Uses of Class
decisionMakingSystem.EItem

Packages that use EItem
decisionMakingSystem   
utils   
 

Uses of EItem in decisionMakingSystem
 

Fields in decisionMakingSystem with type parameters of type EItem
 ArrayList<EItem> Inventory.collectedEItems
          list of collected episodic items
 ArrayList<EItem> PerceptiveField.memoryItems
          items which were obtained by the cue posed on memory
 ArrayList<EItem> PerceptiveField.perceivedItems
          perceived items - those who made it through the attention filter
 HashMap<AffordanceType,EItem> Action.satisfyingItems
          items that satisfy affordances
 HashMap<Long,EItem> ThingsManager.visibleItems
          visible items - by unique integer ID
 

Methods in decisionMakingSystem that return EItem
static EItem EItem.exampleItem()
          example of item - needed for sample xml file for itemParameters.xml
 EItem Inventory.getItemOfAffordance(AffordanceType affordance)
           
 EItem PerceptiveField.getPerceivedItemOfAffordance(AffordanceType affType)
          returns item of provided affordance, if it perceives any
 EItem ThingsManager.processItem(cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.Item item)
          process Item to EItem
 EItem ThingsManager.processItem(cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.ItemPickedUp item)
          process AddItem to EItem - needed by inventory for instance
 EItem ThingsManager.processItem(cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.NavPoint item)
          process NavPoint to EItem
 EItem ThingsManager.processItem(cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.Player item)
          process player to EItem
 EItem ThingsManager.seeingItem(AffordanceType affordance)
          called from SearchEnvironment as well as from SearchRandom again a little bit of a dark magic, so look at it closely, study Klara's bachelor thesis
 

Methods in decisionMakingSystem that return types with arguments of type EItem
 ArrayList<EItem> ThingsManager.getItemOfAffordance(AffordanceType aff)
          used for instance in the increaseAttractivityToAllSources in perceptive field gets an item of provided AffordanceType
 

Methods in decisionMakingSystem with parameters of type EItem
 void ItemMemory.addItemToMemory(EItem item, int time, int state)
          adds new item to the ItemMemory or updates its record
 void PerceptiveField.addSource(EItem item)
          it adds new item to the perceptive field if it can fits in - adds to memory - seeing item increases if it is already there
 boolean PerceptiveField.isThingAssignedToAction(EItem item, Action action)
          checks if the item is assigned to action
 int ThingsManager.probability(EItem newItem)
          it counts the probability, item will be spoted by agent - probability is based on stress as well - about a time to get some idea how this work:)
 void PerceptiveField.removeSource(EItem item)
          safely remove source from perceivedItems so it removes itself from affordances
 void PerceptiveField.satisfyAffordance(Action action, AffordanceType af, EItem item)
           
 void Inventory.throwAway(EItem item)
          well, can just remove him from items and bot would think that he doesn't have it with himself;) but I will throw it away to have more fun:)
 

Method parameters in decisionMakingSystem with type arguments of type EItem
 void Intention.increaseActivityToAllSources(ArrayList<EItem> things)
          sets attractivity of all provided items which can satisfy any affordance of actions in the intention
 

Constructors in decisionMakingSystem with parameters of type EItem
ItemRecord(EItem eItem, int time)
           
 

Uses of EItem in utils
 

Fields in utils declared as EItem
 EItem MyHashMapEntry.value
           
 

Constructor parameters in utils with type arguments of type EItem
HashMapWrapper(HashMap<String,EItem> map)
           
MyHashMapEntry(Map.Entry<String,EItem> e)
           
 



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