0
Three-Species Trophic Cascade
click to cull foxes, drag Y to tune fox death rate
with , , , , , , and scrubbed live via mouse-Y in . The left panel scrolls the three populations through time; the right panel renders the trajectory in space via an oblique 2-D projection , where you can see the system spiral toward a stable focus, a limit cycle, or β if is pushed high enough that foxes can't survive β collapse onto the two-species sub-attractor. The headline is the trophic cascade: click anywhere to instantly halve the fox population and watch the wave propagate downward. Released from predation, rabbits boom; the rabbit boom flattens grass; only once foxes have rebuilt on the rabbit surplus does the chain settle back to its attractor β a textbook example of top-down control reaching all the way to the producers.
idle
232 lines Β· vanilla
view source
// Three-species generalized Lotka-Volterra food chain: grass -> rabbits -> foxes.
// Left panel: scrolling time series of G, R, F.
// Right panel: oblique-projected 3D phase trajectory in (G,R,F) space.
const R_G = 1.0; // grass intrinsic growth
const K = 1.0; // grass carrying capacity
const A_GR = 1.2; // grass -> rabbit grazing rate
const E_GR = 0.7; // grass-to-rabbit conversion efficiency
const A_RF = 1.0; // rabbit -> fox predation rate
const E_RF = 0.5; // rabbit-to-fox conversion efficiency
const D_R = 0.4; // rabbit death rate
const D_F_MIN = 0.18;
const D_F_MAX = 0.55;
let D_F = 0.3; // fox death rate (mouseY-controlled)
const DT_SIM = 0.01;
const SUBSTEPS = 4;
const TS_MAX = 720; // time-series buffer (frames worth of samples)
const PHASE_MAX = 3000;
let W, H;
let state; // [G, R, F]
let ts; // Float32Array, 3*TS_MAX
let tsHead, tsCount;
let phase; // Float32Array, 3*PHASE_MAX
let phHead, phCount;
let simTime;
let lastPerturbT;
let perturbFlash;
function derivs(G, R, F) {
const dG = R_G * G * (1 - G / K) - A_GR * G * R;
const dR = E_GR * A_GR * G * R - A_RF * R * F - D_R * R;
const dF = E_RF * A_RF * R * F - D_F * F;
return [dG, dR, dF];
}
function rk4Step(s, h) {
const [G, R, F] = s;
const k1 = derivs(G, R, F);
const k2 = derivs(G + 0.5 * h * k1[0], R + 0.5 * h * k1[1], F + 0.5 * h * k1[2]);
const k3 = derivs(G + 0.5 * h * k2[0], R + 0.5 * h * k2[1], F + 0.5 * h * k2[2]);
const k4 = derivs(G + h * k3[0], R + h * k3[1], F + h * k3[2]);
let nG = G + (h / 6) * (k1[0] + 2 * k2[0] + 2 * k3[0] + k4[0]);
let nR = R + (h / 6) * (k1[1] + 2 * k2[1] + 2 * k3[1] + k4[1]);
let nF = F + (h / 6) * (k1[2] + 2 * k2[2] + 2 * k3[2] + k4[2]);
if (nG < 0) nG = 0;
if (nR < 0) nR = 0;
if (nF < 0) nF = 0;
return [nG, nR, nF];
}
function pushTS(G, R, F) {
ts[tsHead * 3] = G;
ts[tsHead * 3 + 1] = R;
ts[tsHead * 3 + 2] = F;
tsHead = (tsHead + 1) % TS_MAX;
if (tsCount < TS_MAX) tsCount++;
}
function pushPhase(G, R, F) {
phase[phHead * 3] = G;
phase[phHead * 3 + 1] = R;
phase[phHead * 3 + 2] = F;
phHead = (phHead + 1) % PHASE_MAX;
if (phCount < PHASE_MAX) phCount++;
}
function init({ width, height }) {
W = width;
H = height;
state = [0.6, 0.3, 0.2];
ts = new Float32Array(TS_MAX * 3);
tsHead = 0; tsCount = 0;
phase = new Float32Array(PHASE_MAX * 3);
phHead = 0; phCount = 0;
simTime = 0;
lastPerturbT = -1e9;
perturbFlash = 0;
// burn in so we land on/near the attractor
for (let i = 0; i < 800; i++) {
state = rk4Step(state, DT_SIM);
if (i % 4 === 0) pushPhase(state[0], state[1], state[2]);
}
}
// Project (G, R, F) into 2D using a simple oblique projection.
// X = G + 0.45*F, Y = R + 0.30*F (then mapped into panel pixel space).
function project(G, R, F, panelX, panelY, panelW, panelH) {
const sX = G + 0.45 * F;
const sY = R + 0.30 * F;
// axis ranges: G in [0,1], R in [0,~1.2], F in [0,~1.5]
// sX max ~ 1 + 0.45*1.5 = 1.675
// sY max ~ 1.2 + 0.30*1.5 = 1.65
const SX_MAX = 1.7;
const SY_MAX = 1.7;
const px = panelX + 30 + (sX / SX_MAX) * (panelW - 50);
const py = panelY + panelH - 30 - (sY / SY_MAX) * (panelH - 50);
return [px, py];
}
function drawAxes3D(ctx, panelX, panelY, panelW, panelH) {
ctx.strokeStyle = '#2a3344';
ctx.lineWidth = 1;
// origin
const [ox, oy] = project(0, 0, 0, panelX, panelY, panelW, panelH);
// G axis -> (1,0,0)
const [gx, gy] = project(1, 0, 0, panelX, panelY, panelW, panelH);
// R axis -> (0,1,0)
const [rx, ry] = project(0, 1, 0, panelX, panelY, panelW, panelH);
// F axis -> (0,0,1)
const [fx, fy] = project(0, 0, 1, panelX, panelY, panelW, panelH);
ctx.beginPath();
ctx.moveTo(ox, oy); ctx.lineTo(gx, gy);
ctx.moveTo(ox, oy); ctx.lineTo(rx, ry);
ctx.moveTo(ox, oy); ctx.lineTo(fx, fy);
ctx.stroke();
ctx.font = '11px monospace';
ctx.fillStyle = '#7fdc7f'; ctx.fillText('G', gx + 4, gy + 4);
ctx.fillStyle = '#f0a040'; ctx.fillText('R', rx - 12, ry - 2);
ctx.fillStyle = '#d04848'; ctx.fillText('F', fx + 4, fy - 4);
}
function tick({ ctx, dt, width, height, input }) {
if (width !== W || height !== H) {
W = width;
H = height;
}
// mouseY scrubs fox death rate
if (input && typeof input.mouseY === 'number' && input.mouseY >= 0) {
const t = Math.max(0, Math.min(1, input.mouseY / H));
// top of screen = low death rate (predators thrive), bottom = high death rate
D_F = D_F_MIN + (1 - t) * (D_F_MAX - D_F_MIN);
}
// clicks cull 50% of foxes
if (input && input.consumeClicks) {
const clicks = input.consumeClicks();
if (clicks && clicks.length > 0) {
state[2] *= 0.5;
lastPerturbT = simTime;
perturbFlash = 1.0;
}
}
// integrate
const stepsPerFrame = Math.max(1, Math.min(8, Math.round(SUBSTEPS * (dt / (1 / 60)))));
for (let i = 0; i < stepsPerFrame; i++) {
state = rk4Step(state, DT_SIM);
simTime += DT_SIM;
}
pushTS(state[0], state[1], state[2]);
pushPhase(state[0], state[1], state[2]);
// bg
ctx.fillStyle = '#0a0e14';
ctx.fillRect(0, 0, W, H);
// layout
const margin = 14;
const leftW = Math.floor((W - margin * 3) * 0.55);
const rightW = W - margin * 3 - leftW;
const PX_L = margin, PY_L = 36, PW_L = leftW, PH_L = H - 56;
const PX_R = margin * 2 + leftW, PY_R = 36, PW_R = rightW, PH_R = H - 56;
// headline title
ctx.fillStyle = '#cfd6e0';
ctx.font = '13px monospace';
ctx.fillText('Three-Species Trophic Cascade', margin, 20);
// === LEFT PANEL: scrolling time series ===
ctx.strokeStyle = '#1a2030';
ctx.strokeRect(PX_L, PY_L, PW_L, PH_L);
// gridlines
ctx.strokeStyle = '#141a26';
ctx.lineWidth = 1;
for (let i = 1; i < 4; i++) {
const yy = PY_L + (i / 4) * PH_L;
ctx.beginPath();
ctx.moveTo(PX_L, yy);
ctx.lineTo(PX_L + PW_L, yy);
ctx.stroke();
}
// y-axis label
ctx.fillStyle = '#6a7388';
ctx.font = '10px monospace';
ctx.fillText('1.5', PX_L + 4, PY_L + 11);
ctx.fillText('0', PX_L + 4, PY_L + PH_L - 4);
ctx.fillText('time β', PX_L + PW_L - 56, PY_L + PH_L + 14);
const Y_MAX = 1.5;
const sx = (i, n) => PX_L + 4 + ((i) / (TS_MAX - 1)) * (PW_L - 8);
const sy = (v) => PY_L + PH_L - 4 - Math.min(1, v / Y_MAX) * (PH_L - 14);
if (tsCount > 1) {
const startIdx = (tsHead - tsCount + TS_MAX) % TS_MAX;
const drawSeries = (offset, color) => {
ctx.strokeStyle = color;
ctx.lineWidth = 1.6;
ctx.beginPath();
for (let i = 0; i < tsCount; i++) {
const idx = (startIdx + i) % TS_MAX;
const v = ts[idx * 3 + offset];
const px = sx(i + (TS_MAX - tsCount), TS_MAX);
const py = sy(v);
if (i === 0) ctx.moveTo(px, py); else ctx.lineTo(px, py);
}
ctx.stroke();
};
drawSeries(0, '#7fdc7f'); // grass
drawSeries(1, '#f0a040'); // rabbits
drawSeries(2, '#d04848'); // foxes
}
// legend (top-right of left panel)
const legendX = PX_L + PW_L - 110;
const legendY = PY_L + 8;
ctx.font = '11px monospace';
ctx.fillStyle = '#7fdc7f'; ctx.fillRect(legendX, legendY, 10, 2); ctx.fillText('grass G', legendX + 14, legendY + 4);
ctx.fillStyle = '#f0a040'; ctx.fillRect(legendX, legendY + 12, 10, 2); ctx.fillText('rabbits R', legendX + 14, legendY + 16);
ctx.fillStyle = '#d04848'; ctx.fillRect(legendX, legendY + 24, 10, 2); ctx.fillText('foxes F', legendX + 14, legendY + 28);
// current values + dF readout at bottom of left panel
ctx.font = '11px monospace';
ctx.fillStyle = '#7fdc7f'; ctx.fillText('G=' + state[0].toFixed(3), PX_L + 8, PY_L + PH_L - 28);
ctx.fillStyle = '#f0a040'; ctx.fillText('R=' + state[1].toFixed(3), PX_L + 100, PY_L + PH_L - 28);
ctx.fillStyle = '#d04848'; ctx.fillText('F=' + state[2].toFixed(3), PX_L + 192, PY_L + PH_L - 28);
ctx.fillStyle = '#cfd6e0'; ctx.fillText('d_F = ' + D_F.toFixed(3), PX_L + 8, PY_L + PH_L - 12);
// === RIGHT PANEL: 3D phase trajectory ===
ctx.strokeStyle = '#1a2030';
ctx.strokeRect(PX_R, PY_R, PW_R, PH_R);
ctx.fillStyle = '#6a7388';
ctx.font = '10px monospace';
ctx.fillText('phase space (G, R, F)', PX_R + 8, PY_R + 14);
drawAxes3D(ctx, PX_R, PY_R, PW_R, PH_R);
if (phCount > 1) {
const startIdx = (phHead - phCount + PHASE_MAX) % PHASE_MAX;
ctx.globalCompositeOperation = 'lighter';
ctx.lineWidth = 1.2;
ctx.lineCap = 'round';
let prevPX = -1, prevPY = -1;
for (let i = 0; i < phCount; i++) {
const idx = (startIdx + i) % PHASE_MAX;
const G = phase[idx * 3];
const R = phase[idx * 3 + 1];
const F = phase[idx * 3 + 2];
const [px, py] = project(G, R, F, PX_R, PY_R, PW_R, PH_R);
if (i > 0) {
const t = i / phCount;
const alpha = 0.04 + t * 0.55;
// colour by which species dominates locally
const denom = G + R + F + 1e-6;
const cr = Math.round(80 + 175 * (F / denom));
const cg = Math.round(80 + 175 * (G / denom));
const cb = Math.round(80 + 130 * (R / denom));
ctx.strokeStyle = `rgba(${cr},${cg},${cb},${alpha.toFixed(3)})`;
ctx.beginPath();
ctx.moveTo(prevPX, prevPY);
ctx.lineTo(px, py);
ctx.stroke();
}
prevPX = px; prevPY = py;
}
// current point
ctx.globalCompositeOperation = 'source-over';
const [cpx, cpy] = project(state[0], state[1], state[2], PX_R, PY_R, PW_R, PH_R);
ctx.fillStyle = 'rgba(255,230,140,0.25)';
ctx.beginPath(); ctx.arc(cpx, cpy, 10, 0, Math.PI * 2); ctx.fill();
ctx.fillStyle = '#ffe680';
ctx.beginPath(); ctx.arc(cpx, cpy, 3.4, 0, Math.PI * 2); ctx.fill();
}
ctx.globalCompositeOperation = 'source-over';
// perturbation flash overlay on right panel
if (perturbFlash > 0) {
ctx.fillStyle = `rgba(208, 72, 72, ${(perturbFlash * 0.18).toFixed(3)})`;
ctx.fillRect(PX_R, PY_R, PW_R, PH_R);
perturbFlash = Math.max(0, perturbFlash - dt * 1.5);
}
// footer hint
ctx.fillStyle = '#6a7388';
ctx.font = '11px monospace';
ctx.fillText('click: cull 50% of foxes Β· mouse Y: tune fox death rate', margin, H - 8);
}
Comments (0)
Log in to comment.