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BoerWarABM.nlogo
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globals [
battles
british-dead
debt
initial-british-force
initial-boer-force
num-british
num-boer
Cost-of-burning
Cost-per-tick
Cost-per-soldier
Cost-per-blockhouse
casualty-rate-boer
casualty-rate-brit
size-difference
burning-threshold
]
breed [boer-troops boer-troop]
breed [brit-troops brit-troop]
breed [bunkers bunker]
breed [farmers farmer]
breed [fires fire]
breed [blockhouses blockhouse]
patches-own [
boer-sign ;; counts how many times a boer army has passed over the patch
]
turtles-own [
]
brit-troops-own [
reinforcement-timer ;; counts ticks after a wave reinforcement
strength ;; number of men in the army
old-strength ;; placeholder variable to allow for easier computations of new values
old-food ;; placeholder variable to allow for easier computations of new values
food ;; food stockpile
move? ;; boolean if movement forward is possible
]
boer-troops-own [
strength ;; number of men in the army
old-strength ;; placeholder variable to allow for easier computations of new values
old-food ;; placeholder variable to allow for easier computations of new values
food ;; food stockpile
move? ;; boolean if movement forward is possible
]
farmers-own [
helped-boers ;; tallies how many times the farm has aided the boers
harvest-timer ;; counts ticks after a harvest, will result in more food after 52 ticks
checked? ;; has the british army checked this farm recently?
food ;; ho much food in this crop
]
to setup
clear-all
reset-ticks
set initial-british-force 30000
set initial-boer-force 15000
set num-british 5
set num-boer 5
set Cost-of-burning 25
set Cost-per-tick 25
set Cost-per-soldier 2
set Cost-per-blockhouse 25
set burning-threshold 1
ask patches ;; sets up the veldt
[ set pcolor brown
set boer-sign 0 ]
set-default-shape farmers "house colonial" ;; creation of boer homestead/farms
create-farmers 50
[
setxy random-xcor random-ycor
set color brown
set size 1.5
set food (precision (random-float 5000) 2) ;; random food in the harvest
ask farmers
[ ask patches in-radius 6 ;; creates a zone that boers can forage from
[ set pcolor green ] ]
]
set-default-shape blockhouses "house" ;; default blockhouse setup
create-blockhouses 0
[set color blue]
set-default-shape brit-troops "person" ;; british army creation
create-brit-troops num-british
[
setxy random-xcor random-ycor
set size 2
set color red
set strength (precision (initial-british-force / num-british) 0)
set food (precision (strength * 10) 2)
set reinforcement-timer 0
]
set-default-shape boer-troops "person" ;; boer army creation
create-boer-troops num-boer
[
setxy random-xcor random-ycor
set size 2
set color cyan
set strength (precision (initial-boer-force / num-boer) 0)
set food (precision (strength * 5) 2)
]
set-default-shape fires "fire" ;; fire depiction for battles/farm burning
create-fires 0
[
set color yellow
set size 2
]
end
to go
clear-fires
check-death
check-food
harvest
reinforcement
move-boers
move-british
if ( sum [strength] of boer-troops <= 0 )
[ stop ]
if ticks > 30000
[ stop ]
set debt (debt + Cost-per-tick) ;; updats war debt with the cost of continuing to wage the war
tick
end
to harvest ;; every 52 ticks after having been harvested, the farmers will have another harvest
ask farmers[
ifelse harvest-timer >= 52
[set food (precision (random-float 5000) 2)
set harvest-timer 0]
[ set harvest-timer (harvest-timer + 1) ]
]
end
to reinforcement
ask brit-troops[
ifelse reinforcement-timer >= 104 ;; British armies regain full compliment after 104 ticks
[
set strength (precision (initial-british-force / num-british) 0)
set food (precision (strength * 10) 2)
]
[set reinforcement-timer (reinforcement-timer + 1)]
if reinforcement-timer >= 105
[set reinforcement-timer 0]
]
end
to check-death
ask boer-troops
[if strength < 100
[ die ]
]
ask brit-troops
[if strength < 100
[ die ]
]
end
to clear-fires
ask fires
[ die ]
end
to check-food
ask boer-troops
[if food > 100 * strength
[set food (100 * strength)]
]
end
to move-boers
ask boer-troops
[
if pcolor = grey
[set strength (strength - 25)]
ask patch-here
[set boer-sign (boer-sign + 1)]
look-for-objectives
]
end
to look-for-objectives
ask boer-troops
[
ifelse ( count brit-troops in-radius 5 > 0 ) ;; looks for British troops in area first
[ evaluate-enemy ]
[ search-targets ]
]
end
to evaluate-enemy ;; are british troops larger than me?
ask ( brit-troops in-radius 11 )
[
ifelse strength >= [strength] of myself
[ ask myself [ flee ] ] ;; yes? run
[ ask myself [ engage ] ] ;; no? attack
]
end
to search-targets
ifelse count farmers in-radius 25 > 0 ;; look for nearby farms
[evaluate-farm]
[ifelse count (farmers with-min [distance myself]) > 0 ;; closest farmer
[set heading towards min-one-of farmers [distance myself]
fd 1]
[set heading random 360
fd 1]
eat
]
end
to evaluate-farm
ifelse sum [food] of farmers in-radius 25 > 100
[ gather-food ]
[ ifelse count (farmers in-radius 25 with-max [food]) > 0
[set heading towards max-one-of (farmers in-radius 25) [ food ]
fd 1]
[set heading random 360
fd 1]
]
end
to gather-food
set old-food food
set heading towards max-one-of farmers in-radius 25 [food]
fd 1
if count farmers in-radius 1 > 0
[
set food ( old-food + ( sum [food] of farmers in-radius 1) )
ask farmers in-radius 1
[ set food 0
set harvest-timer 0
set helped-boers (helped-boers + 1)]
]
end
to move-british
ask brit-troops
[
ifelse ( count boer-troops in-radius 10 > 0 )
[ evaluate-enemy-brit ]
[ hunt-boers ]
]
end
to evaluate-farm-brit
ifelse farm-burning?
[ investigate-farm ]
[ search-area ]
end
to search-area
ifelse (count farmers with [ helped-boers > 0 ] > 0)
[ ifelse (count farmers in-radius 1 > 0)
[ask farmers
[set helped-boers 0]
set heading random 360
fd 1]
[set heading towards one-of farmers with [ helped-boers > 0 ]
fd 1]
]
[set heading random 360
fd 1]
end
to investigate-farm
ifelse ( count farmers with [ helped-boers > 0 ] > 0)
[set heading towards max-one-of farmers [helped-boers]
fd 1
if count farmers in-radius 1 > 0
[
ifelse sum ( [helped-boers] of farmers in-radius 1 ) > burning-threshold
[burn-farm]
[set heading towards max-one-of farmers [ helped-boers ]
fd 1]
ask farmers in-radius 3
[ set helped-boers 0]
]
]
[set heading random 360
fd 1]
end
to burn-farm
hatch-fires 1
ask fires in-radius 1
[ set size 1
set color yellow ]
ask farmers in-radius 1
[ die ]
set debt (debt + cost-of-burning)
end
to engage
ifelse ( count brit-troops in-radius 1 >= 1 )
[ battle ]
[ ifelse count brit-troops in-radius 11 > 0
[set heading towards one-of (brit-troops in-radius 11)
fd 1
eat]
[set heading random 360
set move? ( can-move? 1 )
ifelse move? = true
[fd 1]
[set heading random 360
fd 1]
eat]
]
end
to flee
ifelse count brit-troops in-radius 11 > 0
[
set heading ( ( towards one-of (brit-troops in-radius 11)) - 180 )
set move? ( can-move? 1 )
ifelse move? = true
[fd 1]
[set heading random 360
fd 1
eat]
]
[set heading random 360
set move? ( can-move? 1 )
ifelse move? = true
[fd 1]
[set heading random 360
fd 1
eat]]
end
to battle
set battles (battles + 1)
hatch-fires 1
[ set color yellow
set size 3]
calculate-victor
end
to calculate-victor
ifelse (sum [strength] of boer-troops in-radius 1) >= (sum [strength] of brit-troops in-radius 1)
[ boer-victory ]
[ british-victory ]
end
to boer-victory
casualty-ratio-calculate
ask boer-troops in-radius 1
[ set old-strength strength
set old-food food
set strength precision (old-strength - ( 0.1 * old-strength * casualty-rate-boer)) 0
set food (old-food + (0.5 * (sum [food] of brit-troops in-radius 1)))
eat
if strength < 0
[ die ]
]
ask brit-troops in-radius 1
[ set old-strength strength
set old-food food
set strength precision (old-strength - ( 0.1 * old-strength * casualty-rate-brit)) 0
set debt (debt + (( 0.1 * old-strength * casualty-rate-brit) * Cost-per-soldier))
set british-dead (british-dead + ( 0.1 * old-strength * casualty-rate-brit) )
set food (0.5 * food)
set heading random 360
fd 6
if strength < 0
[ die ]
]
end
to british-victory
casualty-ratio-calculate
ask brit-troops in-radius 1
[ set old-strength strength
set strength precision (old-strength - ( 0.1 * old-strength * casualty-rate-brit)) 0
set debt (debt + (( 0.1 * old-strength * casualty-rate-brit) * Cost-per-soldier))
set british-dead (british-dead + ( 0.1 * old-strength * casualty-rate-brit) )
if strength < 0
[ die ]
]
ask boer-troops in-radius 1
[ set old-strength strength
set old-food food
set strength precision (old-strength - ( 0.1 * old-strength * casualty-rate-boer)) 0
set food (0.9 * food)
set heading random 360
fd 6
eat
if strength < 0
[ die ]
]
end
to casualty-ratio-calculate
set size-difference ( abs( (sum [strength] of brit-troops in-radius 1) - (sum [strength] of boer-troops in-radius 1) ) + 1 )
set casualty-rate-boer ( 1 / ( (sum [strength] of boer-troops in-radius 1) / size-difference ) )
set casualty-rate-brit ( 1 / ( (sum [strength] of brit-troops in-radius 1) / size-difference ) )
end
to eat
if food <= 0
[ set food 0 ]
if pcolor = brown
[
set old-food food
set food (old-food - ( strength * 0.5))
]
if pcolor = green
[
set old-food food
set food (old-food - (strength * 0.25))
]
if pcolor = grey
[
set old-food food
set food (old-food - (strength * 0.75))
]
if food <= 0
[
set old-strength strength
set strength (old-strength - 100)
]
end
to hunt-boers
ifelse blockhouse-building? = true
[ ask brit-troops
[
ifelse ( count patches in-radius 10 with [ boer-sign > blockhouse-threshold ] > 0 )
[ intiate-blockhouse ]
[ evaluate-farm-brit ]
]
]
[ evaluate-farm-brit ]
end
to intiate-blockhouse
set heading towards max-one-of patches in-radius 10 [boer-sign]
fd 1
if count patches with [ boer-sign > blockhouse-threshold ] in-radius 1 > 0
[ build-blockhouse
ask patches in-radius 2
[ set boer-sign 0 ]
]
end
to build-blockhouse
set debt ( debt + Cost-per-blockhouse )
hatch-blockhouses 1
ask blockhouses in-radius 1
[ set size 1
set color blue
ask patches in-radius 2
[set pcolor grey
set boer-sign 0]
]
end
to evaluate-enemy-brit
ask ( boer-troops in-radius 10 )
[
ifelse strength >= [strength] of myself
[ ask myself [ flee-brit ] ]
[ ask myself [ engage-brit ] ]
]
end
to engage-brit
ifelse ( count boer-troops in-radius 1 >= 1 )
[ battle ]
[ ifelse count boer-troops in-radius 10 > 0
[set heading towards one-of (boer-troops in-radius 10)
fd 1 ]
[set heading random 360
set move? ( can-move? 1 )
ifelse move? = true
[fd 1]
[set heading random 360
fd 1]]
]
end
to flee-brit
ifelse count boer-troops in-radius 11 > 0
[
set heading ( ( towards one-of (boer-troops in-radius 11)) - 180 )
set move? ( can-move? 1 )
ifelse move? = true
[fd 1]
[set heading random 360
fd 1]
]
[set heading random 360
set move? ( can-move? 1 )
ifelse move? = true
[fd 1]
[set heading random 360
fd 1]]
end
@#$#@#$#@
GRAPHICS-WINDOW
210
10
1206
1007
-1
-1
13.0
1
10
1
1
1
0
0
0
1
0
75
0
75
0
0
1
ticks
30.0
BUTTON
1
10
65
43
Setup
setup
NIL
1
T
OBSERVER
NIL
NIL
NIL
NIL
1
SWITCH
12
59
145
92
farm-burning?
farm-burning?
0
1
-1000
SWITCH
12
98
181
131
blockhouse-building?
blockhouse-building?
0
1
-1000
BUTTON
66
10
145
43
Go Once
go
NIL
1
T
OBSERVER
NIL
NIL
NIL
NIL
1
BUTTON
146
10
209
43
Go
go
T
1
T
OBSERVER
NIL
NIL
NIL
NIL
1
MONITOR
8
339
102
384
Green Patches
count patches with [pcolor = green]
17
1
11
MONITOR
102
339
197
384
Brown Patches
count patches with [pcolor = brown]
17
1
11
MONITOR
7
393
64
438
Boers
sum [strength] of boer-troops
17
1
11
MONITOR
67
393
124
438
British
sum [strength] of brit-troops
17
1
11
MONITOR
150
51
207
96
Farms
count farmers
17
1
11
MONITOR
126
392
183
437
Battles
battles
17
1
11
MONITOR
14
448
91
493
War Debt
precision (debt) 0
17
1
11
MONITOR
95
449
174
494
British Dead
precision (british-dead) 0
17
1
11
SLIDER
12
176
184
209
blockhouse-threshold
blockhouse-threshold
1
3
1.0
1
1
NIL
HORIZONTAL
MONITOR
13
505
93
550
Blockhouses
count blockhouses
17
1
11
@#$#@#$#@
## WHAT IS IT?
This model is meant to simulate several different British strategies to respond to the continued raids of Boer guerillas in the closing years of the Anglo-Boer War of 1899-1902. British armies seek to engage Boer forces and defeat them in battle. They can also engage in farm razeing and blockhouse construction to restrict Boer movement throughout the spatial environment. These actions also come at a cost for the British as the British are responsible for housing Boer civilians in concentration and for the construction costs of creating the blockhouses.
## HOW IT WORKS
Boer armies travel the map searching to resupply at friendly farms so long as they are not threatened by a larger British force. British armies travel the map hunting Boer units and if they are authorized to use farm burning and blockhouse building strategies, they will evaluate the best locations in their immediate area to either remove Boer-supporting farms or build Boer-movement-restricting blockhouses. Each time step is meant to simulate half a week, thus 104 ticks is equal to a simulated year.
## HOW TO USE IT
Toggle British combat rules (farm-burning and blockhouse-building) to evaluate the efficacy of the varying strategies (and all combinations there of) in defeating the Boer guerilla forces. Various monitors will report total numbers of British troops killed in action, the cumulative cost of the war for the British, the number of blockhouses built, as well as the number of burned farms.
## THINGS TO NOTICE
Examine the British casualties sustained and the overall duration of the conflict to best evaluate which strategies are more effective in defeating the Boer force. Also notice that without a specialized counter-insurgency strategy it is very difficult for the British to win the campaign.
## EXTENDING THE MODEL
Useful additions to this model would be the inclusion of real world GIS data of the historical region as well as historical starting locations for the varying armies. Additionally the inclusion of logistical units travelling to British units might allow for an enhanced model of Boer guerilla activity. Additionally, greater information on the casualty rates from historical skirmishes might help better improve the combat sub-model.
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