California 94305, USA. Commercial licenses are also available. To inquire about commercial licenses, please contact Uri Wilensky at uri@northwestern.edu. This activity and associated models and materials were created as part of the projects: PARTICIPATORY SIMULATIONS: NETWORK-BASED DESIGN FOR SYSTEMS LEARNING IN CLASSROOMS and/or INTEGRATED SIMULATION AND MODELING ENVIRONMENT. The project gratefully acknowledges the support of the National Science Foundation (REPP & ROLE programs) -- grant numbers REC #9814682 and REC-0126227. @#$#@#$#@ default true 0 Polygon -7500403 true true 150 5 40 250 150 205 260 250 airplane true 0 Polygon -7500403 true true 150 0 135 15 120 60 120 105 15 165 15 195 120 180 135 240 105 270 120 285 150 270 180 285 210 270 165 240 180 180 285 195 285 165 180 105 180 60 165 15 ant true 0 Polygon -7500403 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 -7500403 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 -7500403 true true 149 186 128 197 114 232 134 270 149 282 166 270 185 232 171 195 149 186 Polygon -7500403 true true 225 66 230 107 159 122 161 127 234 111 236 106 Polygon -7500403 true true 78 58 99 116 139 123 137 128 95 119 Polygon 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false 0 Polygon -7500403 true true 200 193 197 249 179 249 177 196 166 187 140 189 93 191 78 179 72 211 49 209 48 181 37 149 25 120 25 89 45 72 103 84 179 75 198 76 252 64 272 81 293 103 285 121 255 121 242 118 224 167 Polygon -7500403 true true 73 210 86 251 62 249 48 208 Polygon -7500403 true true 25 114 16 195 9 204 23 213 25 200 39 123 crown false 0 Rectangle -7500403 true true 45 165 255 240 Polygon -7500403 true true 45 165 30 60 90 165 90 60 132 166 150 60 169 166 210 60 210 165 270 60 255 165 Circle -16777216 true false 222 192 22 Circle -16777216 true false 56 192 22 Circle -16777216 true false 99 192 22 Circle -16777216 true false 180 192 22 Circle -16777216 true false 139 192 22 face happy false 0 Circle -7500403 true true 8 8 285 Circle -16777216 true false 60 75 60 Circle -16777216 true false 180 75 60 Polygon -16777216 true false 150 255 90 239 62 213 47 191 67 179 90 203 109 218 150 225 192 218 210 203 227 181 251 194 236 217 212 240 face neutral false 0 Circle -7500403 true true 8 7 285 Circle -16777216 true false 60 75 60 Circle -16777216 true false 180 75 60 Rectangle -16777216 true false 60 195 240 225 face sad false 0 Circle -7500403 true true 8 8 285 Circle -16777216 true false 60 75 60 Circle -16777216 true false 180 75 60 Polygon -16777216 true false 150 168 90 184 62 210 47 232 67 244 90 220 109 205 150 198 192 205 210 220 227 242 251 229 236 206 212 183 fish false 0 Polygon -1 true false 44 131 21 87 15 86 0 120 15 150 0 180 13 214 20 212 45 166 Polygon -1 true false 135 195 119 235 95 218 76 210 46 204 60 165 Polygon -1 true false 75 45 83 77 71 103 86 114 166 78 135 60 Polygon -7500403 true true 30 136 151 77 226 81 280 119 292 146 292 160 287 170 270 195 195 210 151 212 30 166 Circle -16777216 true false 215 106 30 flag false 0 Rectangle -7500403 true true 60 15 75 300 Polygon -7500403 true true 90 150 270 90 90 30 Line -7500403 true 75 135 90 135 Line -7500403 true 75 45 90 45 flower false 0 Polygon -10899396 true false 135 120 165 165 180 210 180 240 150 300 165 300 195 240 195 195 165 135 Circle -7500403 true true 85 132 38 Circle -7500403 true true 130 147 38 Circle -7500403 true true 192 85 38 Circle -7500403 true true 85 40 38 Circle -7500403 true true 177 40 38 Circle -7500403 true true 177 132 38 Circle -7500403 true true 70 85 38 Circle -7500403 true true 130 25 38 Circle -7500403 true true 96 51 108 Circle -16777216 true false 113 68 74 Polygon -10899396 true false 189 233 219 188 249 173 279 188 234 218 Polygon -10899396 true false 180 255 150 210 105 210 75 240 135 240 house false 0 Rectangle -7500403 true true 45 120 255 285 Rectangle -16777216 true false 120 210 180 285 Polygon -7500403 true true 15 120 150 15 285 120 Line -16777216 false 30 120 270 120 leaf false 0 Polygon -7500403 true true 150 210 135 195 120 210 60 210 30 195 60 180 60 165 15 135 30 120 15 105 40 104 45 90 60 90 90 105 105 120 120 120 105 60 120 60 135 30 150 15 165 30 180 60 195 60 180 120 195 120 210 105 240 90 255 90 263 104 285 105 270 120 285 135 240 165 240 180 270 195 240 210 180 210 165 195 Polygon -7500403 true true 135 195 135 240 120 255 105 255 105 285 135 285 165 240 165 195 line true 0 Line -7500403 true 150 0 150 300 monster false 0 Polygon -7500403 true true 75 150 90 195 210 195 225 150 255 120 255 45 180 0 120 0 45 45 45 120 Circle -16777216 true false 165 60 60 Circle -16777216 true false 75 60 60 Polygon -7500403 true true 225 150 285 195 285 285 255 300 255 210 180 165 Polygon -7500403 true true 75 150 15 195 15 285 45 300 45 210 120 165 Polygon -7500403 true true 210 210 225 285 195 285 165 165 Polygon -7500403 true true 90 210 75 285 105 285 135 165 Rectangle -7500403 true true 135 165 165 270 pentagon false 0 Polygon -7500403 true true 150 15 15 120 60 285 240 285 285 120 person false 0 Circle -7500403 true true 110 5 80 Polygon -7500403 true true 105 90 120 195 90 285 105 300 135 300 150 225 165 300 195 300 210 285 180 195 195 90 Rectangle -7500403 true true 127 79 172 94 Polygon -7500403 true true 195 90 240 150 225 180 165 105 Polygon -7500403 true true 105 90 60 150 75 180 135 105 plant false 0 Rectangle -7500403 true true 135 90 165 300 Polygon -7500403 true true 135 255 90 210 45 195 75 255 135 285 Polygon -7500403 true true 165 255 210 210 255 195 225 255 165 285 Polygon -7500403 true true 135 180 90 135 45 120 75 180 135 210 Polygon -7500403 true true 165 180 165 210 225 180 255 120 210 135 Polygon -7500403 true true 135 105 90 60 45 45 75 105 135 135 Polygon -7500403 true true 165 105 165 135 225 105 255 45 210 60 Polygon -7500403 true true 135 90 120 45 150 15 180 45 165 90 spacecraft true 0 Polygon -7500403 true true 150 0 180 135 255 255 225 240 150 180 75 240 45 255 120 135 square false 0 Rectangle -7500403 true true 30 30 270 270 square 2 false 0 Rectangle -7500403 true true 30 30 270 270 Rectangle -16777216 true false 60 60 240 240 star false 0 Polygon -7500403 true true 151 1 185 108 298 108 207 175 242 282 151 216 59 282 94 175 3 108 116 108 sun false 0 Circle -7500403 true true 75 75 150 Polygon -7500403 true true 300 150 240 120 240 180 Polygon -7500403 true true 150 0 120 60 180 60 Polygon -7500403 true true 150 300 120 240 180 240 Polygon -7500403 true true 0 150 60 120 60 180 Polygon -7500403 true true 60 195 105 240 45 255 Polygon -7500403 true true 60 105 105 60 45 45 Polygon -7500403 true true 195 60 240 105 255 45 Polygon -7500403 true true 240 195 195 240 255 255 target false 0 Circle -7500403 true true 0 0 300 Circle -16777216 true false 30 30 240 Circle -7500403 true true 60 60 180 Circle -16777216 true false 90 90 120 Circle -7500403 true true 120 120 60 train false 0 Rectangle -7500403 true true 30 105 240 150 Polygon -7500403 true true 240 105 270 30 180 30 210 105 Polygon -7500403 true true 195 180 270 180 300 210 195 210 Circle -7500403 true true 0 165 90 Circle -7500403 true true 240 225 30 Circle -7500403 true true 90 165 90 Circle -7500403 true true 195 225 30 Rectangle -7500403 true true 0 30 105 150 Rectangle -16777216 true false 30 60 75 105 Polygon -7500403 true true 195 180 165 150 240 150 240 180 Rectangle -7500403 true true 135 75 165 105 Rectangle -7500403 true true 225 120 255 150 Rectangle -16777216 true false 30 203 150 218 tree false 0 Circle -7500403 true true 118 3 94 Rectangle -6459832 true false 120 195 180 300 Circle -7500403 true true 65 21 108 Circle -7500403 true true 116 41 127 Circle -7500403 true true 45 90 120 Circle -7500403 true true 104 74 152 triangle false 0 Polygon -7500403 true true 150 30 15 255 285 255 triangle 2 false 0 Polygon -7500403 true true 150 30 15 255 285 255 Polygon -16777216 true false 151 99 225 223 75 224 truck false 0 Polygon -7500403 true true 180 135 75 135 75 210 225 210 225 165 195 165 Polygon -8630108 true false 210 210 195 225 180 210 Polygon -8630108 true false 120 210 105 225 90 210 turtle true 0 Polygon -10899396 true false 215 204 240 233 246 254 228 266 215 252 193 210 Polygon -10899396 true false 195 90 225 75 245 75 260 89 269 108 261 124 240 105 225 105 210 105 Polygon -10899396 true false 105 90 75 75 55 75 40 89 31 108 39 124 60 105 75 105 90 105 Polygon -10899396 true false 132 85 134 64 107 51 108 17 150 2 192 18 192 52 169 65 172 87 Polygon -10899396 true false 85 204 60 233 54 254 72 266 85 252 107 210 Polygon -7500403 true true 119 75 179 75 209 101 224 135 220 225 175 261 128 261 81 224 74 135 88 99 ufo false 0 Polygon -1 true false 0 150 15 180 60 210 120 225 180 225 240 210 285 180 300 150 300 135 285 120 240 105 195 105 150 105 105 105 60 105 15 120 0 135 Polygon -16777216 false false 105 105 60 105 15 120 0 135 0 150 15 180 60 210 120 225 180 225 240 210 285 180 300 150 300 135 285 120 240 105 210 105 Polygon -7500403 true true 60 131 90 161 135 176 165 176 210 161 240 131 225 101 195 71 150 60 105 71 75 101 Circle -16777216 false false 255 135 30 Circle -16777216 false false 180 180 30 Circle -16777216 false false 90 180 30 Circle -16777216 false false 15 135 30 Circle -7500403 true true 15 135 30 Circle -7500403 true true 90 180 30 Circle -7500403 true true 180 180 30 Circle -7500403 true true 255 135 30 Polygon -16777216 false false 150 59 105 70 75 100 60 130 90 160 135 175 165 175 210 160 240 130 225 100 195 70 wheel false 0 Circle -7500403 true true 3 3 294 Circle -16777216 true false 30 30 240 Line -7500403 true 150 285 150 15 Line -7500403 true 15 150 285 150 Circle -7500403 true true 120 120 60 Line -7500403 true 216 40 79 269 Line -7500403 true 40 84 269 221 Line -7500403 true 40 216 269 79 Line -7500403 true 84 40 221 269 wolf false 3 Polygon -6459832 true true 170 127 200 93 231 93 237 103 262 103 261 113 253 119 231 119 215 143 213 160 208 173 189 187 169 190 154 190 126 180 106 171 72 171 73 126 122 126 144 123 159 123 Polygon -6459832 true true 201 99 214 69 215 99 Polygon -6459832 true true 207 98 223 71 220 101 Polygon -6459832 true true 184 172 189 234 203 238 203 246 187 247 180 239 171 180 Polygon -6459832 true true 197 174 204 220 218 224 219 234 201 232 195 225 179 179 Polygon -6459832 true true 78 167 95 187 95 208 79 220 92 234 98 235 100 249 81 246 76 241 61 212 65 195 52 170 45 150 44 128 55 121 69 121 81 135 Polygon -6459832 true true 48 143 58 141 Polygon -6459832 true true 46 136 68 137 Polygon -6459832 true true 45 129 35 142 37 159 53 192 47 210 62 238 80 237 Line -16777216 false 74 237 59 213 Line -16777216 false 59 213 59 212 Line -16777216 false 58 211 67 192 Polygon -6459832 true true 38 138 66 149 Polygon -6459832 true true 46 128 33 120 21 118 11 123 3 138 5 160 13 178 9 192 0 199 20 196 25 179 24 161 25 148 45 140 Polygon -6459832 true true 67 122 96 126 63 144 x false 0 Polygon -7500403 true true 270 75 225 30 30 225 75 270 Polygon -7500403 true true 30 75 75 30 270 225 225 270 @#$#@#$#@ NetLogo 5.0beta5 @#$#@#$#@ @#$#@#$#@ @#$#@#$#@ @#$#@#$#@ VIEW 328 10 706 388 0 0 0 1 1 1 1 1 0 1 1 1 -17 17 -17 17 BUTTON 74 234 155 267 0 NIL NIL 1 T OBSERVER NIL NIL MONITOR 38 22 276 71 You are a: NIL 3 1 MONITOR 117 179 304 228 chosen-sides? NIL 3 1 MONITOR 117 127 305 176 history NIL 3 1 MONITOR 52 74 151 123 score NIL 3 1 MONITOR 154 74 254 123 success rate NIL 3 1 MONITOR 7 127 114 176 last choice NIL 3 1 MONITOR 7 179 114 228 current choice NIL 3 1 BUTTON 158 234 239 267 1 NIL NIL 1 T OBSERVER NIL NIL @#$#@#$#@ default 0.0 -0.2 0 0.0 1.0 0.0 1 1.0 0.0 0.2 0 0.0 1.0 link direction true 0 Line -7500403 true 150 150 90 180 Line -7500403 true 150 150 210 180 @#$#@#$#@ 0 @#$#@#$#@