Number of People:
Infected:
Infection Duration: seconds
Infection Radius: pixels
Infectivity: percent
Infect Frequency: every frames
Speed: 0.1 pixels per 1/30sec
Path Randomness:
Death Rate: 0.1 percent
Grocery Store Enabled:
Grocery Store Rate: 0.01 percent
Grocery Store Duration: frames
| KEY:HealthyInfectedRecovered |
Stats will appear when running a simulation
Information:
This is a SIR model using moving points to represent people that is run in 1/30th of a second increments. Nearly all variables of the model can be adjusted to fit a different scenario. The default values outside of the number of people are somewhat calibrated to match covid-19. Remember that because of randomness in the model, you can get fairly unexpected results sometimes, so it can be useful to run a simulation multiple times with the same settings. The listed R value is an estimate based on the number of infections currently infected individuals have caused. True R-value is less useful because of limited simulation population size. Number of People: Amount of people being simulated. [100 = rural | 300 = suburb | 500 = city | 700 = metropolis] Infected: Number of people in the population infected at the start. Infection Duration: How long (in seconds) a person remains contagious after being infected. Shorten to simulate faster isolation a person after being diagnosed. Lengthen for no isolation. Shorten for a disease that kills very quickly. Infection Radius: How far away one person can infect another in pixels, represented by a yellow circle. Lengthen to simulate higher survival of virus on surfaces and being airborne. Infectivity: how likely a person is to catch a disease while inside the infective radius, for each 1/30th of a second increment. Decrease for lower infectivity or better hygiene and other controls. Increase for high infectivity disease. Infect Frequency: How often to check for new infections. 1 = check every frame (1/30th second). This can be used to simulate a higher or lower amount of required exposure.
Speed: How fast the people move, bringing them into contact with other people. To simulate social distancing decrease the speed. To simulate more group activity increase the speed and infectivity. Path Randomness: How likely a person is to change their direction of travel. This adds some chaos to the simulation. High randomness can also simulate social distancing. (Units are 1/10th percent chance to change direction every 1/30th second.) Death Rate: The number of dead people expected based on the number of people recovered. Grocery Store Enabled: Whether to simulate individuals traveling to a common location like a grocery store. Grocery Store Rate: chance a person will make a trip to the grocery store on a given frame in 0.01% increments. Increase to make people go to a central location more often. Grocery Store Duration: how many frames each person spends at the central location. Increase to increase the chance of infecting others at the location.