import java.util.Iterator; /** *

* Implementation of IAgent to handle a "move randomly" algorithm. *

* @author Michael Schuresko * @version %I%, %G% * @since 1.0 */ public class RandomAgent implements IAgent { double m_lfSpeedScale; double [] m_arrLfVelVec; AgentMsgHelpers m_agentMsgHelpers; public RandomAgent() { m_lfSpeedScale = 1.0; m_arrLfVelVec = new double[2]; m_agentMsgHelpers = new AgentMsgHelpers(); } public RandomAgent(double lfSpeed) { m_lfSpeedScale = lfSpeed; m_arrLfVelVec = new double[2]; m_agentMsgHelpers = new AgentMsgHelpers(); } /** * Set function for parameter to determine speed of convergence to * current target. * Speed of convergence of algorithm depends on this * and on frequency of communication rounds */ public void setSpeed(double lfSpeed) { m_lfSpeedScale = lfSpeed; } public boolean checkStateValidity(StateBundle state) { return (state != null && state.getControlFunc() != null); } /** *

Given the state of an agent, and the channels * it can send messages on, push the next set of messages * onto the appropriate channels. * Channels are assumed to be modified by this operation. * One weakness of this signature is that it requires * programmer discipline not to look at the continuous state * of agents other then your neighbors.

* @param discreteState discrete component of agent state * @param arrLfStateCont global vector of continuous state * @param nIdxStateOffset offset into global state vector * corresonding to this agent. * @param channelsToSendOn Iterator containing objects of type * CommLink corresponding to channels to send messages * on (neighbor indices can be ascertained from channels). * @see CommLink for type handled by iterator */ public void getMsgs(ILogicVarBundle discreteState, IDiscreteDynamicsCallback dynCallback, double arrLfStateCont[], double lfCurrTime, int nIdxStateOffset, Iterator channelsToSendOn) { AgentMsgHelpers.PosMsg msg = new AgentMsgHelpers.PosMsg(arrLfStateCont, nIdxStateOffset,2); dynCallback.doCallback(discreteState, arrLfStateCont); while(channelsToSendOn.hasNext()) { CommLink linkSendOn = (CommLink)channelsToSendOn.next(); if(linkSendOn != null && linkSendOn.queue() != null) { linkSendOn.queue().sendMsg(new AgentMsgHelpers.PosMsg(msg) ); } } } /** *

Given the previous state of an agent, and the channels * to recieve messages from, recieve messages (destructively) * and return new state (non-destructively).

* @param statePrev previous state (do not modify) * @param arrLfStateCont vector of all continuous states (do not modify) * @param nIdxStateOffset offset into arrLfStateCont corresponding to * start of this agents continuous variables * @param channelsRecieveFrom iterator storing CommLink * classes corresponding incoming channels * @see CommLink for type handled by iterator * @return new discrete state of agent */ public StateBundle updateState(ILogicVarBundle statePrev, double arrLfStateCont[], double lfCurrTime, int nIdxStateOffset, IEnvironment env, Iterator channelsRecieveFrom) { // SimpFlockMsg msgAccum = new SimpFlockMsg(0,0); while(channelsRecieveFrom.hasNext()) { CommLink linkRecvFrom = (CommLink)channelsRecieveFrom.next(); if(linkRecvFrom != null && linkRecvFrom.queue() != null) { linkRecvFrom.queue().readMsg(); } } double lfTheta = 2.0*Math.random()*Math.PI; m_arrLfVelVec[0] = m_lfSpeedScale*Math.cos(lfTheta); m_arrLfVelVec[1] = m_lfSpeedScale*Math.sin(lfTheta); ControlFuncMoveDir func = new ControlFuncMoveDir(m_arrLfVelVec); return new StateBundle(new NullLogicVarBundle(nIdxStateOffset/2), func); } /** * in case the agent has some internal state, this * allows syncrhonized wrapper calls to cache a snapshot of the * agent at some rational point in time. * If the agent has no internal state, this function can just return * "this". */ public IAgent makeCopy() { return (IAgent)(new RandomAgent(m_lfSpeedScale)); } }