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November 16, 2024 03:33
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<!DOCTYPE html> | |
<html> | |
<head> | |
<title>Simulação do Dilema do Prisioneiro</title> | |
<style> | |
canvas { | |
border: 1px solid black; | |
background-color: #f0f0f0; | |
} | |
#scoreboard { | |
margin-top: 20px; | |
} | |
</style> | |
</head> | |
<body> | |
<h1>Simulação do Dilema do Prisioneiro com Agentes</h1> | |
<canvas id="canvas" width="800" height="600"></canvas> | |
<div id="scoreboard"></div> | |
<script> | |
// Obter o contexto do canvas | |
const canvas = document.getElementById('canvas'); | |
const ctx = canvas.getContext('2d'); | |
// Definir a matriz de payoff | |
const payoffMatrix = { | |
'CC': [3, 3], | |
'CD': [0, 5], | |
'DC': [5, 0], | |
'DD': [1, 1] | |
}; | |
// Estratégias possíveis | |
const strategies = ['Sempre Cooperar', 'Sempre Trair', 'Aleatório', 'Tit for Tat']; | |
// Classe Agente | |
class Agent { | |
constructor(id, x, y, strategy) { | |
this.id = id; | |
this.x = x; | |
this.y = y; | |
this.strategy = strategy; | |
this.score = 0; | |
this.dx = (Math.random() - 0.5) * 2; // Velocidade aleatória entre -1 e 1 | |
this.dy = (Math.random() - 0.5) * 2; | |
this.size = 5; // Tamanho do agente | |
this.history = {}; // Histórico de interações | |
} | |
move() { | |
this.x += this.dx; | |
this.y += this.dy; | |
// Rebater nas bordas | |
if (this.x <= 0 || this.x >= canvas.width) this.dx *= -1; | |
if (this.y <= 0 || this.y >= canvas.height) this.dy *= -1; | |
} | |
draw(ctx) { | |
ctx.beginPath(); | |
ctx.arc(this.x, this.y, this.size, 0, 2 * Math.PI); | |
ctx.fillStyle = this.getColor(); | |
ctx.fill(); | |
} | |
getColor() { | |
switch (this.strategy) { | |
case 'Sempre Cooperar': | |
return 'green'; | |
case 'Sempre Trair': | |
return 'red'; | |
case 'Aleatório': | |
return 'orange'; | |
case 'Tit for Tat': | |
return 'blue'; | |
default: | |
return 'black'; | |
} | |
} | |
} | |
// Funções de estratégia | |
function alwaysCooperate() { | |
return 'C'; | |
} | |
function alwaysDefect() { | |
return 'D'; | |
} | |
function randomStrategy() { | |
return Math.random() < 0.5 ? 'C' : 'D'; | |
} | |
function titForTat(opponentHistory) { | |
if (opponentHistory && opponentHistory.length > 0) { | |
return opponentHistory[opponentHistory.length - 1]; | |
} else { | |
return 'C'; | |
} | |
} | |
// Criar agentes | |
const agents = []; | |
const numAgents = 50; | |
for (let i = 0; i < numAgents; i++) { | |
const x = Math.random() * canvas.width; | |
const y = Math.random() * canvas.height; | |
const strategy = strategies[Math.floor(Math.random() * strategies.length)]; | |
agents.push(new Agent(i, x, y, strategy)); | |
} | |
// Função para jogar o Dilema do Prisioneiro | |
function playGame(agent1, agent2) { | |
let move1, move2; | |
// Determinar o movimento do agente 1 | |
if (agent1.strategy === 'Sempre Cooperar') { | |
move1 = alwaysCooperate(); | |
} else if (agent1.strategy === 'Sempre Trair') { | |
move1 = alwaysDefect(); | |
} else if (agent1.strategy === 'Aleatório') { | |
move1 = randomStrategy(); | |
} else if (agent1.strategy === 'Tit for Tat') { | |
move1 = titForTat(agent2.history[agent1.id]); | |
} | |
// Determinar o movimento do agente 2 | |
if (agent2.strategy === 'Sempre Cooperar') { | |
move2 = alwaysCooperate(); | |
} else if (agent2.strategy === 'Sempre Trair') { | |
move2 = alwaysDefect(); | |
} else if (agent2.strategy === 'Aleatório') { | |
move2 = randomStrategy(); | |
} else if (agent2.strategy === 'Tit for Tat') { | |
move2 = titForTat(agent1.history[agent2.id]); | |
} | |
// Atualizar históricos | |
if (!agent1.history[agent2.id]) agent1.history[agent2.id] = []; | |
if (!agent2.history[agent1.id]) agent2.history[agent1.id] = []; | |
agent1.history[agent2.id].push(move1); | |
agent2.history[agent1.id].push(move2); | |
// Obter os payoffs | |
const key = move1 + move2; | |
const [score1, score2] = payoffMatrix[key]; | |
agent1.score += score1; | |
agent2.score += score2; | |
} | |
// Função de detecção de colisão | |
function detectCollisions() { | |
for (let i = 0; i < agents.length; i++) { | |
for (let j = i + 1; j < agents.length; j++) { | |
const dx = agents[i].x - agents[j].x; | |
const dy = agents[i].y - agents[j].y; | |
const distance = Math.sqrt(dx * dx + dy * dy); | |
if (distance < agents[i].size + agents[j].size) { | |
playGame(agents[i], agents[j]); | |
} | |
} | |
} | |
} | |
// Atualizar o quadro | |
function update() { | |
ctx.clearRect(0, 0, canvas.width, canvas.height); | |
// Mover e desenhar agentes | |
agents.forEach(agent => { | |
agent.move(); | |
agent.draw(ctx); | |
}); | |
// Detectar colisões e jogar | |
detectCollisions(); | |
// Atualizar placar | |
updateScoreboard(); | |
requestAnimationFrame(update); | |
} | |
// Atualizar o placar | |
function updateScoreboard() { | |
const scoreboard = document.getElementById('scoreboard'); | |
let html = '<h2>Placar</h2>'; | |
strategies.forEach(strategy => { | |
const totalScore = agents | |
.filter(agent => agent.strategy === strategy) | |
.reduce((sum, agent) => sum + agent.score, 0); | |
const count = agents.filter(agent => agent.strategy === strategy).length; | |
html += `<p><strong>${strategy}:</strong> Pontuação Total = ${totalScore.toFixed(2)}, Número de Agentes = ${count}</p>`; | |
}); | |
scoreboard.innerHTML = html; | |
} | |
// Iniciar a simulação | |
update(); | |
</script> | |
</body> | |
</html> |
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