Sugarscape Pedro Andrade Gilberto Câmara Agent-Based Modelling Representations Goal Communication Communication Action Perception Environment source: Nigel Gilbert The Sugarscape Model Building artificial societies that model certain characteristics of real ones Cells produce sugar: rule Gα Each cell grows α units of sugar by time step up to capacity Sugarscape: Agents consume sugar Agents look for sugar to eat Agents attributes (age, wealth) Sugarscape: Simple agent Look for a random neighbor Moves there if it has more sugar than the current cell to eat. Agents carry food with them Agents have an initial quantity of food They also carry food that has not been eaten Agent survival Agents collect sugar and consume When they have no sugar, they die Agent movement rule Look out as far as vision enables – find the closest empty place with the most sugar Move there and get all the sugar Simple Agent Maximum sugar between 0 and 4 Each cell produces one unit of sugar by time step Each agent starts with initial sugar of 10 and needs one sugar per time step Look for a random neighbor and moves whenever it has more sugar than the current cell to eat. getSugar(“default.sugar”) -- logo package Attribute “maxSugar” More complex Agent Look for all neighbors and moves to the empty one that has more sugar. Initial wealth (sugar) between 5 and 25 Metabolism between 1 and 4 sugar per each step Age starting with zero and increasing by one per time step Die by age (maximum age between 60 and 100) Die by absence of wealth Whenever it dies, creates another agent and put it in a random cell Changes What happens with the average wealth and average age when the number of agents grow?
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