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PredatorPrey_step1
This first step Illustrates how to write a model in GAMA. In particular, it describes how to structure a model and how to define species - that are the key components of GAMA models.
- Definition of the prey species
- Definition of a nb_prey_init parameter
- Creation of nb_prey_init prey agents randomly located in the environment (size: 100x100)
A GAMA model is composed of three type of sections:
- global : this section, that is unique, defines the "world" agent, a special agent of a GAMA model. It represents all that is global to the model: dynamics, variables, actions. In addition, it allows to initialize the simulation (init block).
- species and grid: these sections define the species of agents composing the model. Grid are defined in the following model step "vegetation dynamic";
- experiment : these sections define a context of execution of the simulations. In particular, it defines the input (parameters) and output (displays, files...) of a model.
More details about the different sections of a GAMA model can be found here.
A species represents a «prototype» of agents: it defines their common properties.
A species definition requires the definition of three different elements :
- the internal state of its agents (attributes)
- their behavior
- how they are displayed (aspects)
An attribute is defined as follows: type of the attribute and name. Numerous types of attributes are available: int (integer), float (floating point number), string, bool (boolean, true or false), point (coordinates), list, pair, map, file, matrix, espèce d’agents, rgb (color), graph, path...
- Optional facets: <- (initial value), update (value recomputed at each step of the simulation), function:{..} (value computed each time the variable is used), min, max
In addition to the attributes the modeler explicitly defines, species "inherits" other attributes called "built-in" variables:
- A name (name): the identifier of the species
- A shape (shape): the default shape of the agents to be construct after the species. It can be a point, a polygon, etc.
- A location (location) : the centroid of its shape.
In this first model, we define one species of agents: the prey agents. For the moment, these agents will not have a particular behavior, they will just exist and be displayed.
An agent aspects have to be defined. An aspect is a way to display the agents of a species : aspect aspect_name {...} In the block of an aspect, it is possible to draw :
- A geometry : for instance, the shape of the agent (but it may be a different one, for instance a disk instead of a complex polygon)
- An image : to draw icons
- A text : to draw a text
In order to display our prey agents we define two attributes:
- size of type float, with for initial value: 1.0
- color of type rgb, with for initial value: "blue". It is possible to get a color value by using the symbol # + color name: e.g. #blue, #red, #white, #yellow, #magenta, #pink...
For the moment, we only define an aspect for this species. We want to display for each prey agent a circle of radius size and color color. We then use the keyword draw with a circle shape.
species prey {
float size <- 1.0 ;
rgb color <- #blue;
aspect base {
draw circle(size) color: color ;
}
}
The global section represents a specific agent, called world. Defining this agent follows the same principle as any agent and is, thus, defined after a species. The world agent represents everything that is global to the model : dynamics, variables... It allows to initialize simulations (init block): the world is always created and initialized first when a simulation is launched (before any other agents). The geometry (shape) of the world agent is by default a square with 100m for side size, but can be redefined if necessary (see the Road traffic tutorial).
In the current model, we will only have a certain numbers of preys thus we need to hold this number in a global or world's variable of type integer (int) which can be done as follows:
global {
int nb_preys_init <- 200;
}
The init section of the global block allows to initialize the model which is executing certain commands, here we will create nb_preys_init number of prey agents. We use the statement create to create agents of a specific species: create species_name + :
- number : number of agents to create (int, 1 by default)
- from : GIS file to use to create the agents (optional, string or file)
- returns: list of created agents (list)
Definition of the init block in order to create nb_preys_init prey agents:
init {
create prey number: nb_preys_init ;
}
An experiment block defines how a model can be simulated (executed). Several experiments can be defined for a given model. They are defined using : experiment exp_name type: gui/batch {[input]
[output]
}
- gui : experiment with a graphical interface, which displays its input parameters and outputs.
- batch : Allows to setup a series of simulations (w/o graphical interface).
In our model, we define a gui experiment called prey_predator :
experiment prey_predator type: gui {
}
Experiments can define (input) parameters. A parameter definition allows to make the value of a global variable definable by the user through the graphic interface.
A parameter is defined as follows: parameter title var: global_var category: cat;
- title : string to display
- var : reference to a global variable (defined in the global section)
- category : string used to «store» the operators on the UI - optional
- <- : init value - optional
- min : min value - optional
- max : min value - optional
Note that the init, min and max values can be defined in the global variable definition.
In the experiment, definition of a parameter from the the global variable nb_preys_init :
experiment prey_predator type: gui {
parameter "Initial number of preys: " var: nb_preys_init min: 1 max: 1000 category: "Prey" ;
}
Output blocks are defined in an experiment and define how to visualize a simulation (with one or more display blocks that define separate windows). Each display can be refreshed independently by defining the facet refresh_every: nb (int) (the display will be refreshed every nb steps of the simulation).
Each display can include different layers (like in a GIS) :
- Agents lists : agents layer_name value: agents_list aspect: my_aspect;
- Agents species : species my_species aspect: my_aspect
- Images: image layer_name file: image_file;
- Texts : texte layer_name value: my_text;
- Charts : see later.
Note that it is possible to define a opengl display (for 3D display) by using the facet type: opengl.
In our model, we define a display to draw the prey agents.
output {
display main_display {
species prey aspect: base ;
}
}
model prey_predator
global {
int nb_preys_init <- 200;
init {
create prey number: nb_preys_init ;
}
}
species prey {
float size <- 1.0 ;
rgb color <- #blue;
aspect base {
draw circle(size) color: color ;
}
}
experiment prey_predator type: gui {
parameter "Initial number of preys: " var: nb_preys_init min: 1 max: 1000 category: "Prey" ;
output {
display main_display {
species prey aspect: base ;
}
}
}
- 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