turtles to their neighboring patch with the highest value.
uphill(world, pVar, turtles, nNeighbors, torus = FALSE) # S4 method for worldMatrix,missing,agentMatrix,numeric uphill(world, turtles, nNeighbors, torus) # S4 method for worldArray,character,agentMatrix,numeric uphill(world, pVar, turtles, nNeighbors, torus = FALSE)
WorldMatrix or worldArray object.
Character. If the
AgentMatrix object representing the moving agents.
Integer: 4 or 8. Represents the number of neighbor patches considered.
Logical to determine if the
AgentMatrix representing the
turtles with updated
coordinates and updated data for their "heading" values and
previous coordinates "prevX"
If no neighboring patch has a larger value than the patch where the turtle is currently located on, the turtle stays on this patch. It still moves to the patch center if it was not already on it.
If there are multiple neighboring patches with the same highest value, the turtle chooses one patch randomly.
If a turtle is located on a patch on the edge
torus = FALSE, it has fewer
neighborhing patches as options to move than
torus = TRUE, the turtle can move on the other side of the
move uphill and its choice of neighborhing patches is always equals to
Wilensky, U. 1999. NetLogo. http://ccl.northwestern.edu/netlogo/. Center for Connected Learning and Computer-Based Modeling, Northwestern University. Evanston, IL.
w1 <- createWorld(minPxcor = 1, maxPxcor = 10, minPycor = 1, maxPycor = 10, data = runif(100)) t1 <- createTurtles(n = 10, coords = randomXYcor(w1, n = 10)) plot(w1)points(t1, col = of(agents = t1, var = "color"), pch = 16)t1 <- uphill(world = w1, turtles = t1, nNeighbors = 8) points(t1, col = of(agents = t1, var = "color"), pch = 16)