18,700 research outputs found
Flora robotica -- An Architectural System Combining Living Natural Plants and Distributed Robots
Key to our project flora robotica is the idea of creating a bio-hybrid system
of tightly coupled natural plants and distributed robots to grow architectural
artifacts and spaces. Our motivation with this ground research project is to
lay a principled foundation towards the design and implementation of living
architectural systems that provide functionalities beyond those of orthodox
building practice, such as self-repair, material accumulation and
self-organization. Plants and robots work together to create a living organism
that is inhabited by human beings. User-defined design objectives help to steer
the directional growth of the plants, but also the system's interactions with
its inhabitants determine locations where growth is prohibited or desired
(e.g., partitions, windows, occupiable space). We report our plant species
selection process and aspects of living architecture. A leitmotif of our
project is the rich concept of braiding: braids are produced by robots from
continuous material and serve as both scaffolds and initial architectural
artifacts before plants take over and grow the desired architecture. We use
light and hormones as attraction stimuli and far-red light as repelling
stimulus to influence the plants. Applied sensors range from simple proximity
sensing to detect the presence of plants to sophisticated sensing technology,
such as electrophysiology and measurements of sap flow. We conclude by
discussing our anticipated final demonstrator that integrates key features of
flora robotica, such as the continuous growth process of architectural
artifacts and self-repair of living architecture.Comment: 16 pages, 12 figure
Affect and believability in game characters:a review of the use of affective computing in games
Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions
Limits to Modularity: A Review of the Literature and Evidence from Chip Design
This working paper has been prepared as part of the East-West Center's research project on Globalization of Knowledge Work: Why is Chip Design Moving to Asia. In this paper, Dieter assesses what we know about the limits to modularity and their impact on firm organization and industry structure. He focuses on evidence form chip design, drawing on interview on 2002 and 2003 with a sample of 60 companies and 15 research institutions that are involved in chip design in the US, Taiwan, Korea, China and Malaysia. It is summarized "stylized" propositions of the modularity literature that are well-established, as well as predictions that are controversial. In addition, important limits to modularity and relevant management responses were reviewed.
Capability Coordination in Modular Organization: Voluntary FS/OSS Production and the Case of Debian GNU/Linux
The paper analyzes voluntary Free Software/Open Source Software (FS/OSS) organization of work. The empirical setting considered is the Debian GNU/Linux operating system. The paper finds that the production process is hierarchical notwithstanding the modular (nearly decomposable) architecture of software and of voluntary FS/OSS organization. But voluntary FS/OSS project organization is not hierarchical for the same reasons suggested by the most familiar theories of economic organization: hierarchy is justified for coordination of continuous change, rather than for the direction of static production. Hierarchy is ultimately the overhead attached to the benefits engendered by modular organization.Modularity, hierarchy, capabilities, coordination costs, software.
On-line planning and scheduling: an application to controlling modular printers
We present a case study of artificial intelligence techniques applied to the control of production printing equipment. Like many other real-world applications, this complex domain requires high-speed autonomous decision-making and robust continual operation. To our knowledge, this work represents the first successful industrial application of embedded domain-independent temporal planning. Our system handles execution failures and multi-objective preferences. At its heart is an on-line algorithm that combines techniques from state-space planning and partial-order scheduling. We suggest that this general architecture may prove useful in other applications as more intelligent systems operate in continual, on-line settings. Our system has been used to drive several commercial prototypes and has enabled a new product architecture for our industrial partner. When compared with state-of-the-art off-line planners, our system is hundreds of times faster and often finds better plans. Our experience demonstrates that domain-independent AI planning based on heuristic search can flexibly handle time, resources, replanning, and multiple objectives in a high-speed practical application without requiring hand-coded control knowledge
A survey of agent-oriented methodologies
This article introduces the current agent-oriented methodologies. It discusses what approaches have been followed (mainly extending existing object oriented and knowledge engineering methodologies), the suitability of these approaches for agent modelling, and some conclusions drawn from the survey
Modelling and analyzing adaptive self-assembling strategies with Maude
Building adaptive systems with predictable emergent behavior is a challenging task and it is becoming a critical need. The research community has accepted the challenge by introducing approaches of various nature: from software architectures, to programming paradigms, to analysis techniques. We recently proposed a conceptual framework for adaptation centered around the role of control data. In this paper we show that it can be naturally realized in a reflective logical language like Maude by using the Reflective Russian Dolls model. Moreover, we exploit this model to specify and analyse a prominent example of adaptive system: robot swarms equipped with obstacle-avoidance self-assembly strategies. The analysis exploits the statistical model checker PVesta
Can geocomputation save urban simulation? Throw some agents into the mixture, simmer and wait ...
There are indications that the current generation of simulation models in practical,
operational uses has reached the limits of its usefulness under existing specifications.
The relative stasis in operational urban modeling contrasts with simulation efforts in
other disciplines, where techniques, theories, and ideas drawn from computation and
complexity studies are revitalizing the ways in which we conceptualize, understand,
and model real-world phenomena. Many of these concepts and methodologies are
applicable to operational urban systems simulation. Indeed, in many cases, ideas from
computation and complexity studies—often clustered under the collective term of
geocomputation, as they apply to geography—are ideally suited to the simulation of
urban dynamics. However, there exist several obstructions to their successful use in
operational urban geographic simulation, particularly as regards the capacity of these
methodologies to handle top-down dynamics in urban systems.
This paper presents a framework for developing a hybrid model for urban geographic
simulation and discusses some of the imposing barriers against innovation in this
field. The framework infuses approaches derived from geocomputation and
complexity with standard techniques that have been tried and tested in operational
land-use and transport simulation. Macro-scale dynamics that operate from the topdown
are handled by traditional land-use and transport models, while micro-scale
dynamics that work from the bottom-up are delegated to agent-based models and
cellular automata. The two methodologies are fused in a modular fashion using a
system of feedback mechanisms. As a proof-of-concept exercise, a micro-model of
residential location has been developed with a view to hybridization. The model
mixes cellular automata and multi-agent approaches and is formulated so as to
interface with meso-models at a higher scale
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Neurons and symbols: a manifesto
We discuss the purpose of neural-symbolic integration including its principles, mechanisms and applications. We outline a cognitive computational model for neural-symbolic integration, position the model in the broader context of multi-agent systems, machine learning and automated reasoning, and list some of the challenges for the area of
neural-symbolic computation to achieve the promise of effective integration of robust learning and expressive reasoning under uncertainty
Challenging the Computational Metaphor: Implications for How We Think
This paper explores the role of the traditional computational metaphor in our thinking as computer scientists, its influence on epistemological styles, and its implications for our understanding of cognition. It proposes to replace the conventional metaphor--a sequence of steps--with the notion of a community of interacting entities, and examines the ramifications of such a shift on these various ways in which we think
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