コード例 #1
0
ファイル: Bee.cs プロジェクト: marioagarcia/BeeHiveSelection
        private double observingToFollowingProb()
        {
            double percentageDancers = ((double)DanceFloor.DancerCount()) / ((double)Swarm.BeeCount);

            return(percentageDancers / (percentageDancers + Constants.RECRUITMENT_CONSTANT));
        }
コード例 #2
0
ファイル: Bee.cs プロジェクト: marioagarcia/BeeHiveSelection
        private void ChangeState()
        {
            switch (memory.Status)
            {
            case State.RESTING:
                memory.Status = State.OBSERVING;
                break;

            case State.OBSERVING:
                if (rand.NextDouble() <= observingToFollowingProb())
                {
                    //Bee starts following instead of going back to explore
                    Destination newDestination = DanceFloor.GetSite();
                    if (newDestination != null)
                    {
                        memory.Destination = newDestination;
                        if (newDestination is Site)
                        {
                            memory.Status = State.FOLLOWING;
                            memory.Site   = (Site)newDestination;
                        }
                    }
                }
                else
                {
                    //Bee starts exploring instead of following
                    memory.Status = State.EXPLORING;
                    StartLevySearch(GetRandomAngle(), RandomFlightLength());
                }
                break;

            case State.EXPLORING:
                if (memory.Site == null)
                {
                    memory.Status      = State.RETURNING;
                    memory.Destination = new Location(Swarm.hive);
                }
                else
                {
                    BeginAssessment();
                }

                break;

            case State.FOLLOWING:
                BeginAssessment();
                break;

            case State.ASSESSING:
                memory.Site.CurrentVisitorCount--;
                if (memory.Site.CurrentVisitorCount > this.QUORUM_THRESHOLD)
                {
                    memory.QuorumSensed = true;
                }
                memory.Status      = State.RETURNING;
                memory.Destination = new Location(Swarm.hive);
                break;

            case State.RETURNING:
                if (memory.Site == null)
                {
                    memory.Status = State.RESTING;
                }
                else
                {
                    /*if (memory.QuorumSensed && !Swarm.PipingSupressed)
                     * {
                     *  memory.Status = State.PIPING;
                     *  Swarm.increaseNoise();
                     *  memory.QuorumSensed = false;
                     * }
                     * else*/
                    {
                        DanceFloor.AddDancer(this);
                        memory.Status = State.DANCING;
                    }
                }
                break;

            case State.PIPING:
                Swarm.decreaseNoise();
                RestOrReturn();
                break;

            case State.DANCING:
                DanceFloor.RemoveDancer(this);
                RestOrReturn();
                break;
            }
        }
コード例 #3
0
        /// <summary>
        /// Updates the variables that determine the equillibria
        /// </summary>
        private void updateEquilibriumEquations()
        {
            int    R, O, E, A, D;
            double rDot, oDot, eDot, aDot, dDot;

            R = O = E = A = D = 0;
            ReadOnlyDictionary <Bee.State, int> taskDistribution = Swarm.GetTaskDistribution();

            if (taskDistribution.ContainsKey(Bee.State.RESTING))
            {
                R = taskDistribution[Bee.State.RESTING];
            }
            if (taskDistribution.ContainsKey(Bee.State.OBSERVING))
            {
                O = taskDistribution[Bee.State.OBSERVING];
            }
            if (taskDistribution.ContainsKey(Bee.State.EXPLORING))
            {
                E = taskDistribution[Bee.State.EXPLORING];
            }
            if (taskDistribution.ContainsKey(Bee.State.ASSESSING))
            {
                A = taskDistribution[Bee.State.ASSESSING];
            }
            if (taskDistribution.ContainsKey(Bee.State.DANCING))
            {
                D = taskDistribution[Bee.State.DANCING];
            }

            ReadOnlyDictionary <double, int> danceDistrbution = DanceFloor.GetDanceDistribution();

            double vnD         = 0;
            double siteQuality = 0;

            if (danceDistrbution.Keys.Count != 0)
            {
                siteQuality = danceDistrbution.Keys.ToArray()[0];
            }

            foreach (double quality in danceDistrbution.Keys)
            {
                vnD += ((1 - quality) * (0.666 / siteQuality) * (D));
            }

            double pD = (D / (D + 0.323));
            double qD = 1 - pD;

            // (2.1) Governing system of equations
            rDot = -(0.1 * R) + vnD;

            oDot = (0.1 * R) - (0.125 * O) + (0.033 * E);

            eDot = ((qD * 0.125 * O) - (0.033 * E));

            if (siteQuality != 0)
            {
                aDot = ((pD * 0.125 * O) - (0.05 * A) + (0.005 * (0.066 / siteQuality) * D));

                dDot = ((0.05 * A) - ((0.066 / siteQuality) * D));
            }
            else
            {
                aDot = dDot = 0;
            }

            Rdot.Text = rDot.ToString();
            Odot.Text = oDot.ToString();
            Edot.Text = eDot.ToString();
            Adot.Text = aDot.ToString();
            Ddot.Text = dDot.ToString();
        }