Built-in Skills
This file is automatically generated from java files. Do Not Edit It.
Introduction​
Skills are built-in modules, written in Java, that provide a set of related built-in variables and built-in actions (in addition to those already provided by GAMA) to the species that declare them. A declaration of skill is done by filling the skills attribute in the species definition:
species my_species skills: [skill1, skill2] {
...
}
Skills have been designed to be mutually compatible so that any combination of them will result in a functional species. An example of skill is the moving
skill.
So, for instance, if a species is declared as:
species foo skills: [moving]{
...
}
Its agents will automatically be provided with the following variables : speed
, heading
, destination
and the following actions: move
, goto
, wander
, follow
in addition to those built-in in species and declared by the modeller. Most of these variables, except the ones marked read-only, can be customized and modified like normal variables by the modeller. For instance, one could want to set a maximum for the speed; this would be done by redeclaring it like this:
float speed max:100 min:0;
Or, to obtain a speed increasing at each simulation step:
float speed max:100 min:0 <- 1 update: speed * 1.01;
Or, to change the speed in a behavior:
if speed = 5 {
speed <- 10;
}
Table of Contents​
dynamic_body, fipa, intersection_skill, messaging, moving, moving3D, network, pedestrian, pedestrian_road, road_skill, SQLSKILL, static_body, thread,
dynamic_body
​
Variables​
angular_damping
(float
): Between 0 and 1. an angular decelaration coefficient that occurs even without contactangular_velocity
(point
): The angular velocity of the agent in the three directions, expressed as a point.contact_damping
(float
): Between 0 and 1. a decelaration coefficient that occurs in case of contact. Only available in the native Bullet library (no effect on the Java implementation)damping
(float
): Between 0 and 1. a linear decelaration coefficient that occurs even without contactvelocity
(point
): The linear velocity of the agent in the three directions, expressed as a point.
Actions​
apply
​
An action that allows to apply different effects to the object, like forces, impulses, etc.
Returned type: unknown
Additional facets:​
clearance
(boolean): If true clears all forces applied to the agent and clears its veolicity as wellimpulse
(point): An idealised change of momentum. Adds to the velocity of the object. This is the kind of push that you would use on a pool billiard ball.force
(point): Move (push) the object once with a certain moment, expressed as a point (vector). Adds to the existing forces.torque
(point): Rotate (twist) the object once around its axes, expressed as a point (vector)
fipa
​
The fipa skill offers some primitives and built-in variables which enable agent to communicate with each other using the FIPA interaction protocol.
Variables​
accept_proposals
(list
): A list of 'accept_proposal' performative messages in the agent's mailboxagrees
(list
): A list of 'agree' performative messages.cancels
(list
): A list of 'cancel' performative messages.cfps
(list
): A list of 'cfp' (call for proposal) performative messages.conversations
(list
): A list containing the current conversations of agent. Ended conversations are automatically removed from this list.failures
(list
): A list of 'failure' performative messages.informs
(list
): A list of 'inform' performative messages.proposes
(list
): A list of 'propose' performative messages .queries
(list
): A list of 'query' performative messages.refuses
(list
): A list of 'propose' performative messages.reject_proposals
(list
): A list of 'reject_proposal' performative messages.requests
(list
): A list of 'request' performative messages.requestWhens
(list
): A list of 'request-when' performative messages.subscribes
(list
): A list of 'subscribe' performative messages.
Actions​
accept_proposal
​
Replies a message with an 'accept_proposal' performative message.
Returned type: unknown
Additional facets:​
message
(message): The message to be repliedcontents
(list): The content of the replying message
agree
​
Replies a message with an 'agree' performative message.
Returned type: unknown
Additional facets:​
message
(message): The message to be repliedcontents
(list): The content of the replying message
cancel
​
Replies a message with a 'cancel' peformative message.
Returned type: unknown
Additional facets:​
message
(message): The message to be repliedcontents
(list): The content of the replying message
cfp
​
Replies a message with a 'cfp' performative message.
Returned type: unknown
Additional facets:​
message
(message): The message to be repliedcontents
(list): The content of the replying message
end_conversation
​
Reply a message with an 'end_conversation' peprformative message. This message marks the end of a conversation. In a 'no-protocol' conversation, it is the responsible of the modeler to explicitly send this message to mark the end of a conversation/interaction protocol. Please note that if the contents of the messages of the conversation are not read, then this command has no effect (i.e. it must be read by at least one of the agents in the conversation)
Returned type: unknown
Additional facets:​
message
(message): The message to be repliedcontents
(list): The content of the replying message
failure
​
Replies a message with a 'failure' performative message.
Returned type: unknown
Additional facets:​
message
(message): The message to be repliedcontents
(list): The content of the replying message
inform
​
Replies a message with an 'inform' performative message.
Returned type: unknown
Additional facets:​
message
(message): The message to be repliedcontents
(list): The content of the replying message
propose
​
Replies a message with a 'propose' performative message.
Returned type: unknown
Additional facets:​
message
(message): The message to be repliedcontents
(list): The content of the replying message
query
​
Replies a message with a 'query' performative message.
Returned type: unknown
Additional facets:​
message
(message): The message to be repliedcontents
(list): The content of the replying message
refuse
​
Replies a message with a 'refuse' performative message.
Returned type: unknown
Additional facets:​
message
(message): The message to be repliedcontents
(list): The contents of the replying message
reject_proposal
​
Replies a message with a 'reject_proposal' performative message.
Returned type: unknown
Additional facets:​
message
(message): The message to be repliedcontents
(list): The content of the replying message
reply
​
Replies a message. This action should be only used to reply a message in a 'no-protocol' conversation and with a 'user defined performative'. For performatives supported by GAMA (i.e., standard FIPA performatives), please use the 'action' with the same name of 'performative'. For example, to reply a message with a 'request' performative message, the modeller should use the 'request' action.
Returned type: unknown
Additional facets:​
message
(message): The message to be repliedperformative
(string): The performative of the replying messagecontents
(list): The content of the replying message
request
​
Replies a message with a 'request' performative message.
Returned type: unknown
Additional facets:​
message
(message): The message to be repliedcontents
(list): The content of the replying message
start_conversation
​
Starts a conversation/interaction protocol.
Returned type: message
Additional facets:​
to
(list): A list of receiver agentscontents
(list): The content of the message. A list of any GAML typeperformative
(string): A string, representing the message performativeprotocol
(string): A string representing the name of interaction protocol
subscribe
​
Replies a message with a 'subscribe' performative message.
Returned type: unknown
Additional facets:​
message
(message): The message to be repliedcontents
(list): The content of the replying message
intersection_skill
​
Variables​
block
(map
): define the list of agents blocking the node, and for each agent, the list of concerned roadspriority_roads
(list
): the list of priority roadsroads_in
(list
): the list of input roadsroads_out
(list
): the list of output roadsstop
(list
): define for each type of stop, the list of concerned roads
Actions​
messaging
​
A simple skill that provides agents with a mailbox than can be filled with messages
Variables​
mailbox
(list
): The list of messages that can be consulted by the agent
Actions​
send
​
Action used to send a message (that can be of any kind of object) to an agent or a server.
Returned type: message
Additional facets:​
to
(any type): The agent, or server, to which this message will be sent tocontents
(any type): The contents of the message, an arbitrary object
Examples:​
do send to:dest contents:"This message is sent by " + name + " to " + dest;
moving
​
The moving skill is intended to define the minimal set of behaviours required for agents that are able to move on different topologies
Variables​
current_edge
(geometry
): Represents the agent/geometry on which the agent is located (only used with a graph)current_path
(path
): Represents the path on which the agent is moving on (goto action on a graph)heading
(float
): Represents the absolute heading of the agent in degrees.location
(point
): Represents the current position of the agentreal_speed
(float
): Represents the actual speed of the agent (in meter/second)speed
(float
): Represents the speed of the agent (in meter/second)
Actions​
follow
​
moves the agent along a given path passed in the arguments.
Returned type: path
: optional: the path followed by the agent.
Additional facets:​
speed
(float): the speed to use for this move (replaces the current value of speed)path
(path): a path to be followed.move_weights
(map): Weights used for the moving.return_path
(boolean): if true, return the path followed (by default: false)
Examples:​
do follow speed: speed * 2 path: road_path;
goto
​
moves the agent towards the target passed in the arguments.
Returned type: path
: optional: the path followed by the agent.
Additional facets:​
target
(geometry): the location or entity towards which to move.speed
(float): the speed to use for this move (replaces the current value of speed)on
(any type): graph, topology, list of geometries or map of geometries that restrain this moverecompute_path
(boolean): if false, the path is not recompute even if the graph is modified (by default: true)return_path
(boolean): if true, return the path followed (by default: false)move_weights
(map): Weights used for the moving.
Examples:​
do goto target: (one_of road).location speed: speed * 2 on: road_network;
move
​
moves the agent forward, the distance being computed with respect to its speed and heading. The value of the corresponding variables are used unless arguments are passed.
Returned type: path
Additional facets:​
speed
(float): the speed to use for this move (replaces the current value of speed)heading
(float): the angle (in degree) of the target direction.bounds
(geometry): the geometry (the localized entity geometry) that restrains this move (the agent moves inside this geometry
Examples:​
do move speed: speed - 10 heading: heading + rnd (30) bounds: agentA;
wander
​
Moves the agent towards a random location at the maximum distance (with respect to its speed). The heading of the agent is chosen randomly if no amplitude is specified. This action changes the value of heading.
Returned type: bool
Additional facets:​
speed
(float): the speed to use for this move (replaces the current value of speed)amplitude
(float): a restriction placed on the random heading choice. The new heading is chosen in the range (heading - amplitude/2, heading+amplitude/2)bounds
(geometry): the geometry (the localized entity geometry) that restrains this move (the agent moves inside this geometry)on
(graph): the graph that restrains this move (the agent moves on the graphproba_edges
(map): When the agent moves on a graph, the probability to choose another edge. If not defined, each edge has the same probability to be chosen
Examples:​
do wander speed: speed - 10 amplitude: 120 bounds: agentA;
moving3D
​
The moving skill 3D is intended to define the minimal set of behaviours required for agents that are able to move on different topologies
Variables​
destination
(point
): continuously updated destination of the agent with respect to its speed and heading (read-only)heading
(float
): the absolute heading of the agent in degrees (in the range 0-359)pitch
(float
): the absolute pitch of the agent in degrees (in the range 0-359)roll
(float
): the absolute roll of the agent in degrees (in the range 0-359)speed
(float
): the speed of the agent (in meter/second)
Actions​
move
​
moves the agent forward, the distance being computed with respect to its speed and heading. The value of the corresponding variables are used unless arguments are passed.
Returned type: path
Additional facets:​
speed
(float): the speed to use for this move (replaces the current value of speed)heading
(int): int, optional, the direction to take for this move (replaces the current value of heading)pitch
(int): int, optional, the direction to take for this move (replaces the current value of pitch)roll
(int): int, optional, the direction to take for this move (replaces the current value of roll)bounds
(geometry): the geometry (the localized entity geometry) that restrains this move (the agent moves inside this geometry
Examples:​
do move speed: speed - 10 heading: heading + rnd (30) bounds: agentA;
network
​
The network skill provides new features to let agents exchange message through network. Sending and receiving data is done with the messaging skill's actions.
Variables​
network_groups
(list
): The set of groups the agent belongs tonetwork_name
(string
): Net ID of the agentnetwork_server
(list
): The list of all the servers to which the agent is connected
Actions​
connect
​
Action used by a networking agent to connect to a server or to create a server.
Returned type: bool
Additional facets:​
protocol
(string): protocol type (MQTT (by default), TCP, UDP, websocket, arduino): the possible value ares 'udp_server', 'udp_emitter', 'tcp_server', 'tcp_client', 'websocket_server', 'websocket_client', 'http', 'arduino', otherwise the MQTT protocol is used.port
(int): Port numberraw
(boolean): message type raw or richwith_name
(string): ID of the agent (its name) for the simulationlogin
(string): login for the connection to the serverpassword
(string): password associated to the loginforce_network_use
(boolean): force the use of the network even interaction between local agentsto
(string): server URL (localhost or a server URL)size_packet
(int): For UDP connection, it sets the maximum size of received packets (default = 1024bits).
Examples:​
do connect with_name:"any_name";
do connect to:"localhost" port:9876 with_name:"any_name";
do connect to:"localhost" protocol:"MQTT" port:9876 with_name:"any_name";
do connect to:"localhost" protocol:"udp_server" port:9876 with_name:"Server";
do connect to:"localhost" protocol:"udp_client" port:9876 with_name:"Client";
do connect to:"localhost" protocol:"udp_server" port:9877 size_packet: 4096;
do connect to:"localhost" protocol:"tcp_client" port:9876;
do connect to:"localhost" protocol:"tcp_server" port:9876 raw:true;
do connect to: "https://openlibrary.org" protocol: "http" port: 443 raw: true;
do connect protocol: "arduino";
disconnect
​
Disconnects from all the servers previously connected to. Will return true if everything went well, false in case of an error.
Returned type: bool
execute
​
Action that executes a command in the OS, as if it is executed from a terminal.
Returned type: string
: The error message if any
Additional facets:​
command
(string): command to execute
fetch_message
​
Fetch the first message from the mailbox (and remove it from the mailing box). If the mailbox is empty, it returns a nil message.
Returned type: message
Examples:​
message mess <- fetch_message();
loop while:has_more_message(){
message mess <- fetch_message();
write message.contents;
}
fetch_message_from_network
​
Fetch all messages from network to mailbox. Use this in specific case only, this action is done at the end of each step.
Returned type: bool
Examples:​
do fetch_message_from_network;//forces gama to get all the new messages since the begining of the cycle
loop while: has_more_message(){
message mess <- fetch_message();
write message.contents;
}
has_more_message
​
Check whether the mailbox contains any message.
Returned type: bool
Examples:​
bool mailbox_contain_messages <- has_more_message();
loop while:has_more_message(){
message mess <- fetch_message();
write message.contents;
}
join_group
​
Allow an agent to join a group of agents in order to broadcast messages to other members or to receive messages sent by other members. Note that all members of the group called : "ALL".
Returned type: bool
Additional facets:​
with_name
(string): name of the group
Examples:​
do join_group with_name:"group name";
do join_group with_name:"group name";
do send to:"group name" contents:"I am new in this group";
leave_group
​
leave a group of agents. The leaving agent will not receive any message from the group. Otherwise, it can send messages to the left group
Returned type: bool
Additional facets:​
with_name
(string): name of the group the agent wants to leave
Examples:​
do leave_group with_name:"my_group";
pedestrian
​
Variables​
A_obstacles_SFM
(float
): Value of A in the SFM model for obstacles - the force of repulsive interactions (classic values : mean = 4.5, std = 0.3)A_pedestrians_SFM
(float
): Value of A in the SFM model for pedestrians - the force of repulsive interactions (classic values : mean = 4.5, std = 0.3)avoid_other
(boolean
): has the pedestrian to avoid other pedestrians?B_obstacles_SFM
(float
): Value of B in the SFM model for obstacles - the range (in meters) of repulsive interactionsB_pedestrians_SFM
(float
): Value of B in the SFM model for pedestrians - the range (in meters) of repulsive interactionscurrent_index
(int
): the current index of the agent waypoint (according to the waypoint list)current_waypoint
(geometry
): the current waypoint of the agentfinal_waypoint
(geometry
): the final waypoint of the agentforces
(map
): the map of forcesgama_SFM
(float
): Value of gama in the SFM model the amount of normal social force added in tangential direction. between 0.0 and 1.0 (classic values : mean = 0.35, std = 0.01)k_SFM
(float
): Value of k in the SFM model: force counteracting body compressionkappa_SFM
(float
): Value of kappa in the SFM model: friction counteracting body compressionlambda_SFM
(float
): Value of lambda in the SFM model - the (an-)isotropy (between 0.0 and 1.0)minimal_distance
(float
): Minimal distance between pedestriansn_prime_SFM
(float
): Value of n' in the SFM model (classic values : mean = 3.0, std = 0.7)n_SFM
(float
): Value of n in the SFM model (classic values : mean = 2.0, std = 0.1)obstacle_consideration_distance
(float
): Distance of consideration of obstacles (to compute the nearby obstacles, used as distance, the max between this value and (step * speed) - classic value: 3.5mobstacle_species
(list
): the list of species that are considered as obstaclespedestrian_consideration_distance
(float
): Distance of consideration of other pedestrians (to compute the nearby obstacles, used as distance, the max between this value and (step * speed) - classic value: 3.5mpedestrian_model
(string
): Model use for the movement of agents (Social Force Model). Can be either "simple" or "advanced" (default) for different versions of SFM Helbing modelpedestrian_species
(list
): the list of species that are considered as pedestriansproba_detour
(float
): probability to accept to do a detourrelaxion_SFM
(float
): Value of relaxion in the SFM model - the amount of delay time for an agent to adapt.(classic values : mean = 0.54, std = 0.05)roads_waypoints
(map
): for each waypoint, the associated roadshoulder_length
(float
): The width of the pedestrian (in meters) - classic values: [0.39, 0.515]tolerance_waypoint
(float
): distance to a waypoint (in meters) to consider that an agent is arrived at the waypointuse_geometry_waypoint
(boolean
): use geometries as waypoint instead of pointsvelocity
(point
): The velocity of the pedestrian (in meters)waypoints
(list
): the current list of points/shape that the agent has to reach (path)
Actions​
compute_virtual_path
​
action to compute a path to a location according to a given graph
Returned type: path
: the computed path, return nil if no path can be taken
Additional facets:​
pedestrian_graph
(graph): the graph on wich compute the pathtarget
(geometry): the target to reach, can be any agent
Examples:​
do compute_virtual_path graph: pedestrian_network target: any_point;
release_path
​
clean all the interne state of the agent
Returned type: bool
Additional facets:​
current_road
(agent): current road on which the agent is located (can be nil)
walk
​
action to walk toward the final target using the current_path (requires to use the compute_virtual_path action before)
Returned type: bool
Examples:​
do walk;
walk_to
​
action to walk toward a target
Returned type: bool
Additional facets:​
target
(geometry): Move toward the target using the SFM modelbounds
(geometry): the geometry (the localized entity geometry) that restrains this move (the agent moves inside this geometry
Examples:​
do walk_to {10,10};
pedestrian_road
​
Variables​
agents_on
(list
): for each people on the roadexit_nodes
(map
): The exit hub (several exit connected to each road extremities) that makes it possible to reduce angular distance when travelling to connected pedestrian roadsfree_space
(geometry
): for each people on the roadintersection_areas
(map
): map of geometries to connect segments linked to this roadlinked_pedestrian_roads
(list
): the close pedestrian roadsroad_status
(int
): When road status equals 1 it has 2D continuous space property for pedestrian; when equal to 2 is simply a 1D road
Actions​
build_exit_hub
​
Add exit hub to pedestrian corridor to reduce angular distance between node of the network
Returned type: bool
Additional facets:​
pedestrian_graph
(graph): The pedestrian network from which to find connected corridorsdistance_between_targets
(float): min distances between 2 targets
Examples:​
do build_exit_hub pedestrian_graph: pedestrian_network distance_between_targets: 10.0;
build_intersection_areas
​
Build intersection areas with connected roads
Returned type: bool
Additional facets:​
pedestrian_graph
(graph): The pedestrian network from which to find connected corridors
Examples:​
do build_intersection_areas pedestrian_graph: pedestrian_network;
initialize
​
action to initialize the free space of roads
Returned type: bool
Additional facets:​
distance
(float): the maximal distance to the roadobstacles
(container): the list of species to consider as obstacles to remove from the free spacedistance_extremity
(float): the distance added to the extremimity to connect to other road (in meters)bounds
(container): the geometries (the localized entity geometries) that restrains the agent movement (the agent moves inside this geometrymasked_by
(container): if defined, keep only the part of the geometry that is visible from the location of the road considering the given obstaclesmasked_by_precision
(int): if masked_by is defined, number of triangles used to compute the visible geometries (default: 120)status
(int): the status (int) of the road: 1 (default) for roads where agent move on a continuous 2D space and 0 for 1D roads with queu-in queu-out like movement
Examples:​
do initialize distance: 10.0 obstacles: [building];
road_skill
​
Variables​
all_agents
(list
): the list of agents on the roadlinked_road
(agent
): the linked road: the lanes of this linked road will be usable by drivers on the roadmaxspeed
(float
): the maximal speed on the roadnum_lanes
(int
): the number of lanesnum_segments
(int
): the number of road segmentssegment_lengths
(list
): stores the length of each road segment. The index of each element corresponds to the segment index.source_node
(agent
): the source node of the roadtarget_node
(agent
): the target node of the roadvehicle_ordering
(list
): provides information about the ordering of vehicle on any given lane
Actions​
register
​
register the agent on the road at the given lane
Returned type: bool
Additional facets:​
agent
(agent): the agent to register on the road.lane
(int): the lane index on which to register; if lane index >= number of lanes, then register on the linked road
Examples:​
do register agent: the_driver lane: 0;
SQLSKILL
​
This skill allows agents to be provided with actions and attributes in order to connect to SQL databases
Variables​
Actions​
executeUpdate
​
Action used to execute any update query (CREATE, DROP, INSERT...) to the database (query written in SQL).
Returned type: int
Additional facets:​
params
(map): Connection parametersupdateComm
(string): SQL commands such as Create, Update, Delete, Drop with question markvalues
(list): List of values that are used to replace question mark
Examples:​
do executeUpdate params: PARAMS updateComm: "DROP TABLE IF EXISTS registration";
do executeUpdate params: PARAMS updateComm: "INSERT INTO registration " + "VALUES(100, 'Zara', 'Ali', 18);";
do executeUpdate params: PARAMS updateComm: "INSERT INTO registration " + "VALUES(?, ?, ?, ?);" values: [101, 'Mr', 'Mme', 45];
insert
​
Action used to insert new data in a database
Returned type: int