All Classes

Class
Description
Representing an acknowledgement sent back by the ComNode when an agent sends a message to it.
 
Actions are the building blocks for to build a Tactic.
A special Action.
Provide a set of convenience static methods to be used as operators/combinators for constructing GoalStructure and Tactic.
 
A* pathfinding algorithm
 
An extension of BasicAgent that can be run as autonomous agents.
 
This is the root class of all agents in aplib.
Provide an explicit-state bounded and lazy model checker that can be used to check if a model contains a reachable state (within a given maximum depth) satisfying some predicate q.
 
Representing a witness execution.
Representing a test suite produced by BasicModelChecker.testSuite(List, Function, int, boolean).
Bounded LTL is a variation of LTL.
Internal state for tracking the formula-state.
Represent a 'trace' of an execution.
Representing a 3D rectangular shape.
Represent a Buchi automaton.
Representing a transition in a Buchi automaton.
Provide an explicit-state bounded and lazy model checker that can be used to check if a model M has an execution, of up to some maximum length, that would satisfy a certain property.
A feature of a navigation graph that allows obstacles to be added.
This class provides a 'communication node' for agents.
A simple implementation of Environment that offers methods to read from and write to the console.
This class provides a method to calculate the budget-cost of executing an action.
 
This class implements a deliberation process for agents.
A simple demo of controlling MiniDungeon using Goals.
A more sophisticated demo of controlling MiniDungeon using Goals.
A more sophisticated demo of controlling MiniDungeon using Goals.
In this Demo we use a generic algorithm, SA1, to let the agent search for the right scroll to cleanse the shrine.
In this Demo we use a generic algorithm, SA1, to let the agent search for the right scroll to cleanse the shrine.
 
 
A GUI for MiniDungeon.
This class contains two indices in the form of primitive integers that describe an edge.
An "EdgeMap" is actually a simple representation of a graph, which consists of a set of vertices, identified by their integer-id, and edges between these vertices.
An extension of TestAgent that can also has emotion.
 
 
 
 
 
 
 
 
Only a a holy scroll can bless a shrine.
 
 
 
 
In aplib, agents (instances of BasicAgent or its subclasses) are used to interact and control an environment.
An interface for instrumenters that you can attach to an environment.
An instance of this class is used to record a command that an agent sent to the real environment through an instance of Environment.
Represent a polygon, described by a set of vertices, stored in an array called vertices.
A simple game as an example for agents to play.
In this demo we will show how to create an agent (an aplib-agent) to automatically play a Fivegame.
Defining the state-structure of our aplib-agent that will later play FiveGame.
 
 
A simple random auto-player.
 
 
 
Non-interactive window to displaye the state of a FiveGame.
An EFSM-like model of a game-world.
 
An instance of this class represents a goal that can be given to an agent (an instance of BasicAgent or its subclasses).
Provide several basic goal-structures.
A GoalStructure is a generalization of a Goal.
Represent the available types of GoalStructure.
A special subclass of GoalStructure to represent a leaf, wrapping around an instance of Goal.
In this demo we create an an agent that tries to guess a magic number that the user has in mind through a series of question/answers :) Run the main method to run this demo.
We define a custom agent-state to keep track which numbers it knows for sure cannot be the user's magic number.
 
Representing the state of the game-world; or more precisely a state in GameWorldModel.
Representing a transition in GameWorldModel.
 
GWZone is part of GameWorldModel.
An interface for generically represent emotion and its intensity.
A generic interface for representing the emotional state of an agent.
Should be hashable and implements equals as well!
This interface lists/suggests some commonly useful goal-structures for an agent to go about in an interactive world.
This interface lists/suggests some commonly useful tactics for an agent to go about in an interactive world.
Representing discrete 2D vector/position, e.g.
An LTL formula is evaluated on a sequence of 'states' (to be more precise, a sequence of pairs (states,transitions)).
 
An LTL formula is evaluated on a sequence of pairs (states,transitions).
Representing the state of an iv4xr agent.
Provide a set of convenience static methods.
An extension of the standard Environment.
 
An additional interface that can be added when sub-classing Iv4xrEnvironment.
A root class of an Environment that communicates with the real environment by exchanging JSON objects.
 
Support navigation over multiple areas, linearly stacked in layers.
A partial line that lies between point a and b.
Describes objects than can intersect with a line segment.
Define aplib logging.
Provides a representation LTL formulas and a DSL for constructing them.
 
 
 
 
 
For representing "phi || psi".
 
Weak-until is not primitive in LTL-sense, but we add it as a separate class so that we can structurally recognize that a formula is a weak-until formula.
For translating an LTL formula to a Buchi automaton.
 
 
A simple container to store mesh-data.
The class defines the messages that agents send to each other.
Different types of Message: SINGLECASR, ROLECAST, BROADCAST.
Providing incoming message queue for agents, methods to inspect and retrieve messages from this queue, and also methods to send out messages to a ComNode.
A MiniDungeon is a game played by one or two players, played in a (simple) maze in an NxN world.
 
 
 
 
This demo will create an agent whose goal is to guess a magic number (it is the number 10, but the agent doesn't know that).
A class to provide light weight state between tactics and between goals.
Provides an implementation of Environment to connect iv4xr/aplib agents to the game MiniDungeon.
Provides an implementation of agent state SimpleState.
Describes a graph-like structure that can be navigated by a pathfinder.
An Environment that does not interact with any real environment.
Observation-events represent observations that a test-agent (TestAgent) collects.
When performing a series of tests, we usually want to know how 'complete' the tests were.
This event is used to record a vector of (p,vs) where p is an agent's current position and vs is a bunch of scalar-values, organized as name-value pairs.
This class is used to represent observation-events that need to be time-stamped.
When a test-agent interacts with a system-under-test, it will want to report things that meet its expectations, as well as things that violate its expectations (and may thus imply bugs).
 
Pair<T,​U>
 
 
Common interface for pathfinding.
Just another interface for a graph-based pathfinder as an alternative to Pathfinder.
 
Wraps around a type to add a float value on which can be sorted.
 
A class that can be used to represent rough status of some 'computation' (whatever this computation is).
 
Provide a Prolog-engine where you can add facts and rules, and perform queries/inference over those facts.
A representation of a predicate-name.
Representing the result of a Prolog-query.
A represenration of a Prolog-rule.
WIP: A quad tree structure for quick 2D access.
 
 
 
 
Perform exploration for the given budget.
 
An abstract class representing a predicate over finite sequences, defining a minimum interface needed to evaluate such a predicate on a given sequence.
This class is provides an implementation of a navigation graph (an instance of Navigatable) that facilitates pathfinding over a 3D-surface defined by a surface-mesh with obstacles.
This class is the root class for representing agents' states (an 'agent' is an instance of BasicAgent or its subclasses).
Representing a navigation graph over a 2D tiled-world.
 
 
 
 
Sphere with line intersections.
An extension of SimpleState that also has a Messenger and possibility to attach a Prolog engine.
Strategies for playing FiveGame.
A navigation-graph over a 3D-surface.
A vertex is a BORDER-vertex if it lies in a border-edge.
Agents (instances of BasicAgent or its subclasses) are mainly state-based.
A Tactic is needed to solve a Goal.
A subclass of Tactic representing a single Action.
Four types of Tactic.
Provide several basic actions and tactics.
This class implements a test-agent.
This class is used to collect information from one or more test-agents.
This class is used to keep track which coverage-points were visited.
This class is used to hold a chronological list of time-stamped events.
A TestGoal is a Goal, but you can additionally specify a test oracle.
A class to track elapsed computing time.
 
 
This is a simple 3D vector implementation using floats.
Provide a subclass of Iv4xrAgentState that uses SurfaceNavGraph as navigation graph.
An extension of Iv4xrEnvironment.
 
This describes a fragment of a virtual world in terms of how it is structurally populated by in-world entities.
Extension of a graph-based Pathfinder2 that also provides methods supporting exploration over the represented navigation graph.