PROBLEM
Nest predation on dabbling duck nests is an important problem in the prairie
potholeregion of North Dakota. There are many factors that contribute to the
high predation rates. One of them is landscape composition and physiognomy.
Many authors have reported that different landscape attributes such as patch
size and cover density affect predation rates. However, the data often
conflict as to what landscape attributes are important and when. Of the many
nest predators in the prairie pothole region, red foxes are considered the
most damaging.
APPROACH
I created MOAB (Model Of Animal Behavior), a generalizable model of animal
behavior to examine the interaction of predator foraging behavior and
landscape attributes. MOAB is a spatially explicit individual-based model.
MOAB is generalizable because it uses the artificial intelligence technology
of expert systems to create the rule sets animals use to determine their
behavior. To change the behavior of a species or create a new species you
change the rules and use the graphical user interface to change the species
parameters. MOAB has been tested on both the Macintosh and Windows computer
platforms. MOAB can import and export habitat type and food distribution files.
RESULTS
MOAB was used to simulate red fox nest depredation with a variety of food
densities and distributions and various habitat configurations. Results of red
fox nest predation revealed the following:
DESCRIPTION OF MOAB
MOAB is an application for the creation of individual-based models of animal
behavior that can be used to simulate dabbling duck (Tribe Anatini) nest
depredation by medium-sized mammals (red fox-Vulpes vulpes and striped
skunk-Mephitis mephitis) in the prairie pothole ecosystem of North America.
However, MOAB has the built in flexibility to allow it to be used to model
nest depredation and mammalian foraging behavior with different species in
other ecosystems. MOAB users can create or replicate heterogeneous landscape
patterns, put resources on that landscape, and place individual animals of a
given species on that landscape to simulate their foraging behavior. The
heuristic rules for animal behavior are maintained in a user-modifiable
expert system. Because of these features MOAB can be used to create various
models to explore hypotheses about the influence of landscape pattern on animal
movement and foraging behavior.
MOAB FEATURES
To meet the design goals, MOAB has three features: a graphical user interface
(GUI); an object oriented programming (OOP) construction; and behavior rules
controlled by an expert system. These features make it possible to create
models for other regions where the interaction of terrestrial animals and
landscapes are of interest. Currently, MOAB simulates two species, red fox
(Vulpes vulpes) and striped skunk (Mephitis mephitis), simultaneously. Models
can be created to simulate many more species. However, when multiple species
are simulated they all must move around the landscape at approximately the
same spatial-temporal scale. MOAB provides for two different ways to simulate
animal behavior, using a set of random movement rules or an expert system.
RANDOM MOVEMENT MODEL
The random movement mode of behavior uses a collection of hierarchical rules
of movement, the simplest rule being to pick a direction at random and move in
that direction. The most complex random movement rule set uses the animal's
internal state variables, food and habitat preferences, and other variables to
narrow down its potential decision set. If more than one decision is possible
after this process, the animal selects among them at random.
EXPERT SYSTEM
MOAB uses HUMBLE [Xerox 1991], a commercially available expert system shell,
combined with a custom made knowledge base. Using HUMBLE users can write their
own rules of animal movement and place them in the model [Chapter 3].
The landscape map in MOAB is a simple custom made raster-based GIS in which
each cell or location is an intelligent entity. Each cell keeps track of its
habitat type, what resources and individuals are present, and a history of
events that occurred in the cell. Appropriately formatted habitat and resource
maps can be imported into or exported out of MOAB making it possible to
incorporate actual landscapes and move habitat and resource maps between
different simulations to facilitate hypothesis testing.
USER INTERFACE
MOAB supports graphical displays of data results such as the location of food
resources and paths of travel for selected individuals. Summary statistics on
animal movement behavior, food density and composition characteristics are
available. Animal behavior and movement output can be saved as ASCII files for
later modification and analysis by telemetry analysis packages.
In addition to MOAB providing the means to change rules of behavior, species
and individual parameters can be modified through the GUI. The user can
directly modify an individual's age, gender, social relationship (e.g., mate
of: ..., young of: ..., parent of: ..., etc.), experience, location, hunger,
territory, anxiety, etc.
Species-specific parameters that can be modified are: metabolic rate, food
preferences, food storage capacity, habitat preferences, interspecific and
intraspecific relationships, and diurnal activity patterns.
PLATFORMS SUPPORTED
MOAB was written in Smalltalk, a language that provides for cross platform
portability: MOAB should run on any computer that is supported by ObjectWorks™ for Smalltalk, release 4.1. MOAB has been tested on MS Windows and Macintosh
platforms.
AVAILABILITY
Code, and compressed versions available on request from author, Jacoby Carter.