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Networks - C++ Builder 6 Applications

Networks 4
A slight modification of the previous version. More node options are available to set all captions to tags numbers, make all captions visible or not visible, and level all nodes to minimal strength. Link options have been reorgainzed so that they may be given varying strengths, the links reduced to minimal strengths, or the links destroyed alltogether.

Networks 3
This version allows you to associate labels with the shapes and agents. Captions in labels should contain NO blank spaces. Configurations should be saved and opened as *.txt files so that they may be edited in NotePad. These files are NOT fully compatible with those of previous versions.

Sample configurations: ----- random ----- hierarchical ----- "network"

Social (and other) Networks 2
An enhancement to the foundation that allows:

  1. Opening and saving network configurations.
  2. Adding links of various strengths by right-click drag-and-drop.
  3. Editing the strengths of agents visualized by their size.
  4. Moving agents by left-click drag-and-drop.

Social (and other) Networks
A foundation for creating and visualizing various configurations of networks. They could be conceptual, geographic or social. Both random and hierarchical networks may be created, and the configurations untangled by dragging-and-dropping the array of TShape objects on the screen.

To do: Add automatic untangling and analysis. Add directionality and traffic volume to the links. Add different layers of links representing kinship, friendship, business and terrorist affiliations. Add visualizations and analytical tools to ananlyze the complex coincidence of different networks among agents.



Kinship - (Artificial Culture 8)
A world in which marriages and births are mediated by kinship systems. The population will grow to as many as 400 personoids, each of whom knows its kinship relationships to all 400 others. In all, as many as 160,000 relationships are remembered and tracked. This application contains code for five distinct Windows (Units 1 - 5). It makes use of the Zeigler components.

Forager - (Artificial Culture 7)
An ongoing simulation project... The graphic presents a birds-eye-view of agents foraging for food on a landscape where resources are distributed in various different patterns. The viability of the agents (their ability to expoit the food that is present) is a complex function of their search strategy and other factors.

Planet Wator - A 5-State Cellular Automaton Implementation
Can Wator be simulated by a multistate cellular automaton? This is an incomplete attempt to answer that question. Try manipulating the rules without making use of gestation and stomach size (they have not been fully implemented).

Inspired by alife.fusebox.com Planet Wator simulation.

Dave's New-and-Improved Wator
A simulation of a simulation. Sharks feed on smaller fish in this virtual ecosystem.

Inspired by alife.fusebox.com Planet Wator simulation.

Planet Wator - A Cellular Automata Implementation
A simulation of a simulation. Sharks feed on smaller fish in this virtual ecosystem. Each cell has three states: shark, minnow and empty ocean. Each cell state is a function of its neighboring cells. Gestation and stomach size have not been implemented.

Inspired by alife.fusebox.com Planet Wator simulation.

Graph Types and a Second Window
An illustration of using Canvas metods to draw graphs on the main Window, a second Window, a PaintBox component and an Image component.

Run, Step, Stop and Canvas Methods
Canvas graphics are ephemeral, meaning that they can be erased with a Refresh() call (the "Clear" button) or obliterated when another Window obscures them momentarily. The green/magenta figure is drawn when "Draw" is pressed. The blue/cyan figure is drawn when "FormPaint" is fired. The small figures are drawn by pressing the run/step/stop/initialize buttons. The order in which functions are declared, described and called is illustrated.


Dave's Color Chase
Cells are filled with a random selection of colors with the three sliders. Dark colors are disallowed because of poor visibility. Colors tend to migrate towards like colors. This is a variation on the class of segragation problems.

Coordination Game
This coordination game begins with 14 players each willing to put an effort of from 1 to 14 (respectively) into a group activity. The rules of the activity are these: At each round each player will receive a payoff equal to the minimum effort exerted by all the other players minus half the effort invested by that player.

player[i].payoff = min(player[0-13].effort) - .5*(player[i].effort;

The game ends after 14 rounds with all players exerting zero effort.