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The Virus projects have been created as part of the Week 1 assigment

 

AndreaGibson

Made into a game
Sick people can die
Healthy people can get sick from the dead
Dead can be buried
Control a Nurse and Priest
Nurse Heals Sick
Priest Performs Burial RIghts for the dead
Variable chance(set by user) for chance to get sick, to die, and to get healthy
3 difficulty levels
In-game Help button
Large Map
Checks when you win or lose
Moves at set speed, 1 move a sec

(simple version 1.1)

 

AndrewRoot

In this virus game you run around trying not to get infected by the virus. carriers may or maynot spread the virus to you if you go next to them. Anyone with the virus has a chance to either be healed naturally, or die from the infection. Any carrier that holds the virus can be healed immediatly by going to either one of the 2 hospitals. The idea behind the game is to teach kids that hospitals are an important part of personal health and public saftey. In addition to the ability to heal at the hospital, you can become a doctor by visiting a hospital and pressing enter. once you become a doctor, you will then be able to heal the masses, as long as they dont reinfect you.

(simple version 1.1 missing)

 

Camille Dodson

A not so interactive representation of the spread of Beta-Virus. Men can get infected and infect others. Men can die. Some men are worthy of becoming immune from the virus.

(simple version 1.1)

Eric Pasion


Disease spreading simulation. If a infected person stands next to a healthy person, the healthy person will have a 50% chance of getting sick. Doctors can heal infected persons and standing next to them 50% of the time. Sick persons have a %20 chance of dying after 4 turns of being that way. Sick Persons who have been sick for longer than 8 turns have a %30 chance of healing. All persons move at random

(simple version 1.1 missing)

 

Eric Eldridge

Agents:

Black Stick Figure: Healthy Person

Red Stick Figure: Sick Person

 

Healthy and sick people will move about randomly on the carpet. If a healthy person comes in contact with a sick person, that person will become sick with a 75% probability. Also, sick people have a 10% chance to become healthy. AgentSheets will plot the total number of sick people.

(simple version 1.1)

Eric Faller

This screendump shows the effects of a virus mutation on the population of the simulation. The blue line shows the number of people that are immune to being infected by the current virus. At the beginning of the plot most of the healty people (beige line) are immune, but there are a good number of people that are currently infected (green line). The death rate is small at this point (red line). At the time 12500 the virus mutates into a new version that nobody is immune to (blue line drops to zero). The effect is that the numbers of healty and sick people almost instantly reverse themselves, leaving almost everybody sick. When this trend peaks, the death rate starts to rapidly rise. As they die, the number of sick people starts to decrease quickly. Some of the sick people begin to recover from the sickness, although very slowly. Most of them are re-infected and become sick. The ones that do survive do so mainly because they quickly become immune to the new virus. Thus near the end of the plot, the blue line is very close to the beige line, both of which are slowly increasing as the green line drops. Overall this plot shows that a virus mutation can cause an epidemic that leads to a large depopulation, although over time the people become immune to the new virus as well. [detailed description]

(simple version 1.1)

James Hilverding

W1.2 Implements W1.1 plus:

Infection is not certain but rather occurs with some probability.

Sick people recover with some probability

Sick people die with some probability

Players are allowed to see plots of the percentage of infected people total

There are doctor agents that cure sick people when they contact them with some probability.

If two (or more) healthy people come together, there is a chance that another healthy person will be created.

If three (or more) crazy people come together, there is a chance that another crazy person will be created. There is also a chance they will create a doctor.

The educational aspect of this simulation was supposed to be a demonstration that these probabilities of become infected and dying all results in a certain percentage of the population being sick at any given time (on average). You see in the plot that as time goes by, the line begins to wave around a certain percentage. When the player can change those probabilities with the goal of hitting a certain percentage, they will soon find that given a minute to run, the simulation does get closer and closer to an average percentage of sick people. Like I stated, though, that would require being able to make those probablities variables that the user could change.

(simple version 1.1)

Jessa Rothenberg

Sick people die after 8 seconds
Sick people die with a set probability
Infection occurs with a set probability
The probability of being infected is lower in those who have already been infected and recovered
Nurses cure those to the left, right, below and above
Nurses cannot be infected

When agents are placed:
-Students increase the "student" number by one
-Infected students increase the "student" number and the "infected" number by one

When healthy students become infected:
-The "infected" number increases by one When sick students recover:
-The "infected" number decreases by one When sick students die:
-The "infected" number decreases by one
-The "student" number decreases by one

Each individual student has a "chance_infect" attribute, the chance that they will become infected when next to a sick person
Each infected student has "death", "chance_die", and "chance_recover" attributes (death - the number of seconds they have been alive; after 7, they die)
Students can see and edit these values by selecting a student and choosing the "Agent Attribute Editor"!

(simple version 1.1)

JimCarlson

This project demonstrates the following features in addition to the basic features of part W1.1:

* Sick people die after being sick for a certain period.
* Sick people die with a %50 probability.
* Infection occurs with a probability that can be controlled by the user.
* Sick people recover with a %50 probability.
* Sick people who recover become immune with a %50 probability.
* The player can infect people or cure people by using the "hand" tool.
* A nurse agent can cure people.
* Sounds were added to signify a change in agent state.

(simple version 1.1)

JudeAllred

*There are a number of healthy people

*There are sick people

*People move around randomly.

*When a healthy person is next to a sick person, they become sick.

*Sick people die with a certain probability.

*Infection is not certain but rather occurs with some probability.

*Sick people recover with some probability.

*Introduce a way the player can immunize people, and/or infect people.

*Introduce doctor agents that cure sick people when they contact them.

[more...]

(simple version 1.1 missing)

 

Kevin Moore

Healthy person: yellow background, normal looking face.

Sick person: white background, green spotted face. Makes others sick with a percent chance.

Immune person: yellow/orange backtround, peachier face.

Doctor: red background, and the reflector on his head.

Cures sick people boosting their immunity, it also boosts the immunity of people who are immune or are healty.

Germ: brown background, green with purple spots. It infects anyone even if you are already immune.

The rules as they appear in the healty agent's rules list:

1. If next to a germ you get sick even if you have an immunity (it also plots the number of sick people.

2. If your immunity is greater than 50 then you become immune.

3. If you're next to a sick person and your immunity if less than 50 then you become infected by some percent chance (75 right now).

4. If you're sick and you're next to a doctor you are cured and your immunity is boosted.

5. If you're not sick and you're next to a doctor your immunity is boosted.

6. If you're sick you have a random chance of recovery, which also boosts your immunity.

7. If you're sick after 20 seconds you die.

8. If you're sick you have a random chance of dying before 20 seconds (2 percent right now)

9. Move around randomly in the room

The doctor, and germ were only programmed to move around randomly.

Screencap:

The interesting thing about this image was that the guy who is sick on the left side of the screen was immune right before the germ got him.

(simple version 1.1 missing)

MatthewGood

There are a number of healthy people
There is one sick person.
People move around randomly.
When a healthy person is next to a sick person, they become sick.

*Sick people die after being sick for a certain period.
*Sick people die with a certain probability.
*Infection is not certain but rather occurs with some probability.
*The player can control the probabilities with which things like death or infection happen.
*Sick people recover with some probability.
*Sick people who recover become immune with some probability.
*Allow players to see plots of the number of infected people vs time.
*Introduce doctor agents that cure sick people when they contact them.

The plot I've included plots the number of infected, dead, and immune people versus time.
The user can also control various properties, such as infection rate, "sickness rate" (a bit like incubation), death rate (morbidity), and the percentage of people who, not dying, either get immune or don't. (the "immune rate").

There is also a doctor who cannot be infected and can heal infected patients in 8 directions.
Changes of agent stage are accompanied by sounds for debugging.
The doctor has her own sound when she heals characters.

Educational Content
This is clearly a simple but still interesting simulation of the spread of contagions, such as viruses and bacterial infections.
The worksheet "spread" which I've included is my favorite. By default, it shows the importance of quarantine as providing the only surefire method of containment for a contagion. When any infected party is let out of the contained area, the contagion spreads quickly, and can devastate a population when coupled with high transmission rates "infect rate" and morbidity "death rate". Experimentation with incubation rates "sicktime" can also demonstrate that illnesses with short incubation times are not necessarily more deadly to a populace as a whole than slower incubating illnesses. Many factors are involved, but a slow-acting illness can travel farther and get to even more remote locations.
To take it up a level, isolating communities further from each other can demonstrate the impact of travel between those communities on the spread of infection.

(version 1.1 and 1.2 missing)

MichaelKnudson

*Sick people die after being sick for a certain period (with a certain probability)
*Infection is not certain, but occurs with some probability
*Sick people recover with some probability
*Sick people who recover become immune with some probability
*Players can see plots of infected people vs time
*Players can infect people, or reset immunization
*Players control a doctor to cure sick people

This project also includes the following non-standard extensions:

*Dead bodies linger, possibly infecting healthy people
*Dead bodies release airborne diseases
*Medicine is available for sick people to heal themselves
*Overusage of medicine reduces its effectiveness and can cause poisoning
*Viruses randomly mutate into new strains which nobody is immune to

[full description...]

(simple version 1.1)

Warren Wonders

This screenshot shows the plot of the number of times healthy people have been infected. Also shows the sick people (Green) and the doctor(with the red cross on hat). The chance of getting cured spontaniously or dying when sick is set very low so the simulation would last awhile.

*Sick people die with a certain probability.

*Infection is not certain but rather occurs with some probability.

*Sick people recover with some probability.

*Introduce doctor agents that cure sick people when they contact them.

*Allow players to see plots of the number of infected people vs time.

Also, I added a Hospitol and infection source agents where new doctors and sick people can be created using the keyboard.(s for sick person, d for doctor.)

(simple version 1.1 missing)

Zach Kantola

<readme missing>

(simple version 1.1. missing)

 

Mark Palestine

The screen shot is of the opening screen. To change the chance of people getting infected just hit SPACE and the percent will change in the upper right hand corner of the simulation. When you do that check out the plot of the total number of infected people and how it starts to go up much fater as the percentage goes up.

W1.2 let's you change the chance of them being sick by hitting the space bar.
Also there is a polt of total infected people. The percentage of infection starts at 0%.

(simple version 1.1)