breed [sharks shark] breed [minnows minnow] globals [ starvations death_sharks kills mutations mutations1 time] patches-own [ plankton] turtles-own [ cruise-speed burst-speed wiggle-angle turn-angle field-of-view sight-range energy genome age] minnows-own [ avoid-angle escape-angle safety-range ] sharks-own [shark-food-energy shark_metabolism genome1] to setup __clear-all-and-reset-ticks set mutations (list 0.1 0.1 5 0.5 0.1 2 2 2 ) set mutations1 (list 0.1 0.1 5 2 2 ) create-minnows minnow-population [ setxy random-xcor random-ycor set shape "minnow" set wiggle-angle 5 set cruise-speed 1 set burst-speed 2 set field-of-view 360 set sight-range 5 set safety-range 1 set turn-angle 5 set avoid-angle 15 set escape-angle 15 set energy birth-energy + random-float birth-energy set age random 200 set genome (list cruise-speed burst-speed field-of-view sight-range safety-range turn-angle avoid-angle escape-angle ) if shade-of? turquoise color or shade-of? gray color [set color red] grow] repeat shark-population [make-sharks random-xcor random-ycor] ask patches [ set plankton random 3 ] repeat 5 [diffuse plankton 1 ] ask patches [ set pcolor scale-color turquoise plankton 0 12 ] set starvations 0 set kills 0 set time 0 end to go set time time + 1 ask patches [ if plankton < 5 [ if random-float 100 < (plankton-growth-rate) [ set plankton plankton + 1 ] ] ] diffuse plankton 1 ask patches [ set pcolor scale-color turquoise plankton 0 12] ask minnows [ without-interruption [ swim feed set age age + 1 grow ] ] ask minnows [ without-interruption [birth death ] ] ask sharks [ without-interruption [hunt birth_shark death set age age + 1 ] ] do-plots end to make-sharks [x y] create-sharks 1 [ set heading random 360 setxy x y set color grey set size 4 set shape "shark" set cruise-speed 1.5 set burst-speed 3 set wiggle-angle 5 set turn-angle 10 set field-of-view 120 set sight-range 10 set energy 100 set shark-food-energy 7 set age random 200 set shark_metabolism 0.3 set genome1 (list cruise-speed burst-speed field-of-view sight-range turn-angle ) ] end to swim set energy energy - metabolism let danger sharks in-cone sight-range field-of-view ifelse (any? danger) [ avoid (min-one-of danger [distance myself ]) escape-angle fd burst-speed set energy energy - burst-speed * drag-factor ] [ school ] end to cruise rt random wiggle-angle lt random wiggle-angle fd cruise-speed set energy energy - cruise-speed * drag-factor end to hunt set energy energy - shark_metabolism let prey minnows in-cone sight-range field-of-view ifelse (any? prey) [ let targets prey in-radius 2 ifelse any? targets [ ask one-of targets [die] set kills kills + 1 set energy energy + shark-food-energy ] [ approach min-one-of prey [distance myself] turn-angle fd burst-speed set energy energy - burst-speed * drag-factor ] ] [ cruise ] end to school let schoolmates minnows in-cone sight-range field-of-view with [(distance myself > 0.1) ] ifelse any? schoolmates [let buddy min-one-of schoolmates [distance myself] ifelse distance buddy < safety-range [ avoid buddy avoid-angle ] [ foreach sort schoolmates [ let adjusted-turn-angle turn-angle * exp( ((distance buddy) - (distance ?) ) ) approach ? adjusted-turn-angle align ? adjusted-turn-angle ]] cruise] [cruise] end ;; shark or minnow procedure to turn in the direction of a target turtle by at most the specified turn angle to approach [target max-angle] let angle subtract-headings towards target heading ifelse abs (angle) > max-angle [ ifelse angle > 0 [right max-angle ][left max-angle] ] [ right angle ] end to align [target max-angle] let angle subtract-headings [heading] of target heading ifelse abs (angle) > max-angle [ ifelse angle > 0 [right max-angle ][left max-angle] ] [ right angle ] end to avoid [target max-angle] let angle subtract-headings ((towards target) + 180) heading ifelse abs(angle) > max-angle [ ifelse angle > 0 [right max-angle ][left max-angle] ] [ right angle ] end to feed if plankton >= 1 [ set energy energy + minnow-food-energy set plankton plankton - 1] end to birth if (energy > 2 * birth-energy) [ set energy energy - birth-energy hatch 1 [ set age 0 set energy birth-energy set heading random 360 if mutation? [mutate] ;; mutate the genome fd cruise-speed ] ] end to birth_shark if (energy > 150) [ set energy energy - 50 hatch 1 [ set age 0 set energy 50 set heading random 360 if mutation? [mutate_shark] ;; mutate the genome fd cruise-speed ] ] end to death if (energy < 0) [ ifelse breed = minnows [set starvations starvations + 1 ] [set death_sharks death_sharks + 1] die ] end to grow ifelse age > 300 [set size 2 ] [set size 0.8 + age * 0.004 ] set color scale-color color (energy ) 0 (2 * birth-energy + 50) end to mutate let i 0 let temp 0 while [i < ( length genome ) ][ ifelse (random 2 = 0) [set temp item i genome] [ifelse ((random 2) = 0 ) [set temp item i genome + item i mutations ] [set temp item i genome - item i mutations ]] if (temp <= 0) [set temp item i mutations ] set genome replace-item i genome temp set i i + 1 ] set cruise-speed item 0 genome set burst-speed item 1 genome if item 2 genome > 360 [set genome replace-item 2 genome 360] set field-of-view item 2 genome set sight-range item 3 genome if item 4 genome > sight-range [set genome replace-item 4 genome sight-range] set safety-range item 4 genome set turn-angle item 5 genome set avoid-angle item 6 genome set escape-angle item 7 genome end to mutate_shark let i 0 let temp 0 while [i < ( length genome1 ) ][ ifelse (random 2 = 0) [set temp item i genome1] [ifelse ((random 2) = 0 ) [set temp item i genome1 + item i mutations1 ] [set temp item i genome1 - item i mutations1 ]] if (temp <= 0) [set temp item i mutations1] set genome1 replace-item i genome1 temp set i i + 1 ] set cruise-speed item 0 genome1 set burst-speed item 1 genome1 if item 2 genome1 > 360 [set genome1 replace-item 2 genome1 360] set field-of-view item 2 genome1 set sight-range item 3 genome1 set turn-angle item 4 genome1 end to do-plots set-current-plot "Population" set-current-plot-pen "minnows" plot count minnows set-current-plot "Population-sharks" set-current-plot-pen "sharks" plot count sharks end @#$#@#$#@ GRAPHICS-WINDOW 363 10 865 533 20 20 12.0 1 10 1 1 1 0 1 1 1 -20 20 -20 20 0 0 1 ticks 30.0 BUTTON 5 10 73 43 NIL setup NIL 1 T OBSERVER NIL NIL NIL NIL 1 SLIDER 3 46 148 79 minnow-population minnow-population 100 300 160 10 1 NIL HORIZONTAL BUTTON 79 10 146 43 NIL go T 1 T OBSERVER NIL NIL NIL NIL 1 MONITOR 13 527 81 572 minnows count minnows 3 1 11 SLIDER 4 157 149 190 plankton-growth-rate plankton-growth-rate 1 2 1.7 0.1 1 NIL HORIZONTAL SLIDER 3 82 148 115 shark-population shark-population 0 20 2 1 1 NIL HORIZONTAL PLOT 15 317 320 496 Population time population 0.0 10.0 0.0 10.0 true true "" "" PENS "minnows" 1.0 0 -16777216 true "" "" "sharks" 1.0 0 -7500403 true "" "" MONITOR 85 528 156 573 NIL starvations 3 1 11 MONITOR 157 528 236 573 total kills kills 3 1 11 BUTTON 874 238 1018 271 Remove Sharks ask sharks [die] NIL 1 T OBSERVER NIL NIL NIL NIL 1 SWITCH 175 10 285 43 mutation? mutation? 0 1 -1000 MONITOR 242 100 326 145 burst speed mean [burst-speed] of minnows 3 1 11 MONITOR 158 153 238 198 field of view mean [field-of-view] of minnows 3 1 11 MONITOR 241 153 327 198 sight range mean [sight-range] of minnows 3 1 11 MONITOR 240 259 326 304 turn angle mean [turn-angle] of minnows 3 1 11 MONITOR 157 207 234 252 avoid angle mean [avoid-angle] of minnows 3 1 11 MONITOR 156 260 234 305 escape angle mean [escape-angle] of minnows 3 1 11 MONITOR 239 205 326 250 safety range mean [safety-range] of minnows 3 1 11 SLIDER 3 197 146 230 birth-energy birth-energy 0 100 50 1 1 NIL HORIZONTAL SLIDER 6 120 149 153 minnow-food-energy minnow-food-energy 0 10 9 0.1 1 NIL HORIZONTAL MONITOR 157 100 239 145 cruise speed mean [cruise-speed] of minnows 3 1 11 MONITOR 239 527 320 572 death rate (kills + starvations) / time 3 1 11 SLIDER 5 234 146 267 drag-factor drag-factor 0 1 0.5 0.05 1 NIL HORIZONTAL SLIDER 5 271 146 304 metabolism metabolism 0 0.2 0.01 0.01 1 NIL HORIZONTAL MONITOR 870 50 954 95 Mean Energy mean [energy] of sharks 17 1 11 MONITOR 970 49 1043 94 Nº sharks count sharks 17 1 11 MONITOR 871 107 953 152 Burst speed mean [burst-speed] of sharks 17 1 11 MONITOR 969 107 1044 152 sight range mean [sight-range] of sharks 17 1 11 MONITOR 873 163 953 208 field of view mean [field-of-view] of sharks 17 1 11 TEXTBOX 938 20 1088 38 Sharks 11 0.0 1 PLOT 871 296 1119 446 Population-sharks time population 0.0 10.0 0.0 10.0 true false "" "" PENS "sharks" 1.0 0 -7500403 true "" "" TEXTBOX 217 67 367 85 Minnows 11 0.0 1 MONITOR 969 161 1046 206 NIL death_sharks 17 1 11 @#$#@#$#@ ## WHAT IS IT? This model is a predator prey model with sharks and minnows, which illustrates the principle of evolution. The minnows are programmed with certain behaviors, such as movement, feeding, reproduction, evading sharks and more complex behaviors that can lead to schooling under certain conditions. Sharks hunt minnows and feed on them. The parameters that determine the minnow behaviors evolve as minnows die and are born. ## HOW IT WORKS The model Sharks_and_Minnows has more details about the shark and minnow population dynamics, including the parameters that determine how sharks and minnows reproduce, feed, and move, and how minnows evade sharks and school. In this model the parameters that govern these behaviors are specified as a �genome� for each minnow, rather than being specified by sliders on the interface. The genome is specified as a list of parameter values. Initially each minnow has a randomly assigned genome and consequently the minnows do not exhibit particularly effective shark evading or schooling behavior. However, sharks hunt and eat minnows and the survivors reproduce. In addition, some minnows reproduce more rapidly, depending on how much energy they consume and food they eat. New minnows inherit the genome of their parent, but with some small mutation, determined by a particular mutation rate for each gene. As time passes the behavior of the minnows evolves to one that increases the chances of survival. The exact behavior that evolves can be different in different simulations. ## HOW TO USE IT Choose initial minnows and shark populations. Then choose the global parameters such as food-energy, plankton-growth-rate, birth-energy, drag-coefficient and metabolism and run the simulation. For some combinations the minnows will die out. Adjust them so that the population does not die out. Once you have relatively stable dynamics allow the simulation to run long enough for the evolutionary trend to become obvious. This may take some time. Eventually one color will come to dominate � this is survival of the fittest. After a bit longer the behavior of this �species� will also evolve. ## THINGS TO TRY AND NOTICE Try varying the number of sharks that you add. The behavior that evolves will be quite different with one than it will be with many. You can remove sharks by clicking the button. You can add sharks by clicking on the world-view. Occasionally the minnows will adopted schooling behavior and move as a group to avoid sharks. On other occasions they will evolve to swim faster than the sharks, but will not exhibit a tendency to school. Sometimes minnows do not evolve to be particularly effective at avoiding sharks, but instead evolve behaviors that help them reproduce rapidly. The behaviors that evolve depend on some global parameters, such as metabolism, food-energy, and the drag coefficient. For example, with the drag coefficient low, the minnows end up moving rapidly (since the energy cost of movement is not high). One thing to notices is that even when the global parameters are fixed, the minnows do not always evolve in the same direction. If you run the simulation for a long time, the death rate will decrease, and the population of minnows will stabilize. ## EXTENDING THE MODEL In this model, minnows often eventually evolve to evade sharks almost entirely. In nature the predators often evolve along with the prey. Sharks have parameters or genes that govern minnow hunting behaviors, such as burst speed and sight range, but these genes don't evolve in this simulation. For sharks to evolve there needs to be some mechanism for them to die if they are unsuccessful at catching minnows. It should be relatively simple to give sharks a genome similar to that of the minnows, and have new sharks hatch with slightly mutated genes. Having sharks evolve could setup the possibility for an "arms race" behavior where minnows and sharks become faster and faster, or minnows might simply learn to school more closely, or learn to turn more quickly. ## RELATED MODELS This model is the second of two models on shark minnow population dynamics. The first one does not include evolution, but instead allows the user to choose the parameters and behaviors of the sharks and minnows. ## COPYRIGHT NOTICE Copyright 2006 David McAvity This model was created at the Evergreen State College, in Olympia Washington as part of a series of applets to illustrate principles in physics and biology. Funding was provided by the Plato Royalty Grant. The model may be freely used, modified and redistributed provided this copyright is included and it not used for profit. 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