;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Kauffman's NK Fitness Landscapes ;; Solved by a chosen heuristic search algorithm ;; This prgoram (C) Christopher J Watts, 2011 ;; Based on: ;; Kauffman, S (1993) "The Origins of Order" ;; Kauffman, S (1995) "At Home in the Universe" ;; Kauffman, S (2000) "Investigations" ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; extensions [array] globals [ mean-fitness max-fitness initial-mean-fitness initial-max-fitness input-sets fitness-tables probabilities order-statistic ordered-list temperature tabu-list ] breed [agents agent] agents-own [ fitness solution alt-solution alt-fitness memory initial-solution initial-fitness ] ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; to setup clear-all setup-nk set probabilities array:from-list n-values n-nodes [0.5] set temperature 10000 set tabu-list [] create-agents number-of-agents [ setxy random-xcor random-ycor set color red set solution array:from-list (map [ifelse-value (? > random-float 1) [1] [0] ] (array:to-list probabilities)) calc-agent-fitness set memory [] if opt-method = "Harmony Social Search" [ setup-memory-hss set solution item 1 (last memory) set fitness item 0 (last memory) ] set initial-solution array:from-list array:to-list solution set initial-fitness fitness ] set mean-fitness mean [fitness] of agents set max-fitness max [fitness] of agents set initial-mean-fitness mean-fitness set initial-max-fitness max-fitness setup-plots end to setup-memory-hss repeat memory-length [ set solution array:from-list (map [ifelse-value (? > random-float 1) [1] [0] ] (array:to-list probabilities)) calc-agent-fitness set memory fput (list fitness (array:from-list array:to-list solution)) memory set memory sort-by [(item 0 ?1) <= (item 0 ?2)] memory ] end to reset-agents ; Without defining the NK fitness landscape, set agent population back to their intial starting points. clear-all-plots ask agents [ set solution array:from-list array:to-list initial-solution set fitness initial-fitness set memory [] ] set mean-fitness mean [fitness] of agents set max-fitness max [fitness] of agents set probabilities array:from-list n-values n-nodes [0.5] set temperature 10000 set tabu-list [] setup-plots end ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; to setup-NK ; Define input nodes for each node set input-sets array:from-list n-values n-nodes [array:from-list n-values (k-inputs + 1) [random (n-nodes - 1)]] let cur-node 0 let cur-input 0 let input-set array:from-list n-values (k-inputs + 1) [0] repeat n-nodes [ set input-set array:item input-sets cur-node set cur-input 0 array:set input-set 0 cur-node ; Each node is an input to itself repeat k-inputs [ ; Each node has K inputs which are not itself set cur-input cur-input + 1 if (array:item input-set cur-input) >= cur-node [array:set input-set cur-input ((array:item input-set cur-input) + 1)] ] set cur-node cur-node + 1 ] ; Define fitness table for each node set fitness-tables array:from-list n-values n-nodes [array:from-list n-values (2 ^ (k-inputs + 1)) [random-float 1]] end to calc-agent-fitness let fitness-sum 0 let cur-node 0 repeat n-nodes [ set fitness-sum fitness-sum + array:item (array:item fitness-tables cur-node) (sum n-values (k-inputs + 1) [(array:item solution (array:item (array:item input-sets cur-node) ?)) * (2 ^ ?)]) set cur-node cur-node + 1 ] set fitness (fitness-sum / n-nodes) ;set fitness ((fitness-sum / n-nodes) / base-max-fitness) ^ 8 ; Lazer & Friedman's definition end ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; to go if ticks = max-ticks [ stop ] if opt-method = "Random-Walk Hill Climb" [ hill-climb ] if opt-method = "Cross-Entropy Method" [ cross-entropy-method ] if opt-method = "Weighted Probability Vector" [ via-vector ] if opt-method = "Simulated Annealing" [ simulated-annealing ] if opt-method = "Genetic Algorithm" [ genetic-algorithm ] if opt-method = "Genetic Algorithm LR" [ genetic-algorithm-linear-ranks ] if opt-method = "Agent Tabu" [ hill-climb-with-agent-tabu ] if opt-method = "Population Tabu" [ hill-climb-with-pop-tabu ] if opt-method = "Harmony Search" [ harmony-search ] if opt-method = "Harmony Social Search" [ harmony-social-search ] set mean-fitness mean [fitness] of agents set max-fitness max [fitness] of agents tick if (ticks mod output-every) = 0 [Update-Plots] end to cross-entropy-method ; given population, update probability vector set ordered-list sort-by [([fitness] of ?1) > ([fitness] of ?2)] agents set order-statistic [fitness] of item (((selection - 1)/ 100) * count agents) ordered-list let freq count agents with [fitness >= order-statistic] let sumtotals array:from-list n-values n-nodes [0] ask agents [ if fitness >= order-statistic [ set sumtotals array:from-list (map [?1 + ?2] (array:to-list solution) (array:to-list sumtotals)) ] ] let weight1 (retention / 100) let weight2 1 - weight1 set probabilities array:from-list (map [(weight2 * (?1 / freq)) + (weight1 * ?2)] (array:to-list sumtotals) (array:to-list probabilities)) ; given probability vector, update population let chance-mutation mutation / 100 ask agents [ set solution array:from-list (map [ifelse-value (((? + chance-mutation) - (2 * ? * chance-mutation)) > random-float 1) [1] [0] ] (array:to-list probabilities)) calc-agent-fitness ] end to via-vector ; given population, update probability vector let total-fitness sum [fitness] of agents let sumtotals array:from-list n-values n-nodes [0] ask agents [ set sumtotals array:from-list (map [(?1 * (fitness)) + ?2] (array:to-list solution) (array:to-list sumtotals)) ] let weight1 (retention / 100) let weight2 1 - weight1 set probabilities array:from-list (map [(weight2 * (?1 / total-fitness)) + (weight1 * ?2)] (array:to-list sumtotals) (array:to-list probabilities)) ; given probability vector, update population let chance-mutation mutation / 100 ask agents [ set solution array:from-list (map [ifelse-value (((? + chance-mutation) - (2 * ? * chance-mutation)) > random-float 1) [1] [0] ] (array:to-list probabilities)) calc-agent-fitness ] end to hill-climb ask agents [ ; Agent performs random-walk hill climb set alt-fitness fitness let cur-node (random n-nodes) let alt-state array:item solution cur-node array:set solution cur-node (1 - alt-state) calc-agent-fitness if fitness < alt-fitness [ ; roll back array:set solution cur-node alt-state set fitness alt-fitness ] ] end to simulated-annealing ask agents [ ; Agent performs random-walk hill climb set alt-fitness fitness let cur-node (random n-nodes) let alt-state array:item solution cur-node array:set solution cur-node (1 - alt-state) calc-agent-fitness if fitness < alt-fitness [ ifelse temperature > 0 [ if 1 - (exp ((fitness - alt-fitness) / temperature)) > random-float 1 [ ; roll back array:set solution cur-node alt-state set fitness alt-fitness ] ] [ ; roll back array:set solution cur-node alt-state set fitness alt-fitness ] ] ] set temperature temperature * (1 - (2 ^ (-1 * heat-retention))) end to hill-climb-with-agent-tabu ; Hill climbing, random walk among solutions not on tabu list (stored in agent's memory) ; *** Will get stuck in a loop if memory is longer than solution length! ask agents [ ; Make copy of previous solutions set alt-solution array:from-list array:to-list solution set alt-fitness fitness ] ask agents [ ; Agent performs random-walk hill climb set alt-fitness fitness let cur-node (random n-nodes) let alt-state array:item solution cur-node array:set solution cur-node (1 - alt-state) ; show (word (member? solution memory) " # " solution " # " memory) ; debugging while [member? solution memory] [ ; If on tabu list, need another solution ;array:set solution cur-node alt-state ; arguably could leave this out (boredom leads to more radical experiments) set cur-node (random n-nodes) set alt-state array:item solution cur-node array:set solution cur-node (1 - alt-state) ; show (word (member? solution memory) " # " solution " # " memory) ; debugging ] set memory fput (array:from-list array:to-list solution) memory if memory-length < (length memory) [set memory sublist memory 0 memory-length] calc-agent-fitness if fitness < alt-fitness [ ; roll back ;array:set solution cur-node alt-state set solution array:from-list array:to-list alt-solution set fitness alt-fitness ] ] end to hill-climb-with-pop-tabu ; Hill climbing, random walk among solutions not on tabu list (stored in agent's memory) ; *** Will get stuck in a loop if memory is longer than solution length! ask agents [ ; Make copy of previous solutions set alt-solution array:from-list array:to-list solution set alt-fitness fitness ] ask agents [ ; Agent performs random-walk hill climb set alt-fitness fitness let cur-node (random n-nodes) let alt-state array:item solution cur-node array:set solution cur-node (1 - alt-state) while [member? solution tabu-list] [ ; If on tabu list, need another solution ;array:set solution cur-node alt-state ; arguably could leave this out (boredom leads to more radical experiments) set cur-node (random n-nodes) set alt-state array:item solution cur-node array:set solution cur-node (1 - alt-state) ] set memory fput (array:from-list array:to-list solution) tabu-list if tabu-list-length < (length tabu-list) [set tabu-list sublist tabu-list 0 memory-length] calc-agent-fitness if fitness < alt-fitness [ ; roll back ;array:set solution cur-node alt-state set solution array:from-list array:to-list alt-solution set fitness alt-fitness ] ] end to harmony-search ; Agent constructs solution from its harmony memory (a list of top-m past solutions), with some chance of mutation. ; If new solution is no worse than the worst in the list, drop one of the worst and add the new solution. ; Note: memory here is a list of lists, each first-order list consisting of fitness value and solution array. ; Memory is kept sorted in ascending order of fitness ; Last item in memory is returned as agent's preferred solution. let chance-mutation mutation / 100 ask agents [ ifelse (memory-length > length memory) [ if (0 = length memory) [set memory fput (list fitness (array:from-list array:to-list solution)) memory] set solution array:from-list (n-values n-nodes [random 2]) calc-agent-fitness set memory fput (list fitness (array:from-list array:to-list solution)) memory set memory sort-by [(item 0 ?1) <= (item 0 ?2)] memory ] [ let cur-bit 0 repeat n-nodes [ array:set solution cur-bit (array:item (item 1 (one-of memory)) cur-bit) if chance-mutation > random-float 1 [array:set solution cur-bit (1 - array:item solution cur-bit)] set cur-bit cur-bit + 1 ] calc-agent-fitness let num-inferior (length filter [item 0 ? <= fitness] memory) if num-inferior > 0 [ let to-be-removed random num-inferior set memory remove-item to-be-removed memory set memory fput (list fitness (array:from-list array:to-list solution)) memory set memory sort-by [(item 0 ?1) <= (item 0 ?2)] memory ] ] set solution item 1 last memory set fitness item 0 last memory ] end to harmony-social-search ; 2 Agents co-construct solution from their harmony memory (a list of top-m past solutions), with some chance of mutation. ; If new solution is no worse than the worst in the list, drop one of the worst and add the new solution. ; Note: memory here is a list of lists, each first-order list consisting of fitness value and solution array. ; Memory is kept sorted in ascending order of fitness ; Last item in memory is returned as agent's preferred solution. let chance-mutation mutation / 100 ask agents [ ; ifelse (memory-length > length memory) [ ; ifelse (0 = length memory) [ ; set memory fput (list fitness (array:from-list array:to-list solution)) memory ; ] ; [ ; set solution array:from-list (n-values n-nodes [random 2]) ; calc-agent-fitness ; set memory fput (list fitness (array:from-list array:to-list solution)) memory ; set memory sort-by [(item 0 ?1) <= (item 0 ?2)] memory ; ] ; ; ] ; [ let alter one-of agents ; let alter one-of other agents let switch-source false let cur-bit 0 let chance-crossover crossover / 100 repeat n-nodes [ if chance-crossover > random-float 1 [set switch-source not switch-source] array:set solution cur-bit [(array:item (item 1 (one-of memory)) cur-bit)] of (ifelse-value switch-source [alter] [self]) if chance-mutation > random-float 1 [array:set solution cur-bit (1 - array:item solution cur-bit)] set cur-bit cur-bit + 1 ] calc-agent-fitness let num-inferior (length filter [item 0 ? <= fitness] memory) if num-inferior > 0 [ let to-be-removed random num-inferior set memory remove-item to-be-removed memory set memory fput (list fitness (array:from-list array:to-list solution)) memory set memory sort-by [(item 0 ?1) <= (item 0 ?2)] memory ] ; ] set solution item 1 last memory set fitness item 0 last memory ] end to genetic-algorithm let ego nobody let alter nobody let switch-source false let cur-bit 0 let chance-crossover crossover / 100 let chance-mutation mutation / 100 let ordered-array array:from-list (sort-by [([fitness] of ?1) > ([fitness] of ?2)] agents) let total-fitness sum [fitness] of agents let cur-item 0 let weights-sum 0 ask agents [ ; Make copy of previous solutions set alt-solution array:from-list array:to-list solution set alt-fitness fitness ] ask agents [ ; set ego self ; set alter one-of other agents ; Stratified sampling to select source agent ego set weights-sum random-float total-fitness set cur-item -1 while [weights-sum > 0] [ set cur-item cur-item + 1 set weights-sum weights-sum - [alt-fitness] of array:item ordered-array cur-item ] set ego array:item ordered-array cur-item ; Stratified sampling to select source agent alter set weights-sum random-float total-fitness set cur-item -1 while [weights-sum > 0] [ set cur-item cur-item + 1 set weights-sum weights-sum - [alt-fitness] of array:item ordered-array cur-item ] set alter array:item ordered-array cur-item set cur-bit 0 repeat n-nodes [ if chance-crossover > random-float 1 [set switch-source not switch-source] array:set solution cur-bit [array:item alt-solution cur-bit] of (ifelse-value switch-source [alter] [ego]) if chance-mutation > random-float 1 [array:set solution cur-bit (1 - array:item solution cur-bit)] set cur-bit cur-bit + 1 ] calc-agent-fitness ] end to genetic-algorithm-linear-ranks let ego nobody let alter nobody let switch-source false let cur-bit 0 let chance-crossover crossover / 100 let chance-mutation mutation / 100 let ordered-array array:from-list (sort-by [([fitness] of ?1) > ([fitness] of ?2)] agents) let denom (count agents) * (1 + count agents) / 2 let cur-item 0 let weights-sum 0 ask agents [ ; Make copy of previous solutions set alt-solution array:from-list array:to-list solution set alt-fitness fitness ] ask agents [ ; set ego self ; set alter one-of other agents ; Stratified sampling of linear function of ranks to select source agents ego and alter set ego array:item ordered-array ((count agents) - ((-1 + sqrt (1 + (4 * (random-float 1) * (count agents) * (1 + count agents)))) / 2)) set alter array:item ordered-array ((count agents) - ((-1 + sqrt (1 + (4 * (random-float 1) * (count agents) * (1 + count agents)))) / 2)) set cur-bit 0 repeat n-nodes [ if chance-crossover > random-float 1 [set switch-source not switch-source] array:set solution cur-bit [array:item alt-solution cur-bit] of (ifelse-value switch-source [alter] [ego]) if chance-mutation > random-float 1 [array:set solution cur-bit (1 - array:item solution cur-bit)] set cur-bit cur-bit + 1 ] calc-agent-fitness ] end to print-probabilities print (word "Probability vector: " (map [precision ? 3] (array:to-list probabilities))) end ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; to Setup-Plots set-current-plot "Fitness" set-current-plot-pen "Mean" set-plot-pen-interval output-every set-current-plot-pen "Max" set-plot-pen-interval output-every set-current-plot-pen "Order-Stat" set-plot-pen-interval output-every set-current-plot "Fitness-Histogram" set-plot-pen-interval 0.05 histogram [fitness] of agents end to Update-Plots set-current-plot "Fitness" set-current-plot-pen "Mean" plot mean-fitness set-current-plot-pen "Max" plot max-fitness set-current-plot-pen "Order-Stat" plot order-statistic set-current-plot "Fitness-Histogram" set-plot-pen-interval 0.05 histogram [fitness] of agents end @#$#@#$#@ GRAPHICS-WINDOW 213 10 652 470 16 16 13.0 1 10 1 1 1 0 1 1 1 -16 16 -16 16 0 0 1 ticks SLIDER 8 120 180 153 K-inputs K-inputs 0 15 5 1 1 NIL HORIZONTAL SLIDER 8 84 180 117 N-nodes N-nodes 1 100 20 1 1 NIL HORIZONTAL PLOT 656 163 929 313 Fitness Iterations (ticks) Fitness 0.0 10.0 0.0 1.0 true true PENS "Mean" 1.0 0 -13345367 true "Max" 1.0 0 -16777216 true "Order-Stat" 1.0 0 -955883 true SLIDER 8 48 180 81 Number-of-Agents Number-of-Agents 1 100 100 1 1 NIL HORIZONTAL BUTTON 7 461 71 494 Setup setup NIL 1 T OBSERVER NIL NIL NIL NIL BUTTON 75 461 138 494 Go go T 1 T OBSERVER NIL NIL NIL NIL MONITOR 656 316 736 361 Agent Mean mean-fitness 3 1 11 MONITOR 739 316 812 361 Agent Max max-fitness 3 1 11 PLOT 657 10 857 160 Fitness-Histogram Fitness # Agents 0.0 1.0 0.0 5.0 true false PENS "default" 1.0 1 -16777216 true INPUTBOX 6 572 161 632 Output-Every 1 1 0 Number TEXTBOX 11 4 161 44 Kauffman's NK Fitness Landscapes 16 0.0 1 TEXTBOX 656 364 806 382 Initial Values: 11 0.0 1 MONITOR 655 382 735 427 Agent Mean initial-mean-fitness 3 1 11 MONITOR 738 382 811 427 Agent Max initial-max-fitness 3 1 11 MONITOR 656 454 736 499 Agent Mean 100 * ((mean-fitness / initial-mean-fitness) - 1) 1 1 11 TEXTBOX 660 435 810 453 % Improvement: 11 0.0 1 MONITOR 739 454 812 499 Agent Max 100 * ((max-fitness / initial-max-fitness) - 1) 1 1 11 BUTTON 6 498 89 531 Reset Agents reset-agents NIL 1 T OBSERVER NIL NIL NIL NIL SLIDER 7 206 179 239 Selection Selection 1 100 5 1 1 NIL HORIZONTAL SLIDER 7 242 179 275 Retention Retention 0 100 80 1 1 NIL HORIZONTAL BUTTON 142 461 208 494 Go Once go NIL 1 T OBSERVER NIL NIL NIL NIL CHOOSER 8 157 210 202 Opt-Method Opt-Method "Random-Walk Hill Climb" "Simulated Annealing" "Cross-Entropy Method" "Weighted Probability Vector" "Genetic Algorithm" "Genetic Algorithm LR" "Agent Tabu" "Population Tabu" "Harmony Search" "Harmony Social Search" 9 BUTTON 6 535 102 568 Print Vector print-probabilities NIL 1 T OBSERVER NIL NIL NIL NIL BUTTON 105 535 190 568 Print Max print (word \"Current best: \" (array:to-list ([solution] of one-of agents with [fitness = max-fitness])))\n NIL 1 T OBSERVER NIL NIL NIL NIL SLIDER 7 278 179 311 Mutation Mutation 0 100 5 1 1 NIL HORIZONTAL SLIDER 7 314 179 347 Heat-Retention Heat-Retention 0 10 1 1 1 NIL HORIZONTAL SLIDER 7 350 179 383 Crossover Crossover 0 100 5 1 1 NIL HORIZONTAL SLIDER 7 385 179 418 Memory-Length Memory-Length 0 20 1 1 1 NIL HORIZONTAL SLIDER 7 421 179 454 Tabu-List-Length Tabu-List-Length 0 100 100 5 1 NIL HORIZONTAL INPUTBOX 165 572 320 632 Max-ticks 2000 1 0 Number @#$#@#$#@ WHAT IS IT? ----------- Stuart Kauffman's NK Fitness Landscapes. As described in Kauffman (1993, 1995, 2000) among other places. This is the most basic form of the fitness model. (So no patches, species, alternative network topologies, phenotypical functions etc.) This NetLogo version (C) Christopher J Watts, 2011. HEURISTIC SEARCH ALGORITHMS --------------------------- Random-Walk Hill Climbing: flip a randomly chosen variable; if fitness does not get worse, keep the new value, else flip it back. Cross-Entropy Method: Use a probability vector to generate a population of solutions; use the information contained in the top-n% solutions to update the probability vector. Weighted Probability Vector: Use a probability vector to generate a population of solutions; weight the information contained in solutions by fitness to update the probability vector. Genetic Algorithm: Each tick agents are given a new generation of solutions, based upon solutions selected from the previous generation. During construction of a new solution there is a the chance of mutation of individual bits and crossover between pairs of solutions. Selection of solutions uses stratified sampling based on fitness values. Genetic Algorithm LR: As genetic algorithm, but selects previous solutions using stratified sampling of a linear function of rank order based on fitness. Agent Tabu: Similar to random-walk hill climbing, but each agent maintains a memory of its most recent solutions and forces its new solution to be distinct from any on the tabu list - i.e. its memory. Population Tabu: The tabu list consists of the whole population's most recent solutions. Thus the agents constrain each other's search efforts. Harmony Search: Each agent constructs a new solution by sampling each bit from a memory of its top-m past solutions. There is also a chance of mutation for each bit. The new solution is evaluated. If it is no worse than the worst solution in memory, one of the worst solutions is removed from memory, and the new solution is added to memory. Memory is kept sorted in ascending order of fitness, so the last item in memory has the best fitness value. When not active, an agent's solution and fitness value is set to this last item. Harmony Social Search: Similar to Harmony Search, but pairs of agents co-construct solutions. During construction of a new solution, there is a chance of crossover with information from the other agent's memory. HOW IT WORKS ------------ There are N nodes. Each node has a binary variable, its current state. Each node takes input from K input nodes, plus itself. Each node has a fitness table, listing the contribution it makes to fitness given the current states of all its input nodes, including itself. Input nodes are assigned at randomly uniformly. Tables of fitness contributions are populated from a uniform distribution in the range [0, 1). Given a combination of all N node states, the N contributions can be averaged to compute a single fitness value. HOW TO USE IT ------------- "setup-NK" defines the input tables and fitness tables. "calc-agent-fitness" calculates for the current agent a fitness value from a given solution. The fitness value is returned in the agent's attribute "fitness". (Though it could have been returned using "report " instead.) The solution is contained in an array called "solution". (Though this could have been a global, instead of being agent-specific.) "setup" creates a population of agent optimisers. "go" runs for each agent a heuristic search algorithm, in the first case "random-walk hill climbing". For a given population of agent optimisers, the population mean and max can be output periodically. THINGS TO NOTICE ---------------- Agents improve their fitness over time, but improvements become harder to obtain. Eventually fitness may plateau, as every agent has reached a peak fitness, or local optimum solution. Given sufficiently many agents, at values of K > 0 it is likely that the agent mean will not reach the agent max. This reflects the fact that the agents have not all reached the same local optimum. As we try increasing K, the expected number of local optima per landscape increases at a super-linear rate. THINGS TO TRY ------------- Use BehaviorSpace to find out what values for mean and max fitness you get given different size problems (N), difficulty levels (controlled by K) and population sizes. EXTENDING THE MODEL ------------------- Try different heuristic search algorithms than random-walk hill climbing: steepest-path hill climbing, simulated annealing, tabu search, cross-entropy method / ant-colony optimisation, harmony search, genetic algorithms etc... NETLOGO FEATURES ---------------- Note how compact the definition and calculation of NK fitness is in NetLogo. RELATED MODELS -------------- Boolean constraint satisfaction problems (K-Sat) can also be defined very economically. NK fitness models have provided the starting point for various simulation models, some of them modifying the basic definition. See for examples: Kauffman et al (2000), Levinthal (e.g. 1997) on strategic decision making, Frenken (various) on technological evolution, Lazer & Friedman (2007) on collective learning, and Watts & Gilbert (forthcoming) on science models. CREDITS AND REFERENCES ---------------------- Kauffman, Stuart (1993) "The Origins of Order: Self-Organization and Selection in Evolution". New York: OUP Kauffman, Stuart (1995) "At home in the universe: the search for laws of complexity". London: Penguin. Kauffman, Stuart (2000) "Investigations". Oxford : Oxford University Press Kauffman, Stuart, Jose Lobo & William G Macready (2000) "Optimal search on a technology landscape". Journal of Economic Behavior & Organization 43 141-166 @#$#@#$#@ 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 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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 sheep false 0 Rectangle -7500403 true true 151 225 180 285 Rectangle -7500403 true true 47 225 75 285 Rectangle -7500403 true true 15 75 210 225 Circle -7500403 true true 135 75 150 Circle -16777216 true false 165 76 116 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 4.1 @#$#@#$#@ @#$#@#$#@ @#$#@#$#@ setup go ticks = 2000 timer mean-fitness max-fitness initial-mean-fitness initial-max-fitness setup go ticks = 50 timer count agents initial-mean-fitness initial-max-fitness mean-fitness max-fitness ((mean-fitness / initial-mean-fitness) - 1) ((max-fitness / initial-max-fitness) - 1) order-statistic setup go ticks = 50 timer count agents initial-mean-fitness initial-max-fitness mean-fitness max-fitness ((mean-fitness / initial-mean-fitness) - 1) ((max-fitness / initial-max-fitness) - 1) order-statistic setup go ticks = 50 timer count agents initial-mean-fitness initial-max-fitness mean-fitness max-fitness ((mean-fitness / initial-mean-fitness) - 1) ((max-fitness / initial-max-fitness) - 1) order-statistic set memory-length int (100 / number-of-agents) setup go timer count agents initial-mean-fitness initial-max-fitness mean-fitness max-fitness ((mean-fitness / initial-mean-fitness) - 1) ((max-fitness / initial-max-fitness) - 1) order-statistic memory-length @#$#@#$#@ @#$#@#$#@ default 0.0 -0.2 0 1.0 0.0 0.0 1 1.0 0.0 0.2 0 1.0 0.0 link direction true 0 Line -7500403 true 150 150 90 180 Line -7500403 true 150 150 210 180 @#$#@#$#@ 0 @#$#@#$#@