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view/download model file: alcoholic_rate_in_a_club_simulation.nlogo
This is a model of a meeting place, like a club. People can drink alcholic or analcholic beverages and interact each other. We want to determine how many people, at the end of the simulation, have an alcholic rate that allow them to drive in accordance with a conventional measure.
People are divided between girls and boys. Every person has an alcoholic rate, a level of friendliness and a level of fun. Every time that people drink alcoholic beverage, their alcoholic rate increases. Otherwise if they drink analcoholic beverage, their alcoholic rate dicreases. The level of friendliness is assigned randomly. When people meet sociable people(with an higher level of friendliness) their level of fun increases. People with higher level of fun enjoy more themselves and drink less. Anyway if the club is too crowded, people have less fun.
Finally, the level of friendliness rises up when people drink alcoholic beverage.
Nevertheless if people are drunk, they become pesky and when they meet other people,they don't enjoy other people(their level of friendliness is low).
The number_boys and number_girls sliders control how many boys and girls are in the club.
The n_alcoholic bar and n_analcoholic bar sliders controlhow many alcoholic bar and analcoholic bar are in the club.
To set the number of ticks that people spend in the group, use the waiting_time slider.If the waiting_time slider is set to 10, then each person will stay 10 ticks in the group, if he enjoy themselves.
The setup button forms agents (boys and girls) with a person shape.
To advance the model one step at a time, use the GO ONCE buttom. The GO button keeps the model running until 100 ticks.
The two monitors show how many boys and girls are drunk.
The medium_alcoholic rate, medium_friendliness and medium_fun plots show the mean of alcoholic rate, friendliness and fun change over time.
The number_people_have fun and number_sociable_person show how many people have fun ando how many people are sociable during the simulation.
Show_fun? switch to set to ON to show the label of fun of each person, or to OFF to hide this label.
At the end of the simulation, it's interesting to notice the number of drunk people and amuse people.
It's interesting to modify the values of the sliders in order to compare the different behaviours of the agents.
The model can be improved in different ways in order to show in a more accurate and realistic manner the club enviroment. For example, it is possible to introduce the consumption of drugs in the club. Then, the model could be complicated introducing a new breed of turtles: bouncer. When a person bacome pesky, the bouncer conducts him out the club. ( In the simulation the pesky person disappears).
Finally, it is possible to introduce an entertainment group for understanding if people drink less when there are this kind of groups.