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License: GNU General Public License v3.0
Computational storyteller based on an extended Jason Multi Agent Simulation Architecture.
License: GNU General Public License v3.0
Most notably, those edges of type motivation or actualization between two (temporally) subsequent vertices don't (always) show.
At the point of plotting, the initial intention of punishing the other agents resulting from the hostile mood usually only targets one or sometimes two agents. The targets get updated continuously in the recursive plan, which is not reflected in the graph.
When ASL code adds a new goal using the Achieve New Focus (!!) operator, the system generates an event without attaching the currently executing intention. This is the reason why the automatic motivation detection does not recognize these intentions.
This difference can be seen in the switch-statement in TransitionSystem (line 754 - 762).
Occasionally, a sub-graph loses it's linear structure and a part of the graph becomes (temporally) disconnected from the rest. This can happen right at the beginning of a graph, leaving the root node without any outgoing edges, but also in the middle of a graph.
The disconnected vertices are then showing up at the top-left corner, because the PlotGraphLayout class assigns position based on temporal successor vertices.
This is consistent over post-processing, meaning that without re-running the simulation, the post-processing algorithm will always produce the same graph.
A probable cause is a bug in the vertex removal algorithm used in post-processing.
To increase readability of the resulting graph, it would be great to incrementally shift motivation edges to the side if they would otherwise overlap with other motivation edges.
When an agent is killed, it can cause a NullPointerException if happenings are scheduled that have it as a patient.
Proposed solution: Killing agents should also clean scheduled happenings.
Currently, their motivation annotation is the result of their recursive nature, i.e.:
!punished([cow, dog, pig])[motivation(punished([cow, dog, pig]))]
Because previous recursive intentions do not get plotted, this motivation does not resolve in post-processing.
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