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Behavioral synthesis from VHDL using structured modeling
This dissertation describes work in behavioral synthesis involving the development of a VHDL Synthesis System VSS which accepts a VHDL behavioral input specification and performs technology independent synthesis to generate a circuit netlist of generic components. The VHDL language is used for input and output descriptions. An intermediate representation which incorporates signal typing and component attributes simplifies compilation and facilitates design optimization.A Structured Modeling methodology has been developed to suggest standard VHDL modeling practices for synthesis. Structured modeling provides recommendations for the use of available VHDL description styles so that optimal designs will be synthesized.A design composed of generic components is synthesized from the input description through a process of Graph Compilation, Graph Criticism, and Design Compilation. Experiments were performed to demonstrate the effects of different modeling styles on the quality of the design produced by VSS. Several alternative VHDL models were examined for each benchmark, illustrating the improvements in design quality achieved when Structured Modeling guidelines were followed
Intelligent flight control systems
The capabilities of flight control systems can be enhanced by designing them to emulate functions of natural intelligence. Intelligent control functions fall in three categories. Declarative actions involve decision-making, providing models for system monitoring, goal planning, and system/scenario identification. Procedural actions concern skilled behavior and have parallels in guidance, navigation, and adaptation. Reflexive actions are spontaneous, inner-loop responses for control and estimation. Intelligent flight control systems learn knowledge of the aircraft and its mission and adapt to changes in the flight environment. Cognitive models form an efficient basis for integrating 'outer-loop/inner-loop' control functions and for developing robust parallel-processing algorithms
A Domain-Specific Language and Editor for Parallel Particle Methods
Domain-specific languages (DSLs) are of increasing importance in scientific
high-performance computing to reduce development costs, raise the level of
abstraction and, thus, ease scientific programming. However, designing and
implementing DSLs is not an easy task, as it requires knowledge of the
application domain and experience in language engineering and compilers.
Consequently, many DSLs follow a weak approach using macros or text generators,
which lack many of the features that make a DSL a comfortable for programmers.
Some of these features---e.g., syntax highlighting, type inference, error
reporting, and code completion---are easily provided by language workbenches,
which combine language engineering techniques and tools in a common ecosystem.
In this paper, we present the Parallel Particle-Mesh Environment (PPME), a DSL
and development environment for numerical simulations based on particle methods
and hybrid particle-mesh methods. PPME uses the meta programming system (MPS),
a projectional language workbench. PPME is the successor of the Parallel
Particle-Mesh Language (PPML), a Fortran-based DSL that used conventional
implementation strategies. We analyze and compare both languages and
demonstrate how the programmer's experience can be improved using static
analyses and projectional editing. Furthermore, we present an explicit domain
model for particle abstractions and the first formal type system for particle
methods.Comment: Submitted to ACM Transactions on Mathematical Software on Dec. 25,
201
The application of expert systems in parenteral nutrition
Total Parenteral Nutrition (TPN) is a medical technique used to provide a patient\u27s nutritional requirements via intravenous feeding. Critically ill patients must have adequate nutrition but must also have a stable physiology compensated for or treated by drugs. Several factors such as the complex nature of the TPN solution, the cost of the ingredients and the possible interaction of nutrient and drugs has led to the development of small expert system to assist the hospital medical staff in formulating the TPN constituents and assist the pharmacy staff in producing the final solution. This text will describe a small knowledge-based diagnostic system which when combined with conventional programming techniques has led to tangible benefits within a hospital Intensive Care Unit and Pharmacy
Behavior Flexibility for Autonomous Unmanned Aerial Systems
Autonomous unmanned aerial systems (UAS) could supplement and eventually subsume a substantial portion of the mission set currently executed by remote pilots, making UAS more robust, responsive, and numerous than permitted by teleoperation alone. Unfortunately, the development of robust autonomous systems is difficult, costly, and time-consuming. Furthermore, the resulting systems often make little reuse of proven software components and offer limited adaptability for new tasks. This work presents a development platform for UAS which promotes behavioral flexibility. The platform incorporates the Unified Behavior Framework (a modular, extensible autonomy framework), the Robotic Operating System (a RSF), and PX4 (an open- source flight controller). Simulation of UBF agents identify a combination of reactive robotic control strategies effective for small-scale navigation tasks by a UAS in the presence of obstacles. Finally, flight tests provide a partial validation of the simulated results. The development platform presented in this work offers robust and responsive behavioral flexibility for UAS agents in simulation and reality. This work lays the foundation for further development of a unified autonomous UAS platform supporting advanced planning algorithms and inter-agent communication by providing a behavior-flexible framework in which to implement, execute, extend, and reuse behaviors
Factors shaping the evolution of electronic documentation systems
The main goal is to prepare the space station technical and managerial structure for likely changes in the creation, capture, transfer, and utilization of knowledge. By anticipating advances, the design of Space Station Project (SSP) information systems can be tailored to facilitate a progression of increasingly sophisticated strategies as the space station evolves. Future generations of advanced information systems will use increases in power to deliver environmentally meaningful, contextually targeted, interconnected data (knowledge). The concept of a Knowledge Base Management System is emerging when the problem is focused on how information systems can perform such a conversion of raw data. Such a system would include traditional management functions for large space databases. Added artificial intelligence features might encompass co-existing knowledge representation schemes; effective control structures for deductive, plausible, and inductive reasoning; means for knowledge acquisition, refinement, and validation; explanation facilities; and dynamic human intervention. The major areas covered include: alternative knowledge representation approaches; advanced user interface capabilities; computer-supported cooperative work; the evolution of information system hardware; standardization, compatibility, and connectivity; and organizational impacts of information intensive environments
On the definition of non-player character behaviour for real-time simulated virtual environments.
Computer games with complex virtual worlds, which are populated by artificial characters and creatures, are the most visible application of artificial intelligence
techniques. In recent years game development has been fuelled by dramatic advances in computer graphics hardware which have led to a rise in the quality of real-time computer graphics and increased realism in computer games. As a result of these developments video games are gaining acceptance and cultural significance as a form of art and popular culture. An important factor for the attainment of realism in games is the artificially intelligent behaviour displayed by the virtual entities that populate the games'
virtual worlds. It is our firm belief that to further improve the behaviour of virtual entities, game AI development will have to mirror the advances achieved in
game graphics. A major contributing factor for these advancements has been the advent of programmable shaders for real-time graphics, which in turn has been
significantly simplified by the introduction of higher level programming languages for the creation of shaders. This has demonstrated that a good system can be
vastly improved by the addition of a programming language.
This thesis presents a similar (syntactic) approach to the definition of the behaviour of virtual entities in computer games. We introduce the term behaviour definition language (BDL), describing a programming language for the
definition of game entity behaviour. We specify the requirements for this type of programming language, which are applied to the development and implementation of several behaviour definition languages, culminating in the design of a new game-genre independent behaviour definition (scripting) language. This extension programming language includes several game AI techniques within a single
unified system, allowing the use of different methods of behaviour definition. A subset of the language (itself a BDL) was implemented as a proof of concept of this design, providing a framework for the syntactic definition of the behaviour of virtual entities in computer games
Joint University Program for Air Transportation Research, 1991-1992
This report summarizes the research conducted during the academic year 1991-1992 under the FAA/NASA sponsored Joint University Program for Air Transportation Research. The year end review was held at Ohio University, Athens, Ohio, June 18-19, 1992. The Joint University Program is a coordinated set of three grants sponsored by the Federal Aviation Administration and NASA Langley Research Center, one each with the Massachusetts Institute of Technology (NGL-22-009-640), Ohio University (NGR-36-009-017), and Princeton University (NGL-31-001-252). Completed works, status reports, and annotated bibliographies are presented for research topics, which include navigation, guidance and control theory and practice, intelligent flight control, flight dynamics, human factors, and air traffic control processes. An overview of the year's activities for each university is also presented
Joint University Program for Air Transportation Research, 1989-1990
Research conducted during the academic year 1989-90 under the NASA/FAA sponsored Joint University Program for Air Transportation research is discussed. Completed works, status reports and annotated bibliographies are presented for research topics, which include navigation, guidance and control theory and practice, aircraft performance, human factors, and expert systems concepts applied to airport operations. An overview of the year's activities for each university is also presented
Fourth Conference on Artificial Intelligence for Space Applications
Proceedings of a conference held in Huntsville, Alabama, on November 15-16, 1988. The Fourth Conference on Artificial Intelligence for Space Applications brings together diverse technical and scientific work in order to help those who employ AI methods in space applications to identify common goals and to address issues of general interest in the AI community. Topics include the following: space applications of expert systems in fault diagnostics, in telemetry monitoring and data collection, in design and systems integration; and in planning and scheduling; knowledge representation, capture, verification, and management; robotics and vision; adaptive learning; and automatic programming
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