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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"><!--Converted with LaTeX2HTML 2002-2-1 (1.71)original version by: Nikos Drakos, CBLU, University of Leeds* revised and updated by: Marcus Hennecke, Ross Moore, Herb Swan* with significant contributions from: Jens Lippmann, Marek Rouchal, Martin Wilck and others --><HTML><HEAD><TITLE>Implementing a behavior</TITLE><META NAME="description" CONTENT="Implementing a behavior"><META NAME="keywords" CONTENT="howtorobocop"><META NAME="resource-type" CONTENT="document"><META NAME="distribution" CONTENT="global"><META NAME="Generator" CONTENT="LaTeX2HTML v2002-2-1"><META HTTP-EQUIV="Content-Style-Type" CONTENT="text/css"><LINK REL="STYLESHEET" HREF="howtorobocop.css"><LINK REL="next" HREF="node25.html"><LINK REL="previous" HREF="node18.html"><LINK REL="up" HREF="node18.html"><LINK REL="next" HREF="node20.html"></HEAD><BODY ><DIV CLASS="navigation"><!--Navigation Panel--><A NAME="tex2html321" HREF="node20.html"><IMG WIDTH="37" HEIGHT="24" ALIGN="BOTTOM" BORDER="0" ALT="next" SRC="/usr/share/latex2html/icons/next.png"></A> <A NAME="tex2html317" HREF="node18.html"><IMG WIDTH="26" HEIGHT="24" ALIGN="BOTTOM" BORDER="0" ALT="up" SRC="/usr/share/latex2html/icons/up.png"></A> <A NAME="tex2html311" HREF="node18.html"><IMG WIDTH="63" HEIGHT="24" ALIGN="BOTTOM" BORDER="0" ALT="previous" SRC="/usr/share/latex2html/icons/prev.png"></A> <A NAME="tex2html319" HREF="node1.html"><IMG WIDTH="65" HEIGHT="24" ALIGN="BOTTOM" BORDER="0" ALT="contents" SRC="/usr/share/latex2html/icons/contents.png"></A> <BR><B> Next:</B> <A NAME="tex2html322" HREF="node20.html">Inherit Behavior</A><B> Up:</B> <A NAME="tex2html318" HREF="node18.html">Behavior</A><B> Previous:</B> <A NAME="tex2html312" HREF="node18.html">Behavior</A> <B> <A NAME="tex2html320" HREF="node1.html">Contents</A></B> <BR><BR></DIV><!--End of Navigation Panel--><H2><A NAME="SECTION00651000000000000000"></A><A NAME="subsecImplementingBehavior"></A><BR>Implementing a behavior</H2><P>The BATS agent architecture gives the <TT>Behavior</TT> class as the building block of your agent. The basic thing to know is that a behavior receives a goal from a higher level behavior, creates subgoals that it wants to achieve in order to achieve the main goal and passes these goals to its subbehaviors. The behavior defines a sequence of slots in which arbitrary sub behaviors can be placed. This section shows how to create a behavior, section <A HREF="node25.html#subsecConfiguration">2.5.2</A> will show how to define its super and sub behaviors.<P><BR><HR><!--Table of Child-Links--><A NAME="CHILD_LINKS"><STRONG>Subsections</STRONG></A><UL CLASS="ChildLinks"><LI><A NAME="tex2html323" HREF="node20.html">Inherit Behavior</A><LI><A NAME="tex2html324" HREF="node21.html">Constructor (defining slots)</A><LI><A NAME="tex2html325" HREF="node22.html">getCurrentState()</A><LI><A NAME="tex2html326" HREF="node23.html">getCapability()</A><LI><A NAME="tex2html327" HREF="node24.html">Commitment</A></UL><!--End of Table of Child-Links--><BR><HR><ADDRESS>Bram2007-11-18</ADDRESS></BODY></HTML>
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