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ManipulateBasicSpecies
In this chapter, we will learn how to manipulate some basic species. As you already know, a species can be seen as the definition of a type of agent (we call agent the instance of a species). In OOP (Object-Oriented Programming), a species can be seen as the class. Each species is then defined by some attributes ("member" in OOP), actions ("method" in OOP) and behavior ("method" in OOP).
In this section, we will first learn how to declare the world agent, using the global species. We will then learn how to declare regular species which will populate our world. The following lesson will be dedicated to learn how to define actions and behaviors for all those species. We will then learn how agents can interact between each other, especially with the statement ask
. In the next chapter then, we will see how to attach skills to our species, giving them new attributes and actions. This section will be closed with a last lesson dealing with how inheritance works in 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