Difference between revisions of "Animover 1"
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'''Animover 1''' is the first in a series of models simulating animal movement over a territory containing resources. In Animover 1 a single agent is foraging over the landscape with the ability to detect and consume a single resource. This resource is depleted by the agent's movement, which will cease if the agent's resource level ever reaches 0. The resource appears in clumps randomly across the landscape. | '''Animover 1''' is the first in a series of models simulating animal movement over a territory containing resources. In Animover 1 a single agent is foraging over the landscape with the ability to detect and consume a single resource. This resource is depleted by the agent's movement, which will cease if the agent's resource level ever reaches 0. The resource appears in clumps randomly across the landscape. | ||
Movement is governed by a Kernel data structure, which selects the next location of the agent from a set of candidates based on a number of criteria. Kernels draw from an initial pool of potential next locations defined by the annulus shown in the figure. [[File:annulus.png|thumb|Kernel Definition]] | Movement is governed by a Kernel data structure, which selects the next location of the agent from a set of candidates based on a number of criteria. Kernels draw from an initial pool of potential next locations defined by the annulus shown in the figure. Each Kernel type specifies parameters ''r<sub>min</sub>'', ''r<sub>max</sub>'' θ, π and ψ. [[File:annulus.png|thumb|Kernel Definition]] | ||
Two Kernel types are employed, depending on the agent's current circumstances: ''Between Patches (BP)'' and '' Within Patches (WP)''. Generally, an agent | Two Kernel types are employed, depending on the agent's current circumstances: ''Between Patches (BP)'' and '' Within Patches (WP)''. Generally, an agent |
Revision as of 17:39, 15 December 2023
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About Animover 1
Animover 1 is the first in a series of models simulating animal movement over a territory containing resources. In Animover 1 a single agent is foraging over the landscape with the ability to detect and consume a single resource. This resource is depleted by the agent's movement, which will cease if the agent's resource level ever reaches 0. The resource appears in clumps randomly across the landscape.
Movement is governed by a Kernel data structure, which selects the next location of the agent from a set of candidates based on a number of criteria. Kernels draw from an initial pool of potential next locations defined by the annulus shown in the figure. Each Kernel type specifies parameters rmin, rmax θ, π and ψ.
Two Kernel types are employed, depending on the agent's current circumstances: Between Patches (BP) and Within Patches (WP). Generally, an agent