In this simulation, boats (red dots) are given rules by which they can assess their level of annoyance with their neighbors. At each time step, each boat will try to move away from the most annoying of the neighbors, while trying to stay in suitable habitat (area good for camping). Suitability is defined by depth of the water in the anchorage (shown as shades of blue); in future simulations, other factors such as bottom type, land ownership, and presence of seagrass beds will be considered.
The eventual goal of this simulation is to find the maximum number of boats that can coexist in an anchorage with the minimum level of aggravation between them. For the present discussion, this is presented as a way to have agents moving around in a GIS-generated landscape. At this stage, agents are simply reading the features of a static, unchanging landscape.
In this simulation, the landscape is represented in a raster format. However, rather than have a series of raster layers (as is done in normal raster-GIS models), each pixel is an object with a list of variables describing its depth, bottom type, ownership, etc.
In the next page, we discuss grass agents.
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