G__GraphicalEditor

ptaillandier edited this page Jan 22, 2018 · 21 revisions

The Graphical Editor

The graphical editor that allow to build diagram (gadl files) is based on the Graphiti Eclipse plugin. It allows to define a GAMA model through a graphical interface. It a allows as well to produce a graphical model (diagram) from a gaml model.

images/graphical_editor/gm_predator_prey.png

Table of contents

Installing the graphical editor

Using the graphical editor requires to install the graphical modeling plug-in. See here for information about plug-ins and their installation.

The graphical editor plug-in is called Graphical_modeling and is directly available from the GAMA update site http://updates.gama-platform.org/graphical_modeling

install

Note that the graphical editor is still under development. Updates of the plug-in will be add to the GAMA website. After installing the plug-in (and periodically), check for updates for this plug-in: in the "Help" menu, choose "Check for Updates" and install the proposed updates for the graphical modeling plug-in.

Creating a first model

A new diagram can be created in a new GAMA project. First, right click on a project, then select "New" on the contextual menu. In the New Wizard, select "GAMA -> Model Diagram", then "Next>" images/graphical_editor/newDiagram.png

In the next Wizard dialog, select the type of diagram (Empty, Skeleton or Example) then the name of the file and the author.

images/graphical_editor/modeldiagramNew.png

Skeleton and Example diagram types allow to add to the diagram some basic features.

Status of models in editors

Similarly to GAML editor, the graphical editor proposes a live display of errors and model statuses. A graphical model can actually be in three different states, which are visually accessible above the editing area: Functional (orange color), Experimentable (green color) and InError (red color). See the section on model validation for more precise information about these statuses.

In its initial state, a model is always in the Functional state, which means it compiles without problems, but cannot be used to launch experiments. The InError state occurs when the file contains errors (syntactic or semantic ones).

Reaching the Experimentable state requires that all errors are eliminated and that at least one experiment is defined in the model. The experiment is immediately displayed as a button in the toolbar, and clicking on it will allow to launch this experiment on your model.

Experiment buttons are updated in real-time to reflect what's in your code. If more than one experiment is defined, corresponding buttons will be displayed in addition to the first one.

Diagram definition framework

The following figure presents the editing framework: images/graphical_editor/framework.png

Features

agents

species

images/graphical_editor/species.png

The species feature allows to define a species with a continuous topology. A species is always a micro-species of another species. The top level (macro-species of all species) is the world species.

  • source: a species (macro-species)
  • target: - images/graphical_editor/Frame_Speciesdef1.png

grid

images/graphical_editor/grid.png

The grid feature allows to define a species with a grid topology. A grid is always a micro-species of another species.

  • source: a species (macro-species)
  • target: -

images/graphical_editor/Frame_grid.png

Inheriting link

The inheriting link feature allows to define an inheriting link between two species.

  • source: a species (parent)
  • target: a species (child)

images/graphical_editor/inhereting_link.png

world

images/graphical_editor/world.png

When a model is created, a world species is always defined. It represent the global part of the model. The world species, which is unique, is the top level species. All other species are micro-species of the world species.

images/graphical_editor/Frame_world.png

agent features

action

images/graphical_editor/action.png

The action feature allows to define an action for a species.

  • source: a species (owner of the action)
  • target: -

images/graphical_editor/Frame_action.png

reflex

images/graphical_editor/reflex.png

The reflex feature allows to define a reflex for a species.

  • source: a species (owner of the reflex)
  • target: -

images/graphical_editor/Frame_reflex.png

aspect

images/graphical_editor/aspect.png

The aspect feature allows to define an aspect for a species.

  • source: a species (owner of the aspect)
  • target: -

images/graphical_editor/Frame_aspect.png

images/graphical_editor/Frame_Aspect_layer.png

equation

images/graphical_editor/equation.png

The equation feature allows to define an equation for a species.

  • source: a species (owner of the equation)
  • target: -

images/graphical_editor/Frame_Equation.png

experiment

GUI experiment

images/graphical_editor/guiXP.png

The GUI Experiment feature allows to define a GUI experiment.

  • source: world species
  • target: -

images/graphical_editor/Frame_Experiment.png

display

images/graphical_editor/display.png

The display feature allows to define a display.

  • source: GUI experiment
  • target: -

images/graphical_editor/Frame_display.png

images/graphical_editor/Frame_layer_display.png

batch experiment

images/graphical_editor/batchxp.png

The Batch Experiment feature allows to define a Batch experiment.

  • source: world species
  • target: -

BDI Architecture

Plan

images/graphical_editor/plan.png

The Plan feature allows to define a plan for a BDI species, i.e. a sequence of statements that will be executed in order to fulfill a particular intention.

  • source: a species with a BDI architecture
  • target: -

images/graphical_editor/Frame_plan.png

Rule

images/graphical_editor/rule.png

The Rule feature allows to define a rule for a BDI species, i.e. a function executed at each iteration to infer new desires or beliefs from the agent’s current beliefs and desires.

  • source: a species with a BDI architecture
  • target: -

images/graphical_editor/Frame_rule.png

Perception

images/graphical_editor/perception.png

The Perception feature allows to define a perception for a BDI species, i.e. a function executed at each iteration that updates the agent’s Belief base according to the agent perception.

  • source: a species with a BDI architecture
  • target: -

images/graphical_editor/Frame_perception.png

Finite State Machine Architecture

State

images/graphical_editor/state.png

The State feature allows to define a state for a FSM species, i.e. sequence of statements that will be executed if the agent is in this state (an agent has a unique state at a time).

  • source: a species with a finite state machine architecture
  • target: -

images/graphical_editor/Frame_state.png

Task-based Architecture

Task

images/graphical_editor/task.png

The Task feature allows to define a task for a Tasked-based species, i.e. sequence of statements that can be executed, at each time step, by the agent. If an agent owns several tasks, the scheduler chooses a task to execute based on its current priority weight value.

  • source: a species with a task-based architecture
  • target: -

images/graphical_editor/Frame_task.png

Pictogram color modification

It is possible to change the color of a pictogram.

  • Right click on a pictogram, then select the "Chance the color".

GAML Model generation

It is possible to automatically generate a Gaml model from a diagram.

  • Right click on the graphical framework (where the diagram is defined), then select the "Generate Gaml model". A new GAML model with the same name as the diagram is created (and open).

Home

Introduction

Changes from 1.6.1 to 1.8

Platform

  1. Installation and Launching
  2. Installation
  3. Launching GAMA
  4. Headless Mode
  5. Updating GAMA
  6. Installing Plugins
  7. Troubleshooting
  8. Workspace, Projects and Models
  9. Navigating in the Workspace
  10. Changing Workspace
  11. Importing Models
  12. Editing Models
  13. GAML Editor (Generalities)
  14. GAML Editor Toolbar
  15. Validation of Models
  16. Running Experiments
  17. Launching Experiments
  18. Experiments User interface
  19. Menus and commands
  20. Parameters view
  21. Inspectors and monitors
  22. Displays
  23. Batch Specific UI
  24. Errors View
  25. Preferences

Learn GAML step by step

  1. Introduction
  2. Start with GAML
  3. Organization of a Model
  4. Basic programming concepts in GAML
  5. Manipulate basic Species
  6. Global Species
  7. Regular Species
  8. Defining Actions and Behaviors
  9. Interaction between Agents
  10. Attaching Skills
  11. Inheritance
  12. Defining Advanced Species
  13. Grid Species
  14. Graph Species
  15. Mirror Species
  16. Multi-Level Architecture
  17. Defining GUI Experiment
  18. Defining Parameters
  19. Defining Displays Generalities
  20. Defining Charts
  21. Defining 3D Displays
  22. Defining Monitors and Inspectors
  23. Defining Export files
  24. Defining User Interaction
  25. Exploring Models
  26. Run Several Simulations
  27. Batch Experiments
  28. Exploration Methods
  29. Optimizing Model Section
  30. Runtime Concepts
  31. Optimizing Models
  32. Multi-Paradigm Modeling
  33. Control Architecture
  34. Defining Equations

Recipes

  1. Manipulate OSM Datas
  2. Diffusion
  3. Using Database
  4. Calling R
  5. Using FIPA ACL
  6. Using GamAnalyzer
  7. Using BDI
  8. Using Driving Skill
  9. Manipulate dates
  10. Manipulate lights
  11. Using comodel
  12. Save and restore Simulations
  13. Using network
  14. Headless mode
  15. FAQ
  16. Known Issues

GAML References

  1. Built-in Species
  2. Agent Built-in
  3. Model Built-in
  4. Experiment Built-in
  5. Built-in Skills
  6. Built-in Architecture
  7. Statements
  8. Data Type
  9. File Type
  10. Expressions
  11. Literals
  12. Units and Constants
  13. Pseudo Variables
  14. Variables And Attributes
  15. Operators [A-A]
  16. Operators [B-C]
  17. Operators [D-H]
  18. Operators [I-M]
  19. Operators [N-R]
  20. Operators [S-Z]
  21. Index

Tutorials

  1. Predator Prey
  2. Road Traffic
  3. 3D Tutorial
  4. Incremental Model
  5. Luneray's flu
  6. Co-modeling
  7. BDI Agents

Pedagogical materials

Developing Extensions

  1. Installing the GIT version
  2. Architecture of GAMA
  3. Developing a Plugin
  4. Developing a Skill
  5. Developing a Statement
  6. Developing an Operator
  7. Developing a Type
  8. Developing a Species
  9. Developing a Control Architecture
  10. Index of annotations
  11. IScope
  12. Creating a release of GAMA
  13. Documentation generation
  14. Website generation

Scientific References

Projects using GAMA

Training Session

Events

Older versions

Coding Camp

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