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BPM.nlogo
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extensions [sound]
;;;;;;;;;;;;;;;;;
;;; VARIABLES ;;;
;;;;;;;;;;;;;;;;;
globals [
initial-global-mean-bpm ;; initial global mean bpm, depends on random initialization
global-mean-bpm
synchronized-bpm ;; everybody synchronized on same bpm?
printed-synchronization ;; variable to print only one time on bpm synchronization
d ;; dimension of simulation (d * d musicians will spawn)
bpb ;; beat-per-bar of simulation
r ;; radius of musicians' neighborhood
listen-delay ;; seconds of listen delay to perceive how the other musicians are playing
]
turtles-own
[
bpm-in-synthony ;; is musician in synthony with his neighborhood?
last-time-listen
last-time-beat
instrument ;; each musician's instrument as string
instrument-code ;; each musician's instrumetn as code
bpm ;; each musician's perceived bpm (beats-per-minute) as speed of playing
beat-counter ;; each musician's internal counter of beats.
beat-playing ;; each musician's beat on which play (everyone will play something different during the bar in this way!)
my-neighbours ;; each musician's neighborhood
n-of-neighbours ;; number of neighbours
]
;;;;;;;;;;;;;;;;;;;;;;;;
;;; SETUP PROCEDURES ;;;
;;;;;;;;;;;;;;;;;;;;;;;;
to setup
clear-all
reset-timer
reset-ticks
; Setting user variables not changing during simulation
set d dimension
set bpb beats-per-bar
set r radius
set listen-delay listen-delay-seconds
let cor floor (d / 2)
ifelse d mod 2 = 0 [
ask patches with [ pxcor <= cor and pycor <= cor and pxcor >= (1 - cor) and pycor >= (1 - cor)] [
sprout 1
]
] [
ask patches with [ pxcor <= cor and pycor <= cor and pxcor >= (0 - cor) and pycor >= (0 - cor)] [
sprout 1
]
]
ask turtles [setup-turtle]
set global-mean-bpm (mean [bpm] of turtles)
set initial-global-mean-bpm global-mean-bpm
end
to setup-turtle
set shape "person"
set last-time-beat timer
set last-time-listen timer
; Setting bpm randomly in a certain range.
set bpm floor one-of (range 80 120)
set bpm-in-synthony false
; Setting playing beat randomly in a bpb range.
; - In this way everyone will play something different!
set beat-playing one-of (range 0 bpb)
set beat-counter 0
; Setting color
set color gray - 2
; Setting different instrument w.r.t own turtle ID always valid
set instrument-code (who mod length sound:instruments)
set instrument (get-instrument instrument-code)
setup-neighbourhood
end
to setup-neighbourhood
set my-neighbours (other turtles) in-radius r
set n-of-neighbours count my-neighbours
end
; Procedure to reset timer and main global variables
; - Useful when we are perturbating the system!
to reset
reset-timer
ask turtles [
set last-time-beat timer
set last-time-listen timer
]
set global-mean-bpm (mean [bpm] of turtles)
set initial-global-mean-bpm global-mean-bpm
set printed-synchronization false
end
;;;;;;;;;;;;;;;;;;;;;;
;;; MAIN PROCEDURE ;;;
;;;;;;;;;;;;;;;;;;;;;;
to go
; Reset timer if it's the first iteration!
if ticks = 0 [
reset
]
; Turtles listening and playing
ask turtles [
listen
play
]
; Updating global-mean-bpm
set global-mean-bpm (mean [bpm] of turtles)
; Checking if musicians had synchronized their bpms
ifelse all? turtles [bpm = global-mean-bpm] [
set synchronized-bpm true
if printed-synchronization != true [
print (
word "- N°: " count turtles "; Radius: " r "; Listen delay: " listen-delay-seconds
"; Initial GMBPM: " precision initial-global-mean-bpm 2 "; Final GMBPM: " global-mean-bpm
"; GMBPM GAP: " precision (global-mean-bpm - initial-global-mean-bpm) 2 "; Seconds for synchronization: " timer "."
)
set printed-synchronization true
]
] [
set synchronized-bpm false
]
tick
end
;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; TURTLES' PROCEDURES ;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Turtle procedure to play following own BPM
to play
; Checking always bpm to have a positive value
if bpm <= 0 [
set bpm (0 - bpm)
]
let sleep (60.0 / bpm)
if timer - last-time-beat > sleep [
set last-time-beat timer
ifelse beat-counter = beat-playing [
play-note
] [
mute
]
increase-beat-counter
]
end
to play-note ; turtle procedure to play single note
show-turtle
if enable-audio? [
sound!
]
set color yellow ;
end
to mute ; turtle procedure to mute
ifelse show-mute-musicians? = false [
hide-turtle
] [ show-turtle ]
set color grey - 2
end
; Turtle procedure to increase the beat-counter.
; - if it becomes equal to bpb (beats-per-bar) we reset it.
to increase-beat-counter
set beat-counter (beat-counter + 1)
if beat-counter = bpb [
set beat-counter 0
]
end
; Turtle procedure to listen what other musicians are playing.
; - if he listens the others playing slower or faster he increases or decreases his own bpm.
to listen
if timer - last-time-listen > listen-delay [
set last-time-listen timer
let neighborhood-bpm bpm
if n-of-neighbours > 0 [
ifelse bpm-mean-approximation = "ceiling" [
set neighborhood-bpm ceiling mean [bpm] of my-neighbours
] [
set neighborhood-bpm floor mean [bpm] of my-neighbours
]
]
let speed-gap neighborhood-bpm - bpm
ifelse speed-gap > 0 [
set bpm (bpm + 1)
] [
set bpm (bpm - 1)
]
let synthony-range 1
; If the speed-gap is really low musician is able to adeguate to the speed easily!
if speed-gap < synthony-range and speed-gap > 0 - synthony-range [
set bpm neighborhood-bpm
set bpm-in-synthony true
]
]
end
;;;;;;;;;;;;;;;;;;;;;;;;
;;; SOUND PROCEDURES ;;;
;;;;;;;;;;;;;;;;;;;;;;;;
; Turtle procedure to play a sound
to sound!
;Paramaters explaining of sound:play-note -> instrument note (middle C: 60) velocity (standard value: 64) seconds
sound:play-note instrument 60 64 0.15
end
; Turtle procedure to get melodic instrument from code (1-128)
to-report get-instrument [code]
report item code sound:instruments
end
;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; PERTURB PROCEDURES ;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;
; Procedure to perturbe randomly the bpm faster or slower.
; - Entity of perturbation depends on the number of confused musicians involved!
to perturb
if n-of-confused-musicians > 0 [
reset
print (
word "WARNING! " n-of-confused-musicians " random selected musicians have been confused, so they're playing now faster or slower."
)
ask n-of n-of-confused-musicians turtles [
let random-choice one-of ["faster" "slower"]
let confusion one-of (range 2 31)
ifelse random-choice = "faster" [
set bpm bpm + confusion
] [
set bpm bpm - confusion
]
set bpm-in-synthony false
]
]
end
@#$#@#$#@
GRAPHICS-WINDOW
300
10
1048
759
-1
-1
20.0
1
10
1
1
1
0
0
0
1
-18
18
-18
18
0
0
1
ticks
30.0
SLIDER
15
120
190
153
dimension
dimension
1
32
10.0
1
1
NIL
HORIZONTAL
BUTTON
120
320
200
353
SETUP
setup
NIL
1
T
OBSERVER
NIL
NIL
NIL
NIL
1
SWITCH
1060
580
1220
613
show-mute-musicians?
show-mute-musicians?
0
1
-1000
BUTTON
210
320
290
353
GO
go
T
1
T
OBSERVER
NIL
NIL
NIL
NIL
0
PLOT
15
495
290
620
Musicians playing
Time
Number
0.0
100.0
0.0
1500.0
true
false
"set-plot-y-range 0 (dimension * dimension)" ""
PENS
"playing" 1.0 0 -2674135 true "" "plot count turtles with [color = yellow]"
SLIDER
15
160
187
193
radius
radius
0
20
2.0
1
1
NIL
HORIZONTAL
MONITOR
200
135
292
176
N° of musicians
dimension * dimension
0
1
10
SLIDER
1060
125
1210
158
beats-per-bar
beats-per-bar
2
6
3.0
1
1
NIL
HORIZONTAL
TEXTBOX
1065
165
1215
246
Beats-per-bar, known to everyone at the beginning, like a music sheet. For instance, when playing in 4/4, musicians set metronome's bpb to 4.
11
0.0
1
MONITOR
15
315
110
360
Global bpm mean
global-mean-bpm
2
1
11
MONITOR
15
260
290
305
N° of musicians synchronized at same bpm
count turtles with [bpm-in-synthony = true]
0
1
11
SLIDER
1060
240
1210
273
listen-delay-seconds
listen-delay-seconds
0
2
1.0
0.5
1
NIL
HORIZONTAL
TEXTBOX
1065
280
1220
340
Generally, a musician takes up to 0.5 second to listen the others and to perceive playing's speed around him.
11
0.0
1
MONITOR
15
205
140
250
Min n° of neighbours
min [n-of-neighbours] of turtles
17
1
11
MONITOR
152
205
292
250
Max n° of neighbours
max [n-of-neighbours] of turtles
17
1
11
SWITCH
1060
535
1220
568
enable-audio?
enable-audio?
0
1
-1000
CHOOSER
1060
485
1222
530
bpm-mean-approximation
bpm-mean-approximation
"ceiling" "floor"
1
BUTTON
1060
345
1220
378
CONFUSE MUSICIANS!
perturb
NIL
1
T
OBSERVER
NIL
NIL
NIL
NIL
0
SLIDER
1060
445
1220
478
n-of-confused-musicians
n-of-confused-musicians
0
d * d
10.0
10
1
NIL
HORIZONTAL
TEXTBOX
1065
380
1225
435
Push above to confuse the musicians! They will start playing randomly faster of slower by a value between 2 and 30 bpms.
11
0.0
1
PLOT
15
365
290
485
Musicians synchronized
NIL
NIL
0.0
100.0
0.0
1500.0
true
false
"set-plot-y-range 0 (dimension * dimension)" ""
PENS
"default" 1.0 0 -16777216 true "" "plot count turtles with [bpm-in-synthony = true]"
@#$#@#$#@
## WHAT IS IT?
This model demonstrates a group of musicians synchronizing their perception of time in terms of BPM (beats-per-minute). Musicians play but also listen to what the others are playing and try to adapt their speed of playing to what they perceive. It is a good example of how a distributed system can coordinate itself without any central coordinator.
## HOW IT WORKS
Each musician follows its own musical sheet. For simplicity, the sheet is in this case one single note played during only one of the beats in the bar. To make everybody playing different patterns, the beat on which they play is randomly chosen at the beginning of simulation.
Even if the note is equal for everybody (_middle C_), the instruments are instead chosen randomly in the setup procedure. This allows music to be etherogeneus, but also armonic.
A metronome increases its own beat counter every 60.0 / BPM seconds and so the musicians mentally do when they're playing in real contexts. A musician needs at least half second to estimate the BPM he's perceiving: if these are perceived smaller w.r.t. his own then he decelerates, otherwise he accelerates, in any case by 1 BPM.
This is exactly what happens when two or more people play, sing, dance or clap hands together without agreeing before on same timing. Musicians are intelligent enough to adapt perfectly their speed when this difference perceived is small: in the model this gap is considered equal to 1.
At the start of the simulation all musicians begin playing following random BPM between 80 and 120: a difference greater then 40 BPM is quite impossible to find in the real world because it's too easy to recognize.
Depending on the parameters of the simulation, the group synchronize more or less efficiently, especially depending on the seconds of listen delay.
## HOW TO USE IT
**GO**: starts and stops the simulation.
**SETUP**: resets the simulation according to the parameters set by the sliders.
**DIMENSION**: sets the dimension of the simulation. D * D musicians will spawn in a squared formation.
**RADIUS**: sets the radius of listening for each musician. For instance, if the radius is equal to 1, the musician will listen to maximum 4 neighbours.
**BEATS-PER-BAR**: sets the beats-per-bar, known to everyone at the beginning of simulation. It affects only how many musicians are playing on different beats, so it changes the rhythm of music.
**LISTEN-DELAY-SECONDS**: sets the seconds of listen delay for each musician. It makes the convergence faster or slower w.r.t. to the musician's ability to listen efficiently the others while playing. If this parameter is equal to 0, they will be able to synchronize istantly like robots, but this is certainly unreal: the normal values should be equal to 0.5 or 1.
**CONFUSE MUSICIANS!**: triggers the procedure to confuse musicians making them accelerating or decelerating randomly by a BPM value which ranges from 2 to 30.
**N-OF-CONFUSED-MUSICIANS**: sets the number of musicians to be confused. The higher is, the more perturbation we will have in the system.
**BPM-MEAN-APPROXIMATION**: sets the method of approximation for the estimation of mean bpm around each musician.
- _"floor"_: the musician takes the floor value of BPM mean perceived in neighborhood. This will ensure global BPM mean decreasing during the simulation.
- _"ceiling"_: the musician takes the ceiling value of BPM mean perceived in neighborhood. This will ensure global BPM mean increasing during the simulation.
**ENABLE-AUDIO?**: if switch set to on, the audio of simulation will be turned on, letting user to listen to the music played by musicians.
**SHOW-MUTE-MUSICIANS?**: if switch set to on, mute musicians are displayed in gray. If switch set to off, they are invisible until they play again.
Some settings need to be set before pressing the SETUP button. Changes to the DIMENSION, RADIUS, BEATS-PER-BAR and LISTEN-DELAY-SECONDS sliders will have no effect on a simulation in progress.
BPM-MEAN-APPROXIMATION, N-OF-CONFUSED-MUSICIANS, ENABLE-AUDIO and SHOW-MUTE-MUSICIANS?, on the other hand, can be modified and will have effect while the simulation is running.
## THINGS TO NOTICE
Independently from initial conditions, the system will converge always to an overall periodic behavior. As the simulation proceeds it's possible to listen how slowly the music will have no more random timing.
## THINGS TO TRY
Try perturbating the system with different n-of-confused-musicians after the BPM synchronized. Will they be synchronized again? Will the final BPM be greater or smaller?
Try changing the bpm-mean-approximation and see if this affects the outcome of these experiments.
Changing the listen-delay-seconds affects the velocity of convergence of system dynamics. What effect does this have on simulation?
Changing beats-per-bar value at beginning of simulation affects the rhythm of music, but how exactly?
## EXTENDING THE MODEL
This model explores the BPM synchronization problem in case of musicians playing all different instruments and musical sheets.
But what about the beats synchronization we have between musicians playing the same instrument as in an orchestra? Can it be solved in a distributed manner by providing classes of musicians playing same musical sheets?
Introduce some deaf musicians. How do the distributed system deal with this addition?
Assign to each musician different listen delays to differentiate skills. What impact do we have on system's dynamics?
## NETLOGO FEATURES
Note the use of:
- Agentsets to intialize the neighborhood for each musician:
```
set my-neighbours (other turtles) in-radius r
set n-of-neighbours count my-neighbours
```
- Metronome's code to update the beat-counter w.r.t. to current musician's BPM:
```
let sleep (60.0 / bpm)
if timer - last-time-beat > sleep [
set last-time-beat timer
ifelse beat-counter = beat-playing [
play-note
] [
mute
]
increase-beat-counter
]
```
When the beat-counter becomes equal to the value of beats-per-bar, it's resetted to 0.
- Netlogo's [sound extension](https://ccl.northwestern.edu/netlogo/docs/sound.html) is used in order to make musicians effectively play:
```
to sound!
sound:play-note instrument 60 64 0.1
end
```
**sound:play-note**'s paramaters explaining:
- *instrument*: unique string to identify an instrument (one of 128 melodic instruments)
- *note*: unique number to identify a note (from 0 to 127). In this case, 60 is the code for _middle C_.
- *velocity*: represents the force with which the keyboard key is depressed. It ranges from 0 to 127, where 64 is the standard velocity. An higher velocity results in a louder sound.
- *seconds*: time of playing. In this case, 0.1 is recommended.
```
to-report get-instrument [code]
report item code sound:instruments
end
```
- Code to assing to musicians different instruments w.r.t. to their own turtle ID:
```
set instrument-code (who mod length sound:instruments)
set instrument (get-instrument instrument-code)
```
## CREDITS AND REFERENCES
This work was done by Fabio Romagnolo in quality of project for the Franco Zambonelli's _Distributed Artificial Intelligence_ course (A.Y. 2021/2022) at the University of Modena and Reggio Emilia.
@#$#@#$#@
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@#$#@#$#@