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SimulationSimulations
BehaviorBehaviors
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Behaviors 
Viral Spread@hash/viral_spread.rs
This behavior simulates a simple viral spread among agents. If an agent has infected neighbors, it can become infected from each with probability equal to the infection_chance property. Infected...
Behaviors 
Age@hash/age.rs
This behavior increments an agent's age property by one every time step of the simulation. If the agent is not initialized with the age property, it will default to 1 after the agent first runs the...
Behaviors 
Reproduce@hash/reproduce.rs
This behavior causes an agent to produce a new child agent with the properties defined in the reproductionchildvalues property. The agent will produce reproduction_rate children each time step...
Behaviors 
Move In Direction@hash/move_in_direction.rs
This behavior moves an agent according to its direction property. The agent will move in the x, y and z directions by the corresponding amounts* in the direction array. *Note this means that the...
Behaviors 
Decay@hash/decay.rs
This behavior causes an agent to randomly decay. At every time step this may occur with a likelihood of decaychance. If it is not specified then decaychance defaults to 0.5. The effect of decaying is...
Behaviors 
Orient Toward Value@hash/orient_toward_value.rs
This behavior causes an agent to update its direction vector based on the orienttowardvalue property of its neighbors. If orienttowardvalue_uphill is true then the agent will orient towards the...
Behaviors 
Counter@hash/counter.rs
This behavior is essentially a cyclical version of the Aging behavior. Every step of the simulation, the agent’s counter property is incremented by the counterincrement property (the default is 1)....
Behaviors 
Random Movement@hash/random_movement.rs
This behavior causes an agent to move by a random amount. This amount is defined in randommovementstep_size (and defaults to 1). If randommovementseekminneighbors or randommovementseekmaxneighbors...
Behaviors 
Diffusion@hash/diffusion.rs
This behavior diffuses the value(s) of the agent properties specified in the diffusiontargets array. Every step, the value of each property is updated based on the total difference between its...
Behaviors 
Conway@hash/conway.rs
This behavior causes an agent to follow the Game of Life rules created by John Conway. Agents are either alive or dead, as specified by the boolean alive property. A live agent remains alive if it has...
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