Built-in Architectures
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INTRODUCTION​
Table of Contents​
fsm, parallel_bdi, probabilistic_tasks, reflex, rules, simple_bdi, sorted_tasks, user_first, user_last, user_only, weighted_tasks,
fsm​
Variables​
state
(string): Returns the name of the current state of the agentstates
(list): Returns the list of all the states defined in the species
Actions​
parallel_bdi​
compute the bdi architecture in parallel. This skill inherit all actions and variables from SimpleBdiArchitecture
Variables​
Actions​
probabilistic_tasks​
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
Variables​
Actions​
reflex​
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
Variables​
Actions​
rules​
A control architecture based on the concept of rules
Variables​
Actions​
simple_bdi​
this architecture enables to define a behaviour using BDI. It is an implementation of the BEN architecture (Behaviour with Emotions and Norms)
Variables​
agreeableness
(float): an agreeableness value for the personalitybelief_base
(list): the belief base of the agentcharisma
(float): a charisma value. By default, it is computed with personalityconscientiousness
(float): a conscientiousness value for the personalitycurrent_norm
(any type): the current norm of the agentcurrent_plan
(any type): thecurrent plan of the agentdesire_base
(list): the desire base of the agentemotion_base
(list): the emotion base of the agentextroversion
(float): an extraversion value for the personalityideal_base
(list): the ideal base of the agentintention_base
(list): the intention base of the agentintention_persistence
(float): intention persistencelaw_base
(list): the law base of the agentneurotism
(float): a neurotism value for the personalitynorm_base
(list): the norm base of the agentobedience
(float): an obedience value. By default, it is computed with personalityobligation_base
(list): the obligation base of the agentopenness
(float): an openness value for the personalityplan_base
(list): the plan base of the agentplan_persistence
(float): plan persistenceprobabilistic_choice
(boolean): indicates if the choice is deterministic or probabilisticreceptivity
(float): a receptivity value. By default, it is computed with personalitysanction_base
(list): the sanction base of the agentsocial_link_base
(list): the social link base of the agentthinking
(list): the list of the last thoughts of the agentuncertainty_base
(list): the uncertainty base of the agentuse_emotions_architecture
(boolean): indicates if emotions are automaticaly computeduse_norms
(boolean): indicates if the normative engine is useduse_persistence
(boolean): indicates if the persistence coefficient is computed with personality (false) or with the value given by the modeleruse_personality
(boolean): indicates if the personnality is useduse_social_architecture
(boolean): indicates if social relations are automaticaly computed
Actions​
add_belief
​
add the predicate in the belief base.
- returns: bool
predicate
(predicate): predicate to add as a beliefstrength
(float): the stregth of the belieflifetime
(int): the lifetime of the belief
add_belief_emotion
​
add the belief about an emotion in the belief base.
- returns: bool
emotion
(emotion): emotion to add as a beliefstrength
(float): the stregth of the belieflifetime
(int): the lifetime of the belief
add_belief_mental_state
​
add the predicate in the belief base.
- returns: bool
mental_state
(mental_state): predicate to add as a beliefstrength
(float): the stregth of the belieflifetime
(int): the lifetime of the belief
add_desire
​
adds the predicates is in the desire base.
- returns: bool
predicate
(predicate): predicate to add as a desirestrength
(float): the stregth of the belieflifetime
(int): the lifetime of the belieftodo
(predicate): add the desire as a subintention of this parameter
add_desire_emotion
​
adds the emotion in the desire base.
- returns: bool
emotion
(emotion): emotion to add as a desirestrength
(float): the stregth of the desirelifetime
(int): the lifetime of the desiretodo
(predicate): add the desire as a subintention of this parameter
add_desire_mental_state
​
adds the mental state is in the desire base.
- returns: bool
mental_state
(mental_state): mental_state to add as a desirestrength
(float): the stregth of the desirelifetime
(int): the lifetime of the desiretodo
(predicate): add the desire as a subintention of this parameter
add_directly_belief
​
add the belief in the belief base.
- returns: bool
belief
(mental_state): belief to add in th belief base
add_directly_desire
​
add the desire in the desire base.
- returns: bool
desire
(mental_state): desire to add in th belief base
add_directly_ideal
​
add the ideal in the ideal base.
- returns: bool
ideal
(mental_state): ideal to add in the ideal base
add_directly_uncertainty
​
add the uncertainty in the uncertainty base.
- returns: bool
uncertainty
(mental_state): uncertainty to add in the uncertainty base
add_emotion
​
add the emotion to the emotion base.
- returns: bool
emotion
(emotion): emotion to add to the base
add_ideal
​
add a predicate in the ideal base.
- returns: bool
predicate
(predicate): predicate to add as an idealpraiseworthiness
(float): the praiseworthiness value of the ideallifetime
(int): the lifetime of the ideal
add_ideal_emotion
​
add a predicate in the ideal base.
- returns: bool
emotion
(emotion): emotion to add as an idealpraiseworthiness
(float): the praiseworthiness value of the ideallifetime
(int): the lifetime of the ideal
add_ideal_mental_state
​
add a predicate in the ideal base.
- returns: bool
mental_state
(mental_state): mental state to add as an idealpraiseworthiness
(float): the praiseworthiness value of the ideallifetime
(int): the lifetime of the ideal
add_intention
​
check if the predicates is in the desire base.
- returns: bool
predicate
(predicate): predicate to checkstrength
(float): the stregth of the belieflifetime
(int): the lifetime of the belief
add_intention_emotion
​
check if the predicates is in the desire base.
- returns: bool
emotion
(emotion): emotion to add as an intentionstrength
(float): the stregth of the belieflifetime
(int): the lifetime of the belief
add_intention_mental_state
​
check if the predicates is in the desire base.
- returns: bool
mental_state
(mental_state): predicate to add as an intentionstrength
(float): the stregth of the belieflifetime
(int): the lifetime of the belief
add_obligation
​
add a predicate in the ideal base.
- returns: bool
predicate
(predicate): predicate to add as an obligationstrength
(float): the strength value of the obligationlifetime
(int): the lifetime of the obligation
add_social_link
​
add the social link to the social link base.
- returns: bool
social_link
(social_link): social link to add to the base
add_subintention
​
adds the predicates is in the desire base.
- returns: bool
predicate
(mental_state): the intention that receives the sub_intentionsubintentions
(predicate): the predicate to add as a subintention to the intentionadd_as_desire
(boolean): add the subintention as a desire as well (by default, false)
add_uncertainty
​
add a predicate in the uncertainty base.
- returns: bool
predicate
(predicate): predicate to addstrength
(float): the stregth of the belieflifetime
(int): the lifetime of the belief
add_uncertainty_emotion
​
add a predicate in the uncertainty base.
- returns: bool
emotion
(emotion): emotion to add as an uncertaintystrength
(float): the stregth of the belieflifetime
(int): the lifetime of the belief
add_uncertainty_mental_state
​
add a predicate in the uncertainty base.
- returns: bool
mental_state
(mental_state): mental state to add as an uncertaintystrength
(float): the stregth of the belieflifetime
(int): the lifetime of the belief
change_dominance
​
changes the dominance value of the social relation with the agent specified.
- returns: bool
agent
(agent): an agent with who I get a social linkdominance
(float): a value to change the dominance value
change_familiarity
​
changes the familiarity value of the social relation with the agent specified.
- returns: bool
agent
(agent): an agent with who I get a social linkfamiliarity
(float): a value to change the familiarity value
change_liking
​
changes the liking value of the social relation with the agent specified.
- returns: bool
agent
(agent): an agent with who I get a social linkliking
(float): a value to change the liking value
change_solidarity
​
changes the solidarity value of the social relation with the agent specified.
- returns: bool
agent
(agent): an agent with who I get a social linksolidarity
(float): a value to change the solidarity value
change_trust
​
changes the trust value of the social relation with the agent specified.
- returns: bool
agent
(agent): an agent with who I get a social linktrust
(float): a value to change the trust value
clear_beliefs
​
clear the belief base
- returns: bool
clear_desires
​
clear the desire base
- returns: bool
clear_emotions
​
clear the emotion base
- returns: bool
clear_ideals
​
clear the ideal base
- returns: bool
clear_intentions
​
clear the intention base
- returns: bool
clear_obligations
​
clear the obligation base
- returns: bool
clear_social_links
​
clear the intention base
- returns: bool
clear_uncertainties
​
clear the uncertainty base
- returns: bool
current_intention_on_hold
​
puts the current intention on hold until the specified condition is reached or all subintentions are reached (not in desire base anymore).
- returns: bool
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)
get_belief
​
return the belief about the predicate in the belief base (if several, returns the first one).
- returns: mental_state
predicate
(predicate): predicate to get
get_belief_emotion
​
return the belief about the emotion in the belief base (if several, returns the first one).
- returns: mental_state
emotion
(emotion): emotion about which the belief to get is
get_belief_mental_state
​
return the belief about the mental state in the belief base (if several, returns the first one).
- returns: mental_state
mental_state
(mental_state): mental state to get
get_belief_with_name
​
get the predicates is in the belief base (if several, returns the first one).
- returns: mental_state
name
(string): name of the predicate to check
get_beliefs
​
get the list of predicates in the belief base
- returns: list<mental_state>
predicate
(predicate): predicate to check
get_beliefs_metal_state
​
get the list of bliefs in the belief base containing the mental state
- returns: list<mental_state>
mental_state
(mental_state): mental state to check
get_beliefs_with_name
​
get the list of predicates is in the belief base with the given name.
- returns: list<mental_state>
name
(string): name of the predicates to check
get_current_intention
​
returns the current intention (last entry of intention base).
- returns: mental_state
get_current_plan
​
get the current plan.
- returns: BDIPlan
get_desire
​
get the predicates is in the desire base (if several, returns the first one).
- returns: mental_state
predicate
(predicate): predicate to check
get_desire_mental_state
​
get the mental state is in the desire base (if several, returns the first one).
- returns: mental_state
mental_state
(mental_state): mental state to check
get_desire_with_name
​
get the predicates is in the belief base (if several, returns the first one).
- returns: mental_state
name
(string): name of the predicate to check
get_desires
​
get the list of predicates is in the desire base
- returns: list<mental_state>
predicate
(predicate): name of the predicates to check
get_desires_mental_state
​
get the list of mental states is in the desire base
- returns: list<mental_state>
mental_state
(mental_state): name of the mental states to check
get_desires_with_name
​
get the list of predicates is in the belief base with the given name.
- returns: list<mental_state>
name
(string): name of the predicates to check
get_emotion
​
get the emotion in the emotion base (if several, returns the first one).
- returns: emotion
emotion
(emotion): emotion to get
get_emotion_with_name
​
get the emotion is in the emotion base (if several, returns the first one).
- returns: emotion
name
(string): name of the emotion to check
get_ideal
​
get the ideal about the predicate in the ideal base (if several, returns the first one).
- returns: mental_state
predicate
(predicate): predicate to check ad an ideal
get_ideal_mental_state
​
get the mental state in the ideal base (if several, returns the first one).
- returns: mental_state
mental_state
(mental_state): mental state to return
get_intention
​
get the predicates in the intention base (if several, returns the first one).
- returns: mental_state
predicate
(predicate): predicate to check
get_intention_mental_state
​
get the mental state is in the intention base (if several, returns the first one).
- returns: mental_state
mental_state
(mental_state): mental state to check
get_intention_with_name
​
get the predicates is in the belief base (if several, returns the first one).
- returns: mental_state
name
(string): name of the predicate to check
get_intentions
​
get the list of predicates is in the intention base
- returns: list<mental_state>
predicate
(predicate): name of the predicates to check
get_intentions_mental_state
​
get the list of mental state is in the intention base
- returns: list<mental_state>
mental_state
(mental_state): mental state to check
get_intentions_with_name
​
get the list of predicates is in the belief base with the given name.
- returns: list<mental_state>
name
(string): name of the predicates to check
get_obligation
​
get the predicates in the obligation base (if several, returns the first one).
- returns: mental_state
predicate
(predicate): predicate to return
get_plan
​
get the first plan with the given name
- returns: BDIPlan
name
(string): the name of the planto get
get_plans
​
get the list of plans.
- returns: list<BDIPlan>
get_social_link
​
get the social link (if several, returns the first one).
- returns: social_link
social_link
(social_link): social link to check
get_social_link_with_agent
​
get the social link with the agent concerned (if several, returns the first one).
- returns: social_link
agent
(agent): an agent with who I get a social link
get_uncertainty
​
get the predicates is in the uncertainty base (if several, returns the first one).
- returns: mental_state
predicate
(predicate): predicate to return
get_uncertainty_mental_state
​
get the mental state is in the uncertainty base (if several, returns the first one).
- returns: mental_state
mental_state
(mental_state): mental state to return
has_belief
​
check if the predicates is in the belief base.
- returns: bool
predicate
(predicate): predicate to check
has_belief_mental_state
​
check if the mental state is in the belief base.
- returns: bool
mental_state
(mental_state): mental state to check
has_belief_with_name
​
check if the predicate is in the belief base.
- returns: bool
name
(string): name of the predicate to check
has_desire
​
check if the predicates is in the desire base.
- returns: bool
predicate
(predicate): predicate to check
has_desire_mental_state
​
check if the mental state is in the desire base.
- returns: bool
mental_state
(mental_state): mental state to check
has_desire_with_name
​
check if the prediate is in the desire base.
- returns: bool
name
(string): name of the predicate to check
has_emotion
​
check if the emotion is in the belief base.
- returns: bool
emotion
(emotion): emotion to check
has_emotion_with_name
​
check if the emotion is in the emotion base.
- returns: bool
name
(string): name of the emotion to check
has_ideal
​
check if the predicates is in the ideal base.
- returns: bool
predicate
(predicate): predicate to check
has_ideal_mental_state
​
check if the mental state is in the ideal base.
- returns: bool
mental_state
(mental_state): mental state to check
has_ideal_with_name
​
check if the predicate is in the ideal base.
- returns: bool
name
(string): name of the predicate to check
has_obligation
​
check if the predicates is in the obligation base.
- returns: bool
predicate
(predicate): predicate to check
has_social_link
​
check if the social link base.
- returns: bool
social_link
(social_link): social link to check
has_social_link_with_agent
​
check if the social link base.
- returns: bool
agent
(agent): an agent with who I want to check if I have a social link
has_uncertainty
​
check if the predicates is in the uncertainty base.
- returns: bool
predicate
(predicate): predicate to check
has_uncertainty_mental_state
​
check if the mental state is in the uncertainty base.
- returns: bool
mental_state
(mental_state): mental state to check
has_uncertainty_with_name
​
check if the predicate is in the uncertainty base.
- returns: bool
name
(string): name of the uncertainty to check
is_current_intention
​
check if the predicates is the current intention (last entry of intention base).
- returns: bool
predicate
(predicate): predicate to check
is_current_intention_mental_state
​
check if the mental state is the current intention (last entry of intention base).
- returns: bool
mental_state
(mental_state): mental state to check
is_current_plan
​
tell if the current plan has the same name as tested
- returns: bool
name
(string): the name of the plan to test
remove_all_beliefs
​
removes the predicates from the belief base.
- returns: bool
predicate
(predicate): predicate to remove
remove_belief
​
removes the predicate from the belief base.
- returns: bool
predicate
(predicate): predicate to remove
remove_belief_mental_state
​
removes the mental state from the belief base.
- returns: bool
mental_state
(mental_state): mental state to remove
remove_desire
​
removes the predicates from the desire base.
- returns: bool
predicate
(predicate): predicate to remove from desire base
remove_desire_mental_state
​
removes the mental state from the desire base.
- returns: bool
mental_state
(mental_state): mental state to remove from desire base
remove_emotion
​
removes the emotion from the emotion base.
- returns: bool
emotion
(emotion): emotion to remove
remove_ideal
​
removes the predicates from the ideal base.
- returns: bool
predicate
(predicate): predicate to remove
remove_ideal_mental_state
​
removes the mental state from the ideal base.
- returns: bool
mental_state
(mental_state): metal state to remove
remove_intention
​
removes the predicates from the intention base.
- returns: bool
predicate
(predicate): intention's predicate to removedesire_also
(boolean): removes also desire
remove_intention_mental_state
​
removes the mental state from the intention base.
- returns: bool
mental_state
(mental_state): intention's mental state to removedesire_also
(boolean): removes also desire
remove_obligation
​
removes the predicates from the obligation base.
- returns: bool
predicate
(predicate): predicate to remove
remove_social_link
​
removes the social link from the social relation base.
- returns: bool
social_link
(social_link): social link to remove
remove_social_link_with_agent
​
removes the social link from the social relation base.
- returns: bool
agent
(agent): an agent with who I get the social link to remove
remove_uncertainty
​
removes the predicates from the uncertainty base.
- returns: bool
predicate
(predicate): predicate to remove
remove_uncertainty_mental_state
​
removes the mental state from the uncertainty base.
- returns: bool
mental_state
(mental_state): mental state to remove
replace_belief
​
replace the old predicate by the new one.
- returns: bool
old_predicate
(predicate): predicate to removepredicate
(predicate): predicate to add
sorted_tasks​
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
Variables​
Actions​
user_first​
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
Variables​
Actions​
user_last​
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
Variables​
Actions​
user_only​
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
Variables​
Actions​
weighted_tasks​
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