-
Notifications
You must be signed in to change notification settings - Fork 99
BDIAgents_step1
This first step consists in defining the skeleton model with the gold mines and the gold market.
- Definition of the gold mine species
- Definition of the market species
- Creation of the gold mine and market agents
- Definition of a display with the gold mines and the market
In this first model, we have to define two species of agents: the gold_mine
agents and the market
ones. These agents will not have a particular behavior, they will just be displayed.
For the gold mine species, we define a new attribute: quantity
of type int
, with for initial value a random integer between 1 and 20. We also define an aspect
named default
that displays the gold mine as a triangle with a gray color if the gold mine is empty, yellow otherwise. The size of the triangle depends on the quantity of gold nuggets in the mine.
Concerning the market species, we define a new attribute: golds
of type int
. We define as well an aspect named default
that displays the market as a blue square.
species gold_mine {
int quantity <- rnd(1,20);
aspect default {
draw triangle(200 + quantity * 50) color: (quantity > 0) ? #yellow : #gray border: #black;
}
}
species market {
int golds;
aspect default {
draw square(1000) color: #black ;
}
}
We define two global variables for the model: one called nb_mines
that will be used to define the number of mines and that will be set to 10. One call the_market
that will represent the market agent (that will be unique).
In addition, we define the duration of a simulation step to 10 minutes, and we define the shape of the environment by a square with a side size of 20 kilometers.
global {
int nb_mines <- 10;
market the_market;
float step <- 10#mn;
geometry shape <- square(20 #km);
}
At the initialization of the model, we create a market agent and nb_mines
gold mine agents. For the market agent, we set the value of the the_market
agent with the created agent.
global {
...
init {
create market {
the_market <- self;
}
create gold_mine number: nb_mines;
}
}
We define a display to visualize the market and gold mine agents. We use for that the classic species
keyword. In order to optimize the display, we use an OpenGL display (facet type: opengl
).
In the experiment
block:
output {
display map type: opengl {
species market ;
species gold_mine ;
}
}
https://github.com/gama-platform/gama/blob/GAMA_1.9.2/msi.gaml.architecture.simplebdi/models/BDI%20Architecture/models/Tutorial/BDI%20tutorial%201.gaml
- 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