;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; GNU GENERAL PUBLIC LICENSE ;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; CharityWorld-NL ;; CharityWorld-NL is a model designed to show the emergent effects ;; of floating-point errors in agent-based models. ;; Copyright (C) 2005 Luis R. Izquierdo ;; ;; This program is free software; you can redistribute it and/or ;; modify it under the terms of the GNU General Public License ;; as published by the Free Software Foundation; either version 2 ;; of the License, or (at your option) any later version. ;; ;; This program is distributed in the hope that it will be useful, ;; but WITHOUT ANY WARRANTY; without even the implied warranty of ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ;; GNU General Public License for more details. ;; ;; You should have received a copy of the GNU General Public License ;; along with this program; if not, write to the Free Software ;; Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; DECLARATION OF VARIABLES ;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; globals [ time-step ] patches-own [ ; patches are the agents. We do not use turtles here wealth my-neighbors ; these are the 8 neighbours in the Moore neighbourhood of radius 1 ] ;;;;;;;;;;;;;;;;;;;;;;; ;;; CORE PROCEDURES ;;; ;;;;;;;;;;;;;;;;;;;;;;; to setup clear-all-plots clear-patches ; we do not clear all to keep the random seed inputted by the user output-print "Coin value: " + coin-value output-print "Type of agent: " + type-of-agent setup-patches set time-step 0 update-graphs end to setup-patches ask patches [ set wealth coin-value set wealth (wealth + coin-value) ] ; give 2 coins to everyone ask patches [ set my-neighbors values-from neighbors [self] ] ; convert the agentset primitive "neighbors" into a list output-print "Every agent starts with 2 coins" end to conduct-lottery ; everyone gives two coins to the agent in the centre ask patches [ give-one-coin-to patch 0 0 give-one-coin-to patch 0 0 ] update-graphs output-print "Every agent has given 2 coins to\n\tthe agent in the centre" end to go let rich-agents patches with [ locally-rich ] ; identify the agents who are locally rich ifelse not any? rich-agents [ ; if there's no rich agents, finish the simulation output-print "No more locally-rich agents!\nEnd of simulation.\nTime-steps: " + time-step stop ] [ ; if there are, choose one of them at random and tell it to conduct one cycle of redistribution ask random-one-of rich-agents [conduct-cycle-of-redistribution] update-graphs set time-step (time-step + 1) ] end to conduct-cycle-of-redistribution ; Give one coin to each of your neighbours in ascending order of wealth as long as: ; 1. You are locally rich ; 2. Your neighbour isn't set my-neighbors shuffle my-neighbors ; make sure there's no bias in ties when we sort the list set my-neighbors sort-by [ wealth-of ?1 < wealth-of ?2 ] my-neighbors ; sort the list in ascending order of wealth foreach my-neighbors [ if locally-rich and (not value-from ? [locally-rich]) [ give-one-coin-to ? ] ] end to give-one-coin-to [ recipient ] set wealth (wealth - coin-value) set wealth-of recipient (wealth-of recipient + coin-value) end ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; PROCEDURES TO DETERMINE WHETHER AN AGENT IS LOCALLY RICH, AVERAGE, OR POOR ;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; to-report locally-rich ; Four different ways of assessing whether an agent is locally rich or not. ; The four of them are mathematically equivalent in real arithmetic, ; but can give different results in floating-point arithmetic. if type-of-agent = "inclusive total" [ let nbrTotal (sum values-from neighbors [wealth]) + wealth ifelse 9 * wealth > nbrTotal [ report true ] [ report false ] ] if type-of-agent = "inclusive mean" [ let nbrMean ((sum values-from neighbors [wealth]) + wealth) / 9 ifelse wealth > nbrMean [ report true ] [ report false ] ] if type-of-agent = "exclusive total" [ let nbrTotal (sum values-from neighbors [wealth]) ifelse 8 * wealth > nbrTotal [ report true ] [ report false ] ] if type-of-agent = "exclusive mean" [ let nbrMean (sum values-from neighbors [wealth]) / 8 ifelse wealth > nbrMean [ report true ] [ report false ] ] end to-report locally-average ; Four different ways of assessing whether an agent is locally average or not. ; The four of them are mathematically equivalent in real arithmetic, ; but can give different results in floating-point arithmetic. if type-of-agent = "inclusive total" [ let nbrTotal (sum values-from neighbors [wealth]) + wealth ifelse 9 * wealth = nbrTotal [ report true ] [ report false ] ] if type-of-agent = "inclusive mean" [ let nbrMean ((sum values-from neighbors [wealth]) + wealth) / 9 ifelse wealth = nbrMean [ report true ] [ report false ] ] if type-of-agent = "exclusive total" [ let nbrTotal (sum values-from neighbors [wealth]) ifelse 8 * wealth = nbrTotal [ report true ] [ report false ] ] if type-of-agent = "exclusive mean" [ let nbrMean (sum values-from neighbors [wealth]) / 8 ifelse wealth = nbrMean [ report true ] [ report false ] ] end to-report locally-poor ; Four different ways of assessing whether an agent is locally poor or not. ; The four of them are mathematically equivalent in real arithmetic, ; but can give different results in floating-point arithmetic. if type-of-agent = "inclusive total" [ let nbrTotal (sum values-from neighbors [wealth]) + wealth ifelse 9 * wealth < nbrTotal [ report true ] [ report false ] ] if type-of-agent = "inclusive mean" [ let nbrMean ((sum values-from neighbors [wealth]) + wealth) / 9 ifelse wealth < nbrMean [ report true ] [ report false ] ] if type-of-agent = "exclusive total" [ let nbrTotal (sum values-from neighbors [wealth]) ifelse 8 * wealth < nbrTotal [ report true ] [ report false ] ] if type-of-agent = "exclusive mean" [ let nbrMean (sum values-from neighbors [wealth]) / 8 ifelse wealth < nbrMean [ report true ] [ report false ] ] end ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; GRAPH-RELATED PROCEDURES ;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; to update-graphs ask patches [ update-colour ] set-current-plot-pen "locally-rich" plot count patches with [locally-rich] set-current-plot-pen "locally-average" plot count patches with [locally-average] set-current-plot-pen "locally-poor" plot count patches with [locally-poor] end to update-colour if display-mode = "Relative (local) wealth" [ if locally-rich [ set pcolor green ] if locally-average [ set pcolor yellow ] if locally-poor [ set pcolor red ] ] if display-mode = "Absolute wealth" [ if wealth > 2 * coin-value [ set pcolor (50 + 7 * (((2 * screen-size-x * screen-size-y) - wealth) / (2 * screen-size-x * screen-size-y - 2 * coin-value)) ^ 30) ] ; I raise to the power of 30 to make the colour scale finer when the wealth is close to 2 coins if wealth < 2 * coin-value [ set pcolor (15 + 5 * wealth / (2 * coin-value)) ] ifelse wealth = 2 * coin-value [ set pcolor yellow ] ; This final condition, implemented to detect floating-point errors, overrides the previous conditions. [ if wealth > 1.5 * coin-value and wealth < 2.5 * coin-value [ set pcolor blue ] ] ] end ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; RANDOM SEED RELATED PROCEDURES ;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Use a seed created by the new-seed reporter to use-generated-seed output-print "-----NEW RANDOM SEED-----" let my-seed new-seed ; generate a new seed output-print "Generated seed: " + my-seed ; print it out random-seed my-seed ; use the new seed end ; Use a seed entered by the user to use-seed-from-user output-print "-----NEW RANDOM SEED-----" let my-seed read-from-string user-input "Enter a random seed (an integer):" output-print "User entered seed: " + my-seed ; print it out random-seed my-seed ; use the new seed end @#$#@#$#@ GRAPHICS-WINDOW 322 11 522 232 7 7 12.7 1 10 1 1 1 0 1 1 1 CC-WINDOW 5 506 709 601 Command Center 0 BUTTON 5 115 68 148 NIL setup NIL 1 T OBSERVER T NIL BUTTON 5 189 68 222 NIL go T 1 T OBSERVER T NIL SLIDER 5 10 177 43 coin-value coin-value 0 10 1.0 0.1 1 NIL OUTPUT 6 287 317 492 BUTTON 203 11 317 45 Generate seed use-generated-seed NIL 1 T OBSERVER T NIL BUTTON 203 49 317 82 Input seed use-seed-from-user NIL 1 T OBSERVER T NIL PLOT 322 287 698 492 Number of locally rich, average, and poor agents Time-step Count 0.0 10.0 0.0 10.0 true true PENS "locally-rich" 1.0 0 -10899396 true "locally-average" 1.0 0 -1184463 true "locally-poor" 1.0 0 -2674135 true CHOOSER 526 11 698 56 display-mode display-mode "Absolute wealth" "Relative (local) wealth" 0 BUTTON 72 189 135 222 step go NIL 1 T OBSERVER T NIL BUTTON 427 235 522 268 update-grid update-colour NIL 1 T PATCH T NIL BUTTON 5 152 110 185 NIL conduct-lottery NIL 1 T OBSERVER T NIL TEXTBOX 528 70 700 205 Absolute wealth legend:\n Green shades: wealth > 2 coins\n Yellow: wealth = 2 coins\n Red shades: wealth < 2 coins\n Blue overrides when: \n wealth > 1.5 coins AND\n wealth < 2.5 coins AND\n wealth != 2 coins TEXTBOX 531 207 680 267 Relative (local) wealth legend:\n Green: locally rich \n Yellow: locally average\n Red: locally poor BUTTON 6 250 94 283 NIL clear-output NIL 1 T OBSERVER T NIL CHOOSER 5 47 143 92 type-of-agent type-of-agent "inclusive total" "inclusive mean" "exclusive total" "exclusive mean" 0 MONITOR 322 235 392 284 NIL time-step 0 1 TEXTBOX 152 104 316 239 TO RUN THIS MODEL\n1. Choose a coin value.\n2. Select one type of agent.\n3. Use a generated random seed \n or, alternatively, input one.\n4. Click on setup.\n5. Click on conduct-lottery.\n6. Click on go. BUTTON 97 250 172 283 NIL clear-all NIL 1 T OBSERVER T NIL @#$#@#$#@ WHAT IS IT? ----------- CharityWorld-NL is a model designed to show the emergent effects of floating-point errors in agent-based models. This is done by showing how the model behaves dramatically differently using floating-point arithmetic and using real arithmetic. CharityWorld-NL is a model of wealth redistribution in which a number of spatially embedded agents begin with a highly unequal distribution of wealth. This unequal distribution is then redistributed by the agents using a simple rule determining when and to whom money should be given. CharityWorld-NL is an unofficial and reduced version of CharityWorld. CharityWorld-NL should be used for illustration purposes only. You can find the official version of CharityWorld (written in Objective-C) in http://www.macaulay.ac.uk/fearlus/floating-point/charity-world/ HOW IT WORKS ------------ In CharityWorld-NL, the square grid (of default size 15x15) is filled with stationary agents, one per cell. Agents are endowed with an initial wealth of 2 coins. At the beginning of the simulation agents participate in a lottery for which they have to pay 2 coins as the ticket price. The agent at the centre of the grid happens to be the winner of the lottery so, after the lottery has taken place (i.e. after clicking on "conduct-lottery'), its wealth in coins is equal to the number of agents times 2, while the other agents' wealth is 0. At any point in time an agent is locally rich (if and only if the agent is richer than its neighbourhood average), locally average (if and only if the agent's wealth is exactly equal to its neighbourhood average), or locally poor (if and only if the agent is poorer than its neighbourhood average). These agents have a strong craving for equality, so if they are locally rich, they are prepared to donate a coin to their neighbours who are not locally rich (an agent's neighbours are the 8 other agents with whom the agent shares an edge or a corner. Topology is toroidal). More specifically, an agent considers its neighbours in ascending order of wealth, and gives one coin to each of them (one neighbour at a time) as long as the donating agent is locally rich and the considered neighbour is not locally rich. This process is called the cycle of redistribution. Scheduling in the model works as follows: at every time-step a locally rich agent is selected at random and told to perform a cycle of redistribution. So, to clarify things, the first cycle of redistribution in a simulation run should consist of the lottery winner (who is the only locally rich agent right after the lottery has taken place) giving one coin to each of its neighbours (who are not locally rich). Subsequent cycles of redistribution will also be conducted by the lottery winner until one of its neighbours becomes locally rich and is selected (at random) to perform the cycle of redistribution. At that point, wealth will spread even further, eventually making other neighbouring agents locally rich, and therefore turning them into potential donors. The question is: will wealth be completely redistributed using only this simple local rule? HOW TO USE IT ------------- 1. Choose a coin value. This parameter determines the value of the coin used to calculate every agent's wealth. Please realise that if the model ran without any rounding errors, then the value of the coin would not make any difference whatsoever. Using binary numbers like 0.5, 1.0, 1.5, 2.0, or any other multiple of 0.5, prevents any errors from happening. Thus, the behaviour of the model using any of those numbers is exactly the same (using the same random seed). On the contrary, using numbers like 0.1, 0.2, 0.3, 0.4, 0.6, 0.7, ... causes the appearance of rounding errors and of its undesirable consequences in the emergent properties of the model. 2. Select a type of agent. Different types of agents use different equations to assess whether they are locally rich, average, or poor. The four equations implemented in CharityWorld-NL are all mathematically equivalent in real arithmetic, but can give different results in floating-point arithmetic. a) "inclusive total": The two quantities that are compared are the particular agent's wealth multiplied by 9, and the total wealth in the neighbourhood (including the particular agent's wealth). b) "inclusive mean": The two quantities that are compared are the particular agent's wealth, and the average wealth in the neighbourhood (including the particular agent's wealth in the calculation of the average). c) "exclusive total": The two quantities that are compared are the particular agent's wealth multiplied by 8, and the total wealth in the neighbourhood (excluding the particular agent's wealth). d) "exclusive mean": The two quantities that are compared are the particular agent's wealth, and the average wealth in the neighbourhood (excluding the particular agent's wealth in the calculation of the average). When using coin values that prevent errors from happening (e.g. integers), the 4 algorithms above give always the same answer. Thus, runs conducted with any of them (using the same random seed) will be exactly the same. On the contrary, when using values that cause floating-point errors to happen (e.g. 0.1, 0.2, 0.3, or 0.4), each implementation gives a different result (if the model is run for long enough). 3. Use a generated random seed or, alternatively, input one. To replicate runs, use the same random seed. 4. Click on setup. At this point every agent will be endowed with 2 coins. 5. Click on conduct-lottery. Every agent gives the 2 coins to the agent in the centre. 6. Click on go. A locally rich agent is selected at random and asked to perform the cycle of redistribution. 7. Explore the two display modes. "Absolute wealth": Each agent is coloured according to the following legend: a) wealth > 2 * coin-value: green shades. The more wealth, the darker the shade of green. b) wealth = 2 * coin-value: yellow. c) wealth < 2 * coin-value: red shades. The less wealth, the darker the shade of red. d) Blue overrides when: (wealth > 1.5 * coin-value AND wealth < 2.5 * coin-value AND wealth != 2 * coin-value). Blue will not appear in runs that do not suffer floating-poin errors. "Relative (local) wealth": Each agent is coloured according to the following legend: a) locally rich: green b) locally average: yellow c) locally poor: red The button "update-grid" is provided to compare snapshots of the two types of graphs above that refer to the same time-step. When the model is running, the grid is updated every time-step automatically. THINGS TO NOTICE ---------------- Under real arithmetic, it can be proved that every simulation run should behave in exactly the same way no matter the coin value or the type of agent selected (as long as the same random seed is used). It can also be proved that, under real arithmetic, every simulation run should eventually terminate with all the agents having the initial wealth of 2 coins (wealth is eventually completely redistributed irrespective of the coin value, the type of agent, or the random seed). These results can be checked using coin values that are multiples of 0.5, for which simulations run without errors. Under floating-point arithmetic, however, the story is very different. There are many parameter values (in fact most of them) for which the coin value makes a difference, the type of agent makes a difference, and wealth is never redistributed. Some coin values that show this type of behaviour are: 0.1, 0.2, 0.3, 0.4, 0.6, 0.7, 0.8, and 0.9. THINGS TO TRY ------------- An immediate way of appreciating the impact of floating-point errors in this model is to choose a coin value of 0.4, set the display mode to "Relative (local) wealth", and click on set-up. At this point every agent has a wealth of 0.8, so every agent should be locally average. However, due to floating-point errors, every agent sees itself as locally rich, and therefore it would be willing to perform the cycle of redistribution! This is caused only by floating-point errors. You can also check that when the value of the coin is a multiple of 0.5 (no floating-point errors occur), simulation runs terminate with all the wealth redistributed, and the behaviour of the model is exactly the same using any type of agent and for any of those coin values (remember to use the same random seed). On the contrary, when using a coin value of 0.4, the behaviour of the model is incorrect (it never terminates), and is dependent on the type of agent selected (but it should not be). IMPORTANT NOTE ------------------- It is important to remark that the floating-point problems that this model illustrates are caused strictly by the use of floating point arithmetic, not by the use of Netlogo in particular. FLOATING-POINT PROBLEMS ARE BY NO MEANS SPECIFIC ONLY TO NETLOGO. NetLogo, like most programming environments, operates according to the IEEE 754 standard for floating-point arithmetic. You can expect the exact same behaviour if you implement this model in any other platform that follows the IEEE 754 standard. EXTENDING THE MODEL ------------------- CharityWorld-NL is an unofficial and reduced version of CharityWorld. CharityWorld-NL should only be used for illustration purposes. The official version of CharityWorld, which was created by Gary Polhill and Luis Izquierdo, is more flexible and includes many extensions to this reduced version. You can find the official version of CharityWorld (written in Objective-C) in http://www.macaulay.ac.uk/fearlus/floating-point/charity-world/. CharityWorld is written in a manner that follows a fairly standard simple Swarm (http://www.swarm.org ) model implementation, with the exception that all floating point numbers are represented using objects rather than the standard double C data type. These objects all belong to the class DoubleSimple, which contains a double instance variable, and methods to replace the arithmetic operators {+, -, *, /} and the comparison operators. Subclasses of DoubleSimple implement various techniques to deal with floating-point problems (e.g. tolerance windows, offsets, interval arithmetic, strings...), and DoubleSimple features creation methods that cause all new floating point objects to belong to one of these subclasses rather than DoubleSimple itself. The user can therefore specify which subclass of Double-Simple they wish to use throughout a particular simulation, and hence which technique will be used to manage floating point issues. For a detailed description of CharityWorld, see: Polhill, J.G., Izquierdo, L.R. and Gotts, N.M. (in press) What every agent-based modeller should know about floating point arithmetic. Environmental Modelling and Software. http://www.sciencedirect.com/science/journal/13648152 RELATED MODELS -------------- CharityWorld-NL is an unofficial and reduced version of CharityWorld. The official version of CharityWorld, which was created by Gary Polhill and Luis Izquierdo, is more flexible and includes many extensions to this reduced version. You can find the official version of CharityWorld (written in Objective-C) in http://www.macaulay.ac.uk/fearlus/floating-point/charity-world/. CREDITS AND REFERENCES ---------------------- CharityWorld-NL has been implemented by Luis Izquierdo. CharityWorld-NL is available online at: http://www.macaulay.ac.uk/fearlus/floating-point/charity-world/ If you are interested in the effects of floating-point errors on agent-based models you might want to read the following papers: Polhill, J.G., Izquierdo, L.R. and Gotts, N.M. (in press) What every agent-based modeller should know about floating point arithmetic. Environmental Modelling and Software. http://www.sciencedirect.com/science/journal/13648152 Izquierdo, L.R. and Polhill, J.G. (2005) Is your model susceptible to floating point errors? - and if so... does it really matter?. In Troitzsch K.G. (ed.) Proceedings of the 3rd Annual Conference of the European Social Simulation Association. Available upon request (l.izquierdo@macaulay.ac.uk). Polhill, J.G., Izquierdo, L.R. and Gotts, N.M. (2005) The ghost in the model (and other effects of floating point arithmetic). Journal of Artificial Societies and Social Simulation 8(1). http://jasss.soc.surrey.ac.uk/8/1/5.html Polhill, J.G. and Izquierdo, L.R. (2005) Lessons learned from converting the Artificial Stock Market to interval arithmetic. Journal of Artificial Societies and Social Simulation 8(2). http://jasss.soc.surrey.ac.uk/8/2/2.html @#$#@#$#@ 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 arrow true 0 Polygon -7500403 true true 150 0 0 150 105 150 105 293 195 293 195 150 300 150 box false 0 Polygon -7500403 true true 150 285 285 225 285 75 150 135 Polygon -7500403 true true 150 135 15 75 150 15 285 75 Polygon -7500403 true true 15 75 15 225 150 285 150 135 Line -16777216 false 150 285 150 135 Line -16777216 false 150 135 15 75 Line -16777216 false 150 135 285 75 bug true 0 Circle -7500403 true true 96 182 108 Circle -7500403 true true 110 127 80 Circle -7500403 true true 110 75 80 Line -7500403 true 150 100 80 30 Line -7500403 true 150 100 220 30 butterfly true 0 Polygon -7500403 true true 150 165 209 199 225 225 225 255 195 270 165 255 150 240 Polygon -7500403 true true 150 165 89 198 75 225 75 255 105 270 135 255 150 240 Polygon -7500403 true true 139 148 100 105 55 90 25 90 10 105 10 135 25 180 40 195 85 194 139 163 Polygon -7500403 true true 162 150 200 105 245 90 275 90 290 105 290 135 275 180 260 195 215 195 162 165 Polygon -16777216 true false 150 255 135 225 120 150 135 120 150 105 165 120 180 150 165 225 Circle -16777216 true false 135 90 30 Line -16777216 false 150 105 195 60 Line -16777216 false 150 105 105 60 car false 0 Polygon -7500403 true true 300 180 279 164 261 144 240 135 226 132 213 106 203 84 185 63 159 50 135 50 75 60 0 150 0 165 0 225 300 225 300 180 Circle -16777216 true false 180 180 90 Circle -16777216 true false 30 180 90 Polygon -16777216 true false 162 80 132 78 134 135 209 135 194 105 189 96 180 89 Circle -7500403 true true 47 195 58 Circle -7500403 true true 195 195 58 circle false 0 Circle -7500403 true true 0 0 300 circle 2 false 0 Circle -7500403 true true 0 0 300 Circle -16777216 true false 30 30 240 cow 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 cylinder false 0 Circle -7500403 true true 0 0 300 dot false 0 Circle -7500403 true true 90 90 120 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 line half true 0 Line -7500403 true 150 0 150 150 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 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 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 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 Rectangle -7500403 true true 4 45 195 187 Polygon -7500403 true true 296 193 296 150 259 134 244 104 208 104 207 194 Rectangle -1 true false 195 60 195 105 Polygon -16777216 true false 238 112 252 141 219 141 218 112 Circle -16777216 true false 234 174 42 Rectangle -7500403 true true 181 185 214 194 Circle -16777216 true false 144 174 42 Circle -16777216 true false 24 174 42 Circle -7500403 false true 24 174 42 Circle -7500403 false true 144 174 42 Circle -7500403 false true 234 174 42 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 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 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 3.0 @#$#@#$#@ @#$#@#$#@ @#$#@#$#@ @#$#@#$#@