Thanks for the suggestion. I don’t have much intuition for the appropriate range of parameter values, especially for ε and σ. So I used the values in your example on GitHub. Reducing the velocities by half seems to have fixed the issue. Interestingly, the particles still pass through each other. Do you have any idea why that might be the case?
Summary
# # Integrating Agents.jl with CellListMap.jl
# ```@raw html
# <video width="auto" controls autoplay loop>
# <source src="../celllistmap.mp4" type="video/mp4">
# </video>
# ```
# This example illustrates how to integrate Agents.jl with
# [CellListMap.jl](https:://github.com/m3g/CellListMap.jl), to accelerate the
# computation of short-ranged (within a cutoff) interactions in 2D and 3D continuous
# spaces. CellListMap.jl is a package that allows the computation of pairwise interactions
# using an efficient and parallel implementation of [cell lists](https://en.wikipedia.org/wiki/Cell_lists).
# ## The system simulated
#
# The example will illustrate how to simulate a set of particles in 2 dimensions, interacting
# through a simple repulsive potential of the form:
#
# $U(r) = k_i k_j\left[r^2 - (r_i+r_j)^2\right]^2~~~\textrm{for}~~~r \leq (r_i+r_j)$
#
# $U(r) = 0.0~~~\textrm{for}~~~r \gt (r_i+r_j)$
#
# where $r_i$ and $r_j$ are the radii of the two particles involved, and
# $k_i$ and $k_j$ are constants associated to each particle. The potential
# energy function is a smoothly decaying potential with a maximum when
# the particles overlap.
#
# Thus, if the maximum sum of radii between particles is much smaller than the size
# of the system, cell lists can greatly accelerate the computation of the pairwise forces.
#
# Each particle will have different radii and different repulsion force constants and masses.
##################################################################################################################################
cd(@__DIR__)
using Pkg
Pkg.activate("../../..")
using Agents
using CairoMakie
using CellListMap
using FastPow
using Packmol
using StaticArrays
# Below we define the `Particle` type, which represents the agents of the
# simulation. The `Particle` type, for the `ContinuousAgent{2,Float64}` space, will have additionally
# an `id` and `pos` (position) and `vel` (velocity) fields, which are automatically added
# by the `@agent` macro.
@agent struct Particle(ContinuousAgent{2, Float64})
r::Float64 # radius
k::Float64 # repulsion force constant
mass::Float64
end
PropParticle(; vel, r, k, mass) = (vel, r, k, mass)
# ## Required and data structures for CellListMap.jl
#
# We will use the high-level `ParticleSystem` interface (requires version ≥0.9.0):
# Two auxiliary arrays will be created on model initialization, to be passed to
# the `ParticleSystem` data structure:
#
# 1. `positions`: `CellListMap` requires a vector of (preferentially) static vectors as the positions
# of the particles. To avoid creating this array on every call, a buffer to
# which the `agent.pos` positions will be copied is stored in this data structure.
# 2. `forces`: In this example, the property to be computed using `CellListMap.jl` is
# the forces between particles, which are stored here in a `Vector{<:SVector}`, of
# the same type as the positions. These forces will be updated by the `map_pairwise!`
# function.
#
# Additionally, the computation with `CellListMap.jl` requires the definition of a `cutoff`,
# which will be twice the maximum interacting radii of the particles, and the geometry of the
# the system, given by the `unitcell` of the periodic box. For non-periodic systems,
# use `unitcell = nothing`.
#
# More complex output data, variable system geometries and other options are supported,
# according to the [CellListMap](https://m3g.github.io/CellListMap.jl/stable/ParticleSystem/)
# user guide.
#
# ## Model initialization
# We create the model with a keyword-accepting function as is recommended in Agents.jl.
# The keywords here control number of particles and sizes.
function initialize_bouncing(;
n_particles = 10_000,
sides = SVector(600.0, 600.0),
dt = 0.001,
max_radius = 10.0,
ε = 0.0441795,
σ = 2 * 1.64009,
parallel = true
)
## the walls will be at 50.0 and 550.0
## initial particle positions are within the walls
positions = [500.0 .* rand(SVector{2, Float64}) for _ = 1:n_particles]
unitcell = [500, 500]
pack_monoatomic!(positions, unitcell, max_radius)
# add [50,50] to make min x = 50, and min y = 50
map!(x -> x + [50, 50], positions, positions)
## We will use CellListMap to compute forces, with similar structure as the positions
forces = similar(positions)
## Space and agents: <= no need for periodic boundary conditions here,
## although this is sort of a hack in combination with CellListMap.
space2d = ContinuousSpace(sides; periodic = false)
## Initialize CellListMap particle system
system = ParticleSystem(
positions = positions,
unitcell = sides,
cutoff = 2 * max_radius,
output = forces,
output_name = :forces, # allows the system.forces alias for clarity
parallel = parallel
)
## define the model properties
## The system field contains the data required for CellListMap.jl
properties = (;
dt,
n_particles,
system,
ε,
σ
)
model = StandardABM(Particle,
space2d;
agent_step!,
model_step!,
agents_first = false,
properties = properties
)
## Create active agents
for id = 1:n_particles
pos = positions[id]
prop_particle = PropParticle(
#r = (0.5 + 0.9 * rand()) * max_radius,
r = max_radius,
k = 10 + 20 * rand(), # random force constants
mass = 10.0 + 100 * rand(), # random masses
vel = 50 * randn(SVector{2}) # initial velocities)
)
add_agent!(pos, Particle, model, prop_particle...)
end
return model
end
# ## Computing the pairwise particle forces
# To follow the `CellListMap` interface, we first need a function that
# computes the force between a single pair of particles. This function
# receives the positions of the two particles (already considering
# the periodic boundary conditions), `x` and `y`, their indices in the
# array of positions, `i` and `j`, the squared distance between them, `d2`,
# the `forces` array to be updated and the `model` properties.
#
# Given these input parameters, the function obtains the properties of
# each particle from the model, and computes the force between the particles
# as (minus) the gradient of the potential energy function defined above.
#
# The function *must* return the `forces` array, to follow the `CellListMap` API.
#
# function calc_forces!(x, y, i, j, d2, forces, model)
# p_i = model[i]
# p_j = model[j]
# d = sqrt(d2)
# if d ≤ (p_i.r + p_j.r)
# dr = y - x # x and y are minimum-image relative coordinates
# fij = 2 * (p_i.k * p_j.k) * (d2 - (p_i.r + p_j.r)^2) * (dr / d)
# forces[i] += fij
# forces[j] -= fij
# end
# return forces
# end
function calc_forces!(x, y, i, j, d2, forces, model)
ε = model.ε
σ = model.σ
r = y - x
@fastpow dudr = -12 * ε * (σ^12 / d2^7 - σ^6 / d2^4) * r
@inbounds forces[i] = forces[i] + dudr
@inbounds forces[j] = forces[j] - dudr
return forces
end
# The `model_step!` function will use `CellListMap` to update the
# forces for all particles. The first argument of the call is
# the function to be computed for each pair of particles, which closes-over
# the `model` data to call the `calc_forces!` function defined above.
#
function model_step!(model::ABM)
## Update the pairwise forces at this step
map_pairwise!(
(x, y, i, j, d2, forces) -> calc_forces!(x, y, i, j, d2, forces, model),
model.system
)
return nothing
end
# ## Update agent positions and velocities
# The `agent_step!` function will update the particle positions and velocities,
# given the forces, which are computed in the `model_step!` function. A simple
# Euler step is used here for simplicity. Finally, the positions stored in the `ParticleSystem`
# structure are updated.
function agent_step!(agent, model::ABM)
id = agent.id
dt = abmproperties(model).dt
## Retrieve the forces on agent id
f = model.system.forces[id]
# Choose wall type
walltype = :rigid
##
## Add bouncing on walls force F(x) = -k * Δx with large k
##
if walltype == :soft
fx, fy = 0.0, 0.0
k = 10^6
if agent.pos[1] ≤ 50.0
fx += k * (50.0 - agent.pos[1])
end
if agent.pos[1] ≥ 550.0
fx += k * (550.0 - agent.pos[1])
end
if agent.pos[2] ≤ 50.0
fy += k * (50.0 - agent.pos[2])
end
if agent.pos[2] ≥ 550.0
fy += k * (550.0 - agent.pos[2])
end
# sum wall forces to the particle forces
f += SVector(fx, fy)
end
a = f / agent.mass
## Update positions and velocities
v = agent.vel + a * dt
x = agent.pos + v * dt + (a / 2) * dt^2
##
## rigid walls
##
xx, xy = x
vx, vy = v
if walltype == :rigid
xx, xy = x
vx, vy = v
if xx ≤ 50.0
xx = 50.0
vx < 0.0 && (vx = -vx)
end
if xx ≥ 550.0
xx = 550.0
vx > 0.0 && (vx = -vx)
end
if xy ≤ 50.0
xy = 50.0
vy < 0.0 && (vy = -vy)
end
if xy ≥ 550.0
xy = 550.0
vy > 0.0 && (vy = -vy)
end
end
x = SVector(xx, xy)
if any(isnan, x)
println("current position $(agent.pos) new position $x")
println("current veolocity $(agent.vel) new velocity $v")
println("current force $f")
end
agent.vel = SVector(vx, vy)
move_agent!(agent, x, model)
## !!! IMPORTANT: Update positions in the ParticleSystem
model.system.positions[id] = agent.pos
return nothing
end
# ## The simulation
# Finally, the function below runs an example simulation, for 1000 steps.
function simulate(model = nothing; nsteps = 1_000, n_particles = 10_000)
if isnothing(model)
model = initialize_bouncing(n_particles = n_particles)
end
Agents.step!(model, nsteps)
end
# Which should be quite fast
#model = initialize_bouncing()
#@time simulate(model)
# and let's make a nice video with less particles,
# to see them bouncing around. The marker size is set by the
# radius of each particle, and the marker color by the
# corresponding repulsion constant.
using CairoMakie
#CairoMakie.activate!() # hide
model = initialize_bouncing(n_particles = 1000)
abmvideo(
"celllistmap.mp4", model;
framerate = 20, frames = 200, dt = 5,
title = "Softly bouncing particles with CellListMap.jl",
agent_size = p -> p.r,
agent_color = p -> p.k
)
# ```@raw html
# <video width="auto" controls autoplay loop>
# <source src="../celllistmap.mp4" type="video/mp4">
# </video>
# ```