40,470 research outputs found
The Unified Behavior Framework for the Simulation of Autonomous Agents
Since the 1980s, researchers have designed a variety of robot control architectures intending to imbue robots with some degree of autonomy. A recently developed architecture, the UBF, implements a variation of the three-layer architecture with a reactive controller to rapidly make behavior decisions. Additionally, the UBF utilizes software design patterns that promote the reuse of code and free designers to dynamically switch between behavior paradigms. This paper explores the application of the UBF to the simulation domain. By employing software engineering principles to implement the UBF architecture within an open-source simulation framework, we have extended the versatility of both. The consolidation of these frameworks assists the designer in efficiently constructing simulations of one or more autonomous agents that exhibit similar behaviors. A typical air-to-air engagement scenario between six UBF agents controlling both friendly and enemy aircraft demonstrates the utility of the UBF architecture as a flexible mechanism for reusing behavior code and rapidly creating autonomous agents in simulation
Interacting Unities: An Agent-Based System
Recently architects have been inspired by Thompsonis Cartesian deformations and Waddingtonis flexible topological surface to work within a dynamic field characterized by forces. In this more active space of interactions, movement is the medium through which form evolves. This paper explores the interaction between pedestrians and their environment by regarding it as a process occurring between the two. It is hypothesized that the recurrent interaction between pedestrians and environment can lead to a structural coupling between those elements. Every time a change occurs in each one of them, as an expression of its own structural dynamics, it triggers changes to the other one. An agent-based system has been developed in order to explore that interaction, where the two interacting elements, agents (pedestrians) and environment, are autonomous units with a set of internal rules. The result is a landscape where each agent locally modifies its environment that in turn affects its movement, while the other agents respond to the new environment at a later time, indicating that the phenomenon of stigmergy is possible to take place among interactions with human analogy. It is found that it is the environmentis internal rules that determine the nature and extent of change
Multi-agent systems for power engineering applications - part 2 : Technologies, standards and tools for building multi-agent systems
This is the second part of a 2-part paper that has arisen from the work of the IEEE Power Engineering Society's Multi-Agent Systems (MAS) Working Group. Part 1 of the paper examined the potential value of MAS technology to the power industry, described fundamental concepts and approaches within the field of multi-agent systems that are appropriate to power engineering applications, and presented a comprehensive review of the power engineering applications for which MAS are being investigated. It also defined the technical issues which must be addressed in order to accelerate and facilitate the uptake of the technology within the power and energy sector. Part 2 of the paper explores the decisions inherent in engineering multi-agent systems for applications in the power and energy sector and offers guidance and recommendations on how MAS can be designed and implemented. Given the significant and growing interest in this field, it is imperative that the power engineering community considers the standards, tools, supporting technologies and design methodologies available to those wishing to implement a MAS solution for a power engineering problem. The paper describes the various options available and makes recommendations on best practice. It also describes the problem of interoperability between different multi-agent systems and proposes how this may be tackled
Managing evolution and change in web-based teaching and learning environments
The state of the art in information technology and educational technologies is evolving constantly.
Courses taught are subject to constant change from organisational and subject-specific reasons. Evolution
and change affect educators and developers of computer-based teaching and learning environments alike ā
both often being unprepared to respond effectively. A large number of educational systems are designed
and developed without change and evolution in mind. We will present our approach to the design and
maintenance of these systems in rapidly evolving environments and illustrate the consequences of evolution
and change for these systems and for the educators and developers responsible for their implementation and
deployment. We discuss various factors of change, illustrated by a Web-based virtual course, with the
objective of raising an awareness of this issue of evolution and change in computer-supported teaching and
learning environments. This discussion leads towards the establishment of a development and management
framework for teaching and learning systems
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