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@akngs
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D3 implementation of an agent-based predator-prey model.
license: gpl-3.0

D3 implementation of an agent-based predator-prey model.

<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>Predator-prey ABM</title>
<style>
body {
margin: 0;
}
svg {
background-color: #5f762d;
display: block;
position: absolute;
}
.agent.prey {
fill: white;
}
.agent.pred {
fill: black;
}
#stats {
position: absolute;
margin: 0;
padding: 0.5em;
background-color: rgba(255, 255, 255, 0.5);
width: 6em;
font-family: sans-serif;
font-size: 12px;
}
#stats li {
list-style-type: none;
}
</style>
</head>
<body>
<svg>
<g class="agents" />
</svg>
<ul id="stats">
<li># pred: <span id="nPred">0</span></li>
<li># prey: <span id="nPrey">0</span></li>
</ul>
<script src="//d3js.org/d3.v4.min.js"></script>
<script>
var POPULATION = 100,
MAX_POPULATION = 1000,
PRED_RATIO = 0.2,
HUNT_RADIUS = 0.05,
ENERGY_BURN = 0.02,
PRED_BRATE = 0.005,
PREY_BRATE = 0.05;
var W = innerWidth, H = innerHeight,
root = d3.select('svg').attr('width', W).attr('height', H)
sx = d3.scaleLinear()
.domain([0, 1])
.range([0, W])
sy = d3.scaleLinear()
.domain([0, 1])
.range([0, H]);
var rand = Math.random,
pi = Math.PI,
cos = Math.cos,
sin = Math.sin,
sqrt = Math.sqrt;
// Generate initial population
var agents = d3.range(POPULATION).map(function (d, i) {
return {
type: ['prey', 'pred'][rand() > PRED_RATIO ? 0 : 1],
alive: true,
x: rand(),
y: rand(),
a: rand() * 2 * pi,
e: 1.0
};
});
tick();
var lastUpdate = Date.now();
function tick() {
requestAnimationFrame(tick);
var now = Date.now();
if (now - lastUpdate < 50) return;
lastUpdate = now;
// update data
var qtree = d3.quadtree()
.extent([[0, 0], [W, H]])
.x(function (a) { return a.x; })
.y(function (a) { return a.y; })
.addAll(agents);
agents.forEach(function (a) {
// breed
if (agents.length < MAX_POPULATION && a.type == 'pred' && rand() < PRED_BRATE) {
agents.push({
type: 'pred',
alive: true,
x: a.x,
y: a.y,
a: a.a,
e: a.e *= 0.5
});
} else if (agents.length < MAX_POPULATION && a.type == 'prey' && rand() < PREY_BRATE) {
agents.push({
type: 'prey',
alive: true,
x: a.x,
y: a.y,
a: a.a
});
}
// hunt
if (a.type == 'pred') {
var target = hunt(qtree, a.x, a.y);
if (target) {
target.alive = false;
a.e = 1.0;
}
a.e -= ENERGY_BURN;
a.alive = a.e > 0.0;
}
// move and rotate
a.x += cos(a.a) * 0.01;
a.y -= sin(a.a) * 0.01;
a.a += (rand() - 0.5) * 2 * pi * 0.1
if (a.x < 0) a.x = 1;
if (a.x > 1) a.x = 0;
if (a.y < 0) a.y = 1;
if (a.y > 1) a.y = 0;
});
agents = agents.filter(function (a) { return a.alive; });
var nPred = 0, nPrey = 0;
agents.forEach(function(a) {
if(a.type === 'pred')
nPred++;
else
nPrey++;
})
d3.select('#nPred').text(nPred);
d3.select('#nPrey').text(nPrey);
// update screen
var sel = root.select('.agents').selectAll('.agent').data(agents);
sel
.enter()
.append('circle')
.merge(sel)
.attr('class', function (d) { return 'agent ' + d.type; })
.attr('r', function(d) {return d.type === 'pred' ? 4 : 2;})
.attr('cx', function (d) { return sx(d.x); })
.attr('cy', function (d) { return sy(d.y); })
sel
.exit()
.remove();
}
function hunt(qtree, x, y) {
var x0 = x - HUNT_RADIUS,
y0 = y - HUNT_RADIUS,
x3 = x + HUNT_RADIUS,
y3 = y + HUNT_RADIUS;
var target = null;
qtree.visit(function (node, x1, y1, x2, y2) {
if (target) return true;
if (!node.length) {
do {
var d = node.data;
if (d.type === 'pred') continue;
if (sqrt((d.x - x) * (d.x - x) + (d.y - y) * (d.y - y)) < HUNT_RADIUS) {
target = d;
return true;
}
} while (node = node.next);
}
return x1 >= x3 || y1 >= y3 || x2 < x0 || y2 < y0;
});
return target;
}
</script>
</body>
</html>
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