Wheeler's CT Model
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ACKNOWLEDGMENT
This is model based on Dr. Wheeler's paper "It pays to be popular: A study of civilian assistance and guerilla warfare" in 2005 and Dr. Bennett's paper titled Governments, civilians, and the evolution of insurgency: Modeling the early dynamics of insurgencies in 2008.
WHAT IS IT?
This is a basic of Dr. Wheeler's model (See my othe work of the improved version). I rebuilt the essential parts of this classic Netlogo model from scratch in order to unravel deeper relationships of various parties involved in the counter-insurgency operations, such as civilians, insurgents and soldiers.
HOW IT WORKS
Simulations are conducted on a two-dimensional 50 by 50 unit board. Each grid, or patch, is designated as containing either urban construction or vegetation. 120 grids with lowest density are urban areas colored in black, and the rest are green grasslands with vegetation density ranging from 1000 to 9000. The smoothing of terrains follows Wheeler’s design and is repeated a total of three times. In addition, the smoothing algorithm allows urban grids to usually form in clusters, representing settlements and villages of various sizes.
There are three factions of agents modeled, including white local civilian populace, red insurgents and blue soldiers or peacekeepers. Each group has its own breed and should follow a set of movement / engagement rules. Their initial numbers spawned could also be adjusted.
Movements:
Civilian’s rules: There are two movement modes associated with civilians, determined by whether they have any knowledge of a known insurgent threat. At the beginning, each civilian will walk towards a random direction at each tick. If the heading patch has a density higher than 5000, the civilian will turn back and adjust to a new random heading. Therefore, civilians should have a natural tendency to stay in cities and areas with low vegetation density. If an insurgent is presented within three units, the civilian’s status will become “panic” for the next 20 ticks. During this time, this agent will be colored yellow and run towards the nearest soldier until the panic countdown reduces to zero. That nearby insurgent will also be detected for the same amount of time.
Insurgent’s rules: Insurgents start by moving to the grid with the highest density in the radius of 20 patches. They will keep hiding unless being detected. Insurgents have a good vision of spotting unalerted soldiers in the radius of 8 and ambush them. When detected, they move away from the spotter and find another high-density patch nearby to hide.
Soldier’s rules: Soldiers are spawned at the center of the map. They also have two modes of movements. When they are unalerted of any threat, soldiers move randomly and patrol together as small teams to ensure their safety. There are several conditions that can trigger their alertness: they see any panicked civilian in radius of 10; there are insurgents present in radius of 3; any teammate in the same group is alerted; any teammate is ambushed by insurgents. Once alerted, soldiers will move towards the source of the threat, the detected insurgents, and eliminate the threat before returning to patrol duty.
Engagements:
There are two types of engagements in this model. Every fight results in casualty and the outcomes of engagements are calculated by simple probabilistic formulas. Insurgents ambush soldiers: When insurgents ambush unalerted soldiers, they have a 70% chance of causing a soldier casualty and a 30% chance of being killed by returning fire. Insurgents cannot ambush alerted soldiers nearby.
Soldiers fight insurgents: Alerted soldiers would gather towards detected insurgents. When they arrive, there is an 80% chance that the threat is eliminated (the insurgent is either killed or captured), and 20% chance that a soldier is killed. If the latter happens, nearby soldiers would engage the insurgent again until the threat is dealt with.
The movement and engagements overall can be complicated to understand at a first glance. Therefore the flowcharts in Figure 1 are present as a useful visualization to help clarify the settings. Moreover, the model allows the users to choose a “reinforcement” option: if yes, a group of ten soldiers would be spawned at the center when current soldiers in the field are fewer than five. This represents a dynamic in which the military or peacekeeping forces have enough manpower in the region to eventually overwhelm any insurgency.
HOW TO USE IT
Chosable Parameters Information Range 1. Reinforcement: Whether reinforcement of soldiers is allowed. On / Off 2. Initalsolidernumber: Initial number of Soldiers 10 - 20 3. Initalinsurgentnumber:Initial number of Insurgents 1 - 15 4. Initalciviliannumber: Initial number of Civilians 0 - 80
For more details, see Appendix of the paper, "Be Steady and Popular: A Modern Counter-insurgency ABM".
THINGS TO NOTICE
Monitored Parameters Information 1. Soldier casualty: The total number of soldiers killed or injured 2. Insurgents eliminated: The total number of insurgents killed or captured 3. Tick: The amount of time that the current operation lasts (in minutes)
Ending There are two types of ending: 1. All insurgents are eliminated. 2. Soldier casualty exceeds 2*initial deployment.
THINGS TO TRY
For basic Wheeler's model, choose various initial numbers of civilians and observe how that affect the solider-insurgent engagement.
For improved version of Wheeler's model, users could further adjust soldiers' accuracy and effectiveness and monitor the populaiton's anger level, civilian casaulties, new insurgents and protesters.
RELATED MODELS
Governments, Civilians, and the Evolution of Insurgency (2008)
CREDITS AND REFERENCES
Bennett, D. S. (2008). Governments, civilians, and the evolution of insurgency: Modeling the early dynamics of insurgencies. Journal of Artificial Societies and Social Simulation, 11(4), 7.
Wheeler, S. (2005). It pays to be popular: A study of civilian assistance and guerilla warfare. Journal of Artificial Societies and Social Simulation, 8(4).
Comments and Questions
patches-own [density]
globals[city forest
soldier_casualty
insurgent_casualty]
breed[insurgents insurgent]
breed[civilians civilian]
breed[soldiers soldier]
soldiers-own[flockmates alert]
civilians-own[panic panic_time]
insurgents-own[detect detect_time]
to setup
ca
setup_patches
setup_individuals
set soldier_casualty 0
set insurgent_casualty 0
reset-ticks
end
to setup_patches
ask patches
[ set density (random 10000) ]
repeat 2 [ diffuse density 1 ] ; can change density layout if needed
ask patches
[ set pcolor scale-color green density 9000 1000]
set city min-n-of 120 patches [density] ; low density city
set forest max-n-of 20 patches [density] ; high density forest
ask city [set pcolor black]
end
to setup_individuals
create-civilians initial_civilian_number
[ set size 1.5
setxy random-xcor random-ycor
set color white
set shape "person"
set panic False
set panic_time 0
]
create-insurgents initial_insurgent_number
[ set size 1.5
setxy random-xcor random-ycor
set color red
set shape "person soldier"
set detect False
set detect_time 0
]
create-soldiers initial_soldier_number
[ set size 1.5
set xcor random-normal 0 1
set ycor random-normal 0 1
set color blue
set shape "person police"
set flockmates no-turtles
set alert False
]
end
to go
;user-message "Insurgency has been eliminated"
;user-message "Government forces have been defeated"
if not any? insurgents [ stop ]
if not any? soldiers [ stop ]
ask civilians [civilians_movement]
ask insurgents [insurgents_movement]
ask soldiers [soldiers_movement]
if Reinforcement? [ ; reinforcement: send in 10 more soldiers when there are fewer than 5 remaining
if count soldiers < 5
[create-soldiers 10
[ set size 1.5
set xcor random-normal 0 1
set ycor random-normal 0 1
set color blue
set shape "person police"
set flockmates no-turtles
set alert False
]]
]
tick
end
to civilians_movement
if any? insurgents in-radius 3 ; if seeing insurgents, become panic for 20 ticks
[set panic_time 20]
ifelse panic_time > 0
[
; let target insurgents in-radius 3
; ask target [set detect True]
set color yellow
set panic True
face min-one-of soldiers [distance myself] ; run towards soldiers during panic
set heading heading + random-normal 0 10
fd 1
set panic_time panic_time - 1
]
[ set panic False
set color white
ifelse [density] of patch-ahead 1 < 5500 ; avoid forest when wandering around normally
[fd 1]
[set heading heading + 180 + random-normal 0 30
fd 1]
]
; let p min-one-of patches in-radius 15 [density]
;
; ifelse [density] of p < density
; [
; face p
; fd 0.6
; ]
;
; [ right random 20
; left random 20
; fd 0.8
; ]
end
to insurgents_movement
let p max-one-of patches in-radius 20 [density]
if [density] of p > density [ ; find nearest forest to hide
face p
fd 1]
if any? civilians in-radius 3 or any? soldiers in-radius 3 ; if seen by soliders or civilians, detected for 20 ticks
[set detect_time 20]
ifelse detect_time > 0
[set detect True
face min-one-of turtles with [color != red] [distance myself] ; move away to hide
set heading heading + 180 + random-normal 0 30
fd 1
set detect_time detect_time - 1 ]
[set detect False]
if any? soldiers with [alert = False] in-radius 8 ; ambush those soliders with alert = false
[
insurgents-ambush-soldiers
]
end
to soldiers_movement
; ifelse any? insurgents
;
; [face one-of insurgents
; ; [distance myself]
; set heading heading
; fd 0.3]
; [flock]
if any? civilians with [panic = True] in-radius 10
or any? insurgents in-radius 3
or any? soldiers with [alert = True] in-radius 1
[set alert True]
ifelse any? insurgents with [detect = True] in-radius 15
[
ifelse alert = True
[face min-one-of insurgents with [detect = True] [distance myself]
set heading heading
fd 1]
[flock
fd 1]
if any? insurgents-here
[soldiers-fight-insurgents]
]
[set alert False
flock
fd 1]
end
to soldiers-fight-insurgents
let x random 100
ifelse x > 20 ; 80% kill insurgent and 20% soldier casulaty
[
ask min-one-of insurgents with [detect = True] [distance myself] [die]
set insurgent_casualty insurgent_casualty + 1
]
[ die
set soldier_casualty soldier_casualty + 1]
end
to insurgents-ambush-soldiers
set detect True
let x random 100
ifelse x > 70 ; 70% kill soldier and 30% insurgent dies
[ die
set insurgent_casualty insurgent_casualty + 1
]
[ let insurgent-target one-of soldiers with [alert = False] in-radius 8
ask insurgent-target [die]
set soldier_casualty soldier_casualty + 1
ask soldiers in-radius 8 [set alert True]]
end
;; flocking code
to flock
find-flockmates
let nearest-neighbor min-one-of flockmates [distance myself]
if any? flockmates
[
ifelse distance nearest-neighbor < 1
[ separate ]
[ align
cohere ] ]
end
to find-flockmates
set flockmates other soldiers in-radius 8
end
to find-nearest-neighbor
let nearest-neighbor min-one-of flockmates [distance myself]
end
;;; SEPARATE
to separate
let nearest-neighbor min-one-of flockmates [distance myself]
turn-away ([heading] of nearest-neighbor) 1.5
end
;;; ALIGN
to align ;; turtle procedure
turn-towards average-flockmate-heading 5
end
to-report average-flockmate-heading
let x-component sum [dx] of flockmates
let y-component sum [dy] of flockmates
ifelse x-component = 0 and y-component = 0
[ report heading ]
[ report atan x-component y-component ]
end
to cohere
turn-towards average-heading-towards-flockmates 3
end
to-report average-heading-towards-flockmates
let x-component mean [sin (towards myself + 180)] of flockmates
let y-component mean [cos (towards myself + 180)] of flockmates
ifelse x-component = 0 and y-component = 0
[ report heading ]
[ report atan x-component y-component ]
end
to turn-towards [new-heading max-turn]
turn-at-most (subtract-headings new-heading heading) max-turn
end
to turn-away [new-heading max-turn]
turn-at-most (subtract-headings heading new-heading) max-turn
end
to turn-at-most [turn max-turn]
ifelse abs turn > max-turn
[ ifelse turn > 0
[ rt max-turn ]
[ lt max-turn ] ]
[ rt turn ]
end
There is only one version of this model, created over 3 years ago by Yicheng Shen.
Attached files
| File | Type | Description | Last updated | |
|---|---|---|---|---|
| Wheeler 2005 JASSS It pays to be Popular.pdf | Reference | over 3 years ago, by Yicheng Shen | Download |
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