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BuiltInArchitectures
This file is automatically generated from java files. Do Not Edit It.
fsm, parallel_bdi, probabilistic_tasks, reflex, rules, simple_bdi, sorted_tasks, user_first, user_last, user_only, weighted_tasks,
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state
(string): Returns the name of the current state of the agent -
states
(list): Returns the list of all the states defined in the species
compute the bdi architecture in parallel. This skill inherit all actions and variables from SimpleBdiArchitecture
A control architecture, based on the concept of tasks, which are executed with a probability depending on their weight. This skill extends WeightedTasksArchitecture skills and have all his actions and variables
Represents the default behavioral architecture attached to species of agents if none is specified. This skills extends AbstractArchitecture and have all his actions and variables
A control architecture based on the concept of rules. Allows to declare simple rules with the keyword do_rule
and to execute them given with respect to their conditions and priority
this architecture enables to define a behaviour using BDI. It is an implementation of the BEN architecture (Behaviour with Emotions and Norms)
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agreeableness
(float): an agreeableness value for the personality -
belief_base
(list): the belief base of the agent -
charisma
(float): a charisma value. By default, it is computed with personality -
conscientiousness
(float): a conscientiousness value for the personality -
current_norm
(any type): the current norm of the agent -
current_plan
(any type): thecurrent plan of the agent -
desire_base
(list): the desire base of the agent -
emotion_base
(list): the emotion base of the agent -
extroversion
(float): an extraversion value for the personality -
ideal_base
(list): the ideal base of the agent -
intention_base
(list): the intention base of the agent -
intention_persistence
(float): intention persistence -
law_base
(list): the law base of the agent -
neurotism
(float): a neurotism value for the personality -
norm_base
(list): the norm base of the agent -
obedience
(float): an obedience value. By default, it is computed with personality -
obligation_base
(list): the obligation base of the agent -
openness
(float): an openness value for the personality -
plan_base
(list): the plan base of the agent -
plan_persistence
(float): plan persistence -
probabilistic_choice
(boolean): indicates if the choice is deterministic or probabilistic -
receptivity
(float): a receptivity value. By default, it is computed with personality -
sanction_base
(list): the sanction base of the agent -
social_link_base
(list): the social link base of the agent -
thinking
(list): the list of the last thoughts of the agent -
uncertainty_base
(list): the uncertainty base of the agent -
use_emotions_architecture
(boolean): indicates if emotions are automaticaly computed -
use_norms
(boolean): indicates if the normative engine is used -
use_persistence
(boolean): indicates if the persistence coefficient is computed with personality (false) or with the value given by the modeler -
use_personality
(boolean): indicates if the personnality is used -
use_social_architecture
(boolean): indicates if social relations are automaticaly computed
add the predicate in the belief base.
- returns: bool
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predicate
(predicate): predicate to add as a belief -
strength
(float): the stregth of the belief -
lifetime
(int): the lifetime of the belief
add the belief about an emotion in the belief base.
- returns: bool
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emotion
(emotion): emotion to add as a belief -
strength
(float): the stregth of the belief -
lifetime
(int): the lifetime of the belief
add the predicate in the belief base.
- returns: bool
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mental_state
(mental_state): predicate to add as a belief -
strength
(float): the stregth of the belief -
lifetime
(int): the lifetime of the belief
adds the predicates is in the desire base.
- returns: bool
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predicate
(predicate): predicate to add as a desire -
strength
(float): the stregth of the belief -
lifetime
(int): the lifetime of the belief -
todo
(predicate): add the desire as a subintention of this parameter
adds the emotion in the desire base.
- returns: bool
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emotion
(emotion): emotion to add as a desire -
strength
(float): the stregth of the desire -
lifetime
(int): the lifetime of the desire -
todo
(predicate): add the desire as a subintention of this parameter
adds the mental state is in the desire base.
- returns: bool
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mental_state
(mental_state): mental_state to add as a desire -
strength
(float): the stregth of the desire -
lifetime
(int): the lifetime of the desire -
todo
(predicate): add the desire as a subintention of this parameter
add the belief in the belief base.
- returns: bool
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belief
(mental_state): belief to add in th belief base
add the desire in the desire base.
- returns: bool
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desire
(mental_state): desire to add in th belief base
add the ideal in the ideal base.
- returns: bool
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ideal
(mental_state): ideal to add in the ideal base
add the uncertainty in the uncertainty base.
- returns: bool
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uncertainty
(mental_state): uncertainty to add in the uncertainty base
add the emotion to the emotion base.
- returns: bool
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emotion
(emotion): emotion to add to the base
add a predicate in the ideal base.
- returns: bool
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predicate
(predicate): predicate to add as an ideal -
praiseworthiness
(float): the praiseworthiness value of the ideal -
lifetime
(int): the lifetime of the ideal
add a predicate in the ideal base.
- returns: bool
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emotion
(emotion): emotion to add as an ideal -
praiseworthiness
(float): the praiseworthiness value of the ideal -
lifetime
(int): the lifetime of the ideal
add a predicate in the ideal base.
- returns: bool
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mental_state
(mental_state): mental state to add as an ideal -
praiseworthiness
(float): the praiseworthiness value of the ideal -
lifetime
(int): the lifetime of the ideal
check if the predicates is in the desire base.
- returns: bool
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predicate
(predicate): predicate to check -
strength
(float): the stregth of the belief -
lifetime
(int): the lifetime of the belief
check if the predicates is in the desire base.
- returns: bool
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emotion
(emotion): emotion to add as an intention -
strength
(float): the stregth of the belief -
lifetime
(int): the lifetime of the belief
check if the predicates is in the desire base.
- returns: bool
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mental_state
(mental_state): predicate to add as an intention -
strength
(float): the stregth of the belief -
lifetime
(int): the lifetime of the belief
add a predicate in the ideal base.
- returns: bool
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predicate
(predicate): predicate to add as an obligation -
strength
(float): the strength value of the obligation -
lifetime
(int): the lifetime of the obligation
add the social link to the social link base.
- returns: bool
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social_link
(social_link): social link to add to the base
adds the predicates is in the desire base.
- returns: bool
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predicate
(mental_state): the intention that receives the sub_intention -
subintentions
(predicate): the predicate to add as a subintention to the intention -
add_as_desire
(boolean): add the subintention as a desire as well (by default, false)
add a predicate in the uncertainty base.
- returns: bool
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predicate
(predicate): predicate to add -
strength
(float): the stregth of the belief -
lifetime
(int): the lifetime of the belief
add a predicate in the uncertainty base.
- returns: bool
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emotion
(emotion): emotion to add as an uncertainty -
strength
(float): the stregth of the belief -
lifetime
(int): the lifetime of the belief
add a predicate in the uncertainty base.
- returns: bool
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mental_state
(mental_state): mental state to add as an uncertainty -
strength
(float): the stregth of the belief -
lifetime
(int): the lifetime of the belief
changes the dominance value of the social relation with the agent specified.
- returns: bool
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agent
(agent): an agent with who I get a social link -
dominance
(float): a value to change the dominance value
changes the familiarity value of the social relation with the agent specified.
- returns: bool
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agent
(agent): an agent with who I get a social link -
familiarity
(float): a value to change the familiarity value
changes the liking value of the social relation with the agent specified.
- returns: bool
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agent
(agent): an agent with who I get a social link -
liking
(float): a value to change the liking value
changes the solidarity value of the social relation with the agent specified.
- returns: bool
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agent
(agent): an agent with who I get a social link -
solidarity
(float): a value to change the solidarity value
changes the trust value of the social relation with the agent specified.
- returns: bool
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agent
(agent): an agent with who I get a social link -
trust
(float): a value to change the trust value
clear the belief base
- returns: bool
clear the desire base
- returns: bool
clear the emotion base
- returns: bool
clear the ideal base
- returns: bool
clear the intention base
- returns: bool
clear the obligation base
- returns: bool
clear the intention base
- returns: bool
clear the uncertainty base
- returns: bool
puts the current intention on hold until the specified condition is reached or all subintentions are reached (not in desire base anymore).
- returns: bool
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until
(any type): the current intention is put on hold (fited plan are not considered) until specific condition is reached. Can be an expression (which will be tested), a list (of subintentions), or nil (by default the condition will be the current list of subintentions of the intention)
return the belief about the predicate in the belief base (if several, returns the first one).
- returns: mental_state
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predicate
(predicate): predicate to get
return the belief about the emotion in the belief base (if several, returns the first one).
- returns: mental_state
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emotion
(emotion): emotion about which the belief to get is
return the belief about the mental state in the belief base (if several, returns the first one).
- returns: mental_state
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mental_state
(mental_state): mental state to get
get the predicates is in the belief base (if several, returns the first one).
- returns: mental_state
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name
(string): name of the predicate to check
get the list of predicates in the belief base
- returns: list<mental_state>
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predicate
(predicate): predicate to check
get the list of bliefs in the belief base containing the mental state
- returns: list<mental_state>
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mental_state
(mental_state): mental state to check
get the list of predicates is in the belief base with the given name.
- returns: list<mental_state>
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name
(string): name of the predicates to check
returns the current intention (last entry of intention base).
- returns: mental_state
get the current plan.
- returns: BDIPlan
get the predicates is in the desire base (if several, returns the first one).
- returns: mental_state
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predicate
(predicate): predicate to check
get the mental state is in the desire base (if several, returns the first one).
- returns: mental_state
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mental_state
(mental_state): mental state to check
get the predicates is in the belief base (if several, returns the first one).
- returns: mental_state
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name
(string): name of the predicate to check
get the list of predicates is in the desire base
- returns: list<mental_state>
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predicate
(predicate): name of the predicates to check
get the list of mental states is in the desire base
- returns: list<mental_state>
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mental_state
(mental_state): name of the mental states to check
get the list of predicates is in the belief base with the given name.
- returns: list<mental_state>
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name
(string): name of the predicates to check
get the emotion in the emotion base (if several, returns the first one).
- returns: emotion
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emotion
(emotion): emotion to get
get the emotion is in the emotion base (if several, returns the first one).
- returns: emotion
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name
(string): name of the emotion to check
get the ideal about the predicate in the ideal base (if several, returns the first one).
- returns: mental_state
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predicate
(predicate): predicate to check ad an ideal
get the mental state in the ideal base (if several, returns the first one).
- returns: mental_state
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mental_state
(mental_state): mental state to return
get the predicates in the intention base (if several, returns the first one).
- returns: mental_state
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predicate
(predicate): predicate to check
get the mental state is in the intention base (if several, returns the first one).
- returns: mental_state
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mental_state
(mental_state): mental state to check
get the predicates is in the belief base (if several, returns the first one).
- returns: mental_state
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name
(string): name of the predicate to check
get the list of predicates is in the intention base
- returns: list<mental_state>
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predicate
(predicate): name of the predicates to check
get the list of mental state is in the intention base
- returns: list<mental_state>
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mental_state
(mental_state): mental state to check
get the list of predicates is in the belief base with the given name.
- returns: list<mental_state>
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name
(string): name of the predicates to check
get the predicates in the obligation base (if several, returns the first one).
- returns: mental_state
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predicate
(predicate): predicate to return
get the first plan with the given name
- returns: BDIPlan
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name
(string): the name of the planto get
get the list of plans.
- returns: list
get the social link (if several, returns the first one).
- returns: social_link
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social_link
(social_link): social link to check
get the social link with the agent concerned (if several, returns the first one).
- returns: social_link
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agent
(agent): an agent with who I get a social link
get the predicates is in the uncertainty base (if several, returns the first one).
- returns: mental_state
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predicate
(predicate): predicate to return
get the mental state is in the uncertainty base (if several, returns the first one).
- returns: mental_state
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mental_state
(mental_state): mental state to return
check if the predicates is in the belief base.
- returns: bool
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predicate
(predicate): predicate to check
check if the mental state is in the belief base.
- returns: bool
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mental_state
(mental_state): mental state to check
check if the predicate is in the belief base.
- returns: bool
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name
(string): name of the predicate to check
check if the predicates is in the desire base.
- returns: bool
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predicate
(predicate): predicate to check
check if the mental state is in the desire base.
- returns: bool
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mental_state
(mental_state): mental state to check
check if the prediate is in the desire base.
- returns: bool
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name
(string): name of the predicate to check
check if the emotion is in the belief base.
- returns: bool
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emotion
(emotion): emotion to check
check if the emotion is in the emotion base.
- returns: bool
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name
(string): name of the emotion to check
check if the predicates is in the ideal base.
- returns: bool
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predicate
(predicate): predicate to check
check if the mental state is in the ideal base.
- returns: bool
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mental_state
(mental_state): mental state to check
check if the predicate is in the ideal base.
- returns: bool
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name
(string): name of the predicate to check
check if the predicates is in the obligation base.
- returns: bool
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predicate
(predicate): predicate to check
check if the social link base.
- returns: bool
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social_link
(social_link): social link to check
check if the social link base.
- returns: bool
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agent
(agent): an agent with who I want to check if I have a social link
check if the predicates is in the uncertainty base.
- returns: bool
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predicate
(predicate): predicate to check
check if the mental state is in the uncertainty base.
- returns: bool
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mental_state
(mental_state): mental state to check
check if the predicate is in the uncertainty base.
- returns: bool
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name
(string): name of the uncertainty to check
check if the predicates is the current intention (last entry of intention base).
- returns: bool
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predicate
(predicate): predicate to check
check if the mental state is the current intention (last entry of intention base).
- returns: bool
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mental_state
(mental_state): mental state to check
tell if the current plan has the same name as tested
- returns: bool
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name
(string): the name of the plan to test
removes the predicates from the belief base.
- returns: bool
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predicate
(predicate): predicate to remove
removes the predicate from the belief base.
- returns: bool
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predicate
(predicate): predicate to remove
removes the mental state from the belief base.
- returns: bool
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mental_state
(mental_state): mental state to remove
removes the predicates from the desire base.
- returns: bool
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predicate
(predicate): predicate to remove from desire base
removes the mental state from the desire base.
- returns: bool
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mental_state
(mental_state): mental state to remove from desire base
removes the emotion from the emotion base.
- returns: bool
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emotion
(emotion): emotion to remove
removes the predicates from the ideal base.
- returns: bool
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predicate
(predicate): predicate to remove
removes the mental state from the ideal base.
- returns: bool
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mental_state
(mental_state): metal state to remove
removes the predicates from the intention base.
- returns: bool
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predicate
(predicate): intention's predicate to remove -
desire_also
(boolean): removes also desire
removes the mental state from the intention base.
- returns: bool
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mental_state
(mental_state): intention's mental state to remove -
desire_also
(boolean): removes also desire
removes the predicates from the obligation base.
- returns: bool
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predicate
(predicate): predicate to remove
removes the social link from the social relation base.
- returns: bool
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social_link
(social_link): social link to remove
removes the social link from the social relation base.
- returns: bool
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agent
(agent): an agent with who I get the social link to remove
removes the predicates from the uncertainty base.
- returns: bool
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predicate
(predicate): predicate to remove
removes the mental state from the uncertainty base.
- returns: bool
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mental_state
(mental_state): mental state to remove
replace the old predicate by the new one.
- returns: bool
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old_predicate
(predicate): predicate to remove -
predicate
(predicate): predicate to add
A control architecture, based on the concept of tasks, which are executed in an order defined by their weight. This skill extends the WeightedTasksArchitecture skill and take all his actions and variables
A control architecture, based on FSM, where the user is being given control before states / reflexes of the agent are executed. This skill extends the UserControlArchitecture skill and take all his actions and variables
A control architecture, based on FSM, where the user is being given control after states / reflexes of the agent are executed. This skill extends the UserControlArchitecture skill and take all his actions and variables
A control architecture, based on FSM, where the user is being given complete control of the agents. This skill extends the UserControlArchitecture skill and take all his actions and variables
The class WeightedTasksArchitecture. A simple architecture of competing tasks, where one can be active at a time. Weights of the tasks are computed every step and the chosen task is simply the one with the maximal weight
- Installation and Launching
- Workspace, Projects and Models
- Editing Models
- Running Experiments
- Running Headless
- Preferences
- Troubleshooting
- Introduction
- Manipulate basic Species
- Global Species
- Defining Advanced Species
- Defining GUI Experiment
- Exploring Models
- Optimizing Model Section
- Multi-Paradigm Modeling
- Manipulate OSM Data
- Diffusion
- Using Database
- Using FIPA ACL
- Using BDI with BEN
- Using Driving Skill
- Manipulate dates
- Manipulate lights
- Using comodel
- Save and restore Simulations
- Using network
- Headless mode
- Using Headless
- Writing Unit Tests
- Ensure model's reproducibility
- Going further with extensions
- Built-in Species
- Built-in Skills
- Built-in Architecture
- Statements
- Data Type
- File Type
- Expressions
- Exhaustive list of GAMA Keywords
- Installing the GIT version
- Developing Extensions
- Introduction to GAMA Java API
- Using GAMA flags
- Creating a release of GAMA
- Documentation generation