Class Behavior

java.lang.Object
org.episteme.social.psychology.Behavior
All Implemented Interfaces:
Serializable, Commented, Named, Behavior

public class Behavior extends Object implements Commented, Behavior, Serializable
Represents a specific behavior that an individual can exhibit. Behaviors are categorized into reflexes, self-oriented behaviors, or social behaviors. This class provides a comprehensive ethogram of common biological and social behaviors. * @version 1.5
Since:
1.0
Author:
Silvere Martin-Michiellot, Gemini AI (Google DeepMind)
See Also:
  • Field Details

    • UNKNOWN

      public static final int UNKNOWN
      Categorization for behaviors of unknown nature.
      See Also:
    • REFLEX

      public static final int REFLEX
      Categorization for innate, involuntary reflex actions.
      See Also:
    • SELF

      public static final int SELF
      Categorization for individual-oriented behaviors (e.g., feeding, sleeping).
      See Also:
    • SOCIAL

      public static final int SOCIAL
      Categorization for interaction-oriented behaviors with other individuals.
      See Also:
    • INSTINCTIVE

      public static final int INSTINCTIVE
      Categorization for biological instincts.
      See Also:
    • BREATH

      public static final Behavior BREATH
      Vital reflex for gas exchange.
    • MUTATE

      public static final Behavior MUTATE
      Primitive reflex for biological transformation.
    • NONE

      public static final Behavior NONE
      State of inactivity or resting.
    • CLEAN

      public static final Behavior CLEAN
      Hygiene and self-maintenance behavior.
    • HEAL

      public static final Behavior HEAL
      Biological maintenance and wound recovery.
    • REPRODUCE

      public static final Behavior REPRODUCE
      Mating or reproductive activity.
    • NEST_MAKING

      public static final Behavior NEST_MAKING
      Formation of a shelter or reproductive site.
    • FIGHT

      public static final Behavior FIGHT
      Defensive or offensive combat behavior.
    • SLEEP

      public static final Behavior SLEEP
      Restorative dormant state.
    • HUNT

      public static final Behavior HUNT
      Predatory or resource gathering search.
    • FEED

      public static final Behavior FEED
      Nutrient ingestion behavior.
    • DEFECATE

      public static final Behavior DEFECATE
      Waste elimination behavior.
    • OBSERVE

      public static final Behavior OBSERVE
      Information gathering through senses.
    • MOVE

      public static final Behavior MOVE
      Locomotion behavior.
    • WAVE

      public static final Behavior WAVE
      Gestural communication or basic signaling.
    • MAKE_NOISE

      public static final Behavior MAKE_NOISE
      Acoustic signaling behavior.
    • RELEASE

      public static final Behavior RELEASE
      Dropping or letting go of an item.
    • HOLD

      public static final Behavior HOLD
      Grasping or maintaining possession of an item.
    • TOOLMAKING

      public static final Behavior TOOLMAKING
      Construction of implements.
    • TOOLUSING

      public static final Behavior TOOLUSING
      Application of implements for a task.
    • CUT

      public static final Behavior CUT
      Separation behavior, often with tools.
    • BURN

      public static final Behavior BURN
      Thermal manipulation behavior.
    • CARRY

      public static final Behavior CARRY
      Transportation of items.
    • EXPLORE

      public static final Behavior EXPLORE
      Environmental mapping and discovery behavior.
    • READ

      public static final Behavior READ
      Information decoding from text.
    • WRITE

      public static final Behavior WRITE
      Information encoding into symbols.
    • LEK

      public static final Behavior LEK
      Competitive reproductive display.
    • GROOMING

      public static final Behavior GROOMING
      Social bonding through physical maintenance.
    • COMMUNICATE

      public static final Behavior COMMUNICATE
      Information exchange between individuals.
    • IMITATE

      public static final Behavior IMITATE
      Learning by observing and repeating others.
    • PLAY

      public static final Behavior PLAY
      Non-utilitarian recreational interaction.
    • PARENTAL_CARE

      public static final Behavior PARENTAL_CARE
      Brood raising and juvenile maintenance.
    • ALERT

      public static final Behavior ALERT
      Signal of imminent danger to a group.
    • COOPERATE

      public static final Behavior COOPERATE
      Joint effort toward a shared goal.
    • AGRESSION

      public static final Behavior AGRESSION
      Social conflict or hostile signaling.
    • ENTERTAIN

      public static final Behavior ENTERTAIN
      Recreational performance for others.
    • POINT

      public static final Behavior POINT
      Directing attention to an object or location.
    • EXCHANGE

      public static final Behavior EXCHANGE
      Reciprocal transfer of goods or services.
    • SPORT

      public static final Behavior SPORT
      Standardized recreational physical competition.
  • Constructor Details

    • Behavior

      public Behavior(String name, int kind)
      Creates a new Behavior with a given name and kind.
      Parameters:
      name - identifying name of the behavior
      kind - categorization (REFLEX, SELF, SOCIAL)
      Throws:
      IllegalArgumentException - if name is null or empty
    • Behavior

      public Behavior(String name, int kind, String comments)
      Creates a new Behavior with name, kind, and comments.
  • Method Details

    • execute

      public void execute(Individual individual)
      Specified by:
      execute in interface Behavior
    • getName

      public String getName()
      Returns the name of the behavior.
      Specified by:
      getName in interface Named
      Returns:
      the name
    • getKind

      public int getKind()
      Returns the categorization kind of the behavior.
      Returns:
      the kind (REFLEX, SELF, SOCIAL)
    • getType

      public int getType()
      Legacy getter for kind.
    • getId

      public String getId()
      Legacy getter for ID.
    • getAttitude

      public int getAttitude()
      Returns the current emotional or practical attitude modulating this behavior.
      Returns:
      the attitude constant
    • setAttitude

      public void setAttitude(int attitude)
      Sets the attitude modulating this behavior.
      Parameters:
      attitude - the new attitude state
    • getComments

      public String getComments()
      Description copied from interface: Commented
      Returns the comments associated with this object. Maps to a "comments" trait.
      Specified by:
      getComments in interface Commented
      Returns:
      the comments
    • setComments

      public void setComments(String comments)
      Description copied from interface: Commented
      Sets the comments for this object. Maps to a "comments" trait.
      Specified by:
      setComments in interface Commented
      Parameters:
      comments - the comments to set
    • getTraits

      public Map<String,Object> getTraits()
      Description copied from interface: Commented
      Returns the map of traits/attributes for this object. Implementations should provide a mutable map to support default methods.
      Specified by:
      getTraits in interface Commented
      Returns:
      the traits map
    • toString

      public String toString()
      Overrides:
      toString in class Object