Skip to main content
Version: 🚧 2024-06 🚧

Built-in Architectures


This file is automatically generated from java files. Do Not Edit It.


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 agent
  • states (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. Allows to declare simple rules with the keyword do_rule and to execute them given with respect to their conditions and priority

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 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_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

Actions​

add_belief​

add the predicate in the belief base.

  • returns: bool
  • predicate (predicate): predicate to add as a belief
  • strength (float): the stregth of the belief
  • lifetime (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 belief
  • strength (float): the stregth of the belief
  • lifetime (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 belief
  • strength (float): the stregth of the belief
  • lifetime (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 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

add_desire_emotion​

adds the emotion in the desire base.

  • returns: bool
  • 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

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 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_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 ideal
  • praiseworthiness (float): the praiseworthiness value of the ideal
  • lifetime (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 ideal
  • praiseworthiness (float): the praiseworthiness value of the ideal
  • lifetime (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 ideal
  • praiseworthiness (float): the praiseworthiness value of the ideal
  • lifetime (int): the lifetime of the ideal

add_intention​

check if the predicates is in the desire base.

  • returns: bool
  • predicate (predicate): predicate to check
  • strength (float): the stregth of the belief
  • lifetime (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 intention
  • strength (float): the stregth of the belief
  • lifetime (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 intention
  • strength (float): the stregth of the belief
  • lifetime (int): the lifetime of the belief

add_obligation​

add a predicate in the ideal base.

  • returns: bool
  • 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
  • social_link (social_link): social link to add to the base

add_subintention​

adds the predicates in the desire base.

  • returns: bool
  • predicate (mental_state): the intention that receives the sub_intention
  • subintention (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_uncertainty​

add a predicate in the uncertainty base.

  • returns: bool
  • predicate (predicate): predicate to add
  • strength (float): the stregth of the belief
  • lifetime (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 uncertainty
  • strength (float): the stregth of the belief
  • lifetime (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 uncertainty
  • strength (float): the stregth of the belief
  • lifetime (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 link
  • dominance (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 link
  • familiarity (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 link
  • liking (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 link
  • solidarity (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 link
  • trust (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 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 predicate in the belief base (if several, returns the first one).

  • returns: mental_state
  • belief_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 in the belief base with the given name.

  • returns: list<mental_state>
  • belief_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
  • desire_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>
  • desire_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
  • 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
  • intention_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>
  • intention_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
  • plan_name (string): the name of the plan to get

get_plans​

get the list of plans.

  • returns: list<BDIPlan>

get the social link (if several, returns the first one).

  • returns: social_link
  • 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
  • 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
  • belief_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
  • desire_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
  • emotion_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
  • ideal_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

check if the social link base.

  • returns: bool
  • social_link (social_link): social link to check

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
  • uncertainty_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
  • plan_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 remove
  • desire_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 remove
  • desire_also (boolean): removes also desire

remove_obligation​

removes the predicates from the obligation base.

  • returns: bool
  • predicate (predicate): predicate to remove

removes the social link from the social relation base.

  • returns: bool
  • social_link (social_link): social link to remove

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 remove
  • predicate (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

Variables​

Actions​