10,514 research outputs found

    A Role-Based Approach for Orchestrating Emergent Configurations in the Internet of Things

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    The Internet of Things (IoT) is envisioned as a global network of connected things enabling ubiquitous machine-to-machine (M2M) communication. With estimations of billions of sensors and devices to be connected in the coming years, the IoT has been advocated as having a great potential to impact the way we live, but also how we work. However, the connectivity aspect in itself only accounts for the underlying M2M infrastructure. In order to properly support engineering IoT systems and applications, it is key to orchestrate heterogeneous 'things' in a seamless, adaptive and dynamic manner, such that the system can exhibit a goal-directed behaviour and take appropriate actions. Yet, this form of interaction between things needs to take a user-centric approach and by no means elude the users' requirements. To this end, contextualisation is an important feature of the system, allowing it to infer user activities and prompt the user with relevant information and interactions even in the absence of intentional commands. In this work we propose a role-based model for emergent configurations of connected systems as a means to model, manage, and reason about IoT systems including the user's interaction with them. We put a special focus on integrating the user perspective in order to guide the emergent configurations such that systems goals are aligned with the users' intentions. We discuss related scientific and technical challenges and provide several uses cases outlining the concept of emergent configurations.Comment: In Proceedings of the Second International Workshop on the Internet of Agents @AAMAS201

    Self-organising agent communities for autonomic resource management

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    The autonomic computing paradigm addresses the operational challenges presented by increasingly complex software systems by proposing that they be composed of many autonomous components, each responsible for the run-time reconfiguration of its own dedicated hardware and software components. Consequently, regulation of the whole software system becomes an emergent property of local adaptation and learning carried out by these autonomous system elements. Designing appropriate local adaptation policies for the components of such systems remains a major challenge. This is particularly true where the system’s scale and dynamism compromise the efficiency of a central executive and/or prevent components from pooling information to achieve a shared, accurate evidence base for their negotiations and decisions.In this paper, we investigate how a self-regulatory system response may arise spontaneously from local interactions between autonomic system elements tasked with adaptively consuming/providing computational resources or services when the demand for such resources is continually changing. We demonstrate that system performance is not maximised when all system components are able to freely share information with one another. Rather, maximum efficiency is achieved when individual components have only limited knowledge of their peers. Under these conditions, the system self-organises into appropriate community structures. By maintaining information flow at the level of communities, the system is able to remain stable enough to efficiently satisfy service demand in resource-limited environments, and thus minimise any unnecessary reconfiguration whilst remaining sufficiently adaptive to be able to reconfigure when service demand changes

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Socionics: Sociological Concepts for Social Systems of Artificial (and Human) Agents

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    Socionics is an interdisciplinary approach with the objective to use sociological knowledge about the structures, mechanisms and processes of social interaction and social communication as a source of inspiration for the development of multi-agent systems, both for the purposes of engineering applications and of social theory construction and social simulation. The approach has been spelled out from 1998 on within the Socionics priority program funded by the German National research foundation. This special issue of the JASSS presents research results from five interdisciplinary projects of the Socionics program. The introduction gives an overview over the basic ideas of the Socionics approach and summarizes the work of these projects.Socionics, Sociology, Multi-Agent Systems, Artificial Social Systems, Hybrid Systems, Social Simulation

    Towards adaptive multi-robot systems: self-organization and self-adaptation

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    Dieser Beitrag ist mit Zustimmung des Rechteinhabers aufgrund einer (DFG geförderten) Allianz- bzw. Nationallizenz frei zugÀnglich.This publication is with permission of the rights owner freely accessible due to an Alliance licence and a national licence (funded by the DFG, German Research Foundation) respectively.The development of complex systems ensembles that operate in uncertain environments is a major challenge. The reason for this is that system designers are not able to fully specify the system during specification and development and before it is being deployed. Natural swarm systems enjoy similar characteristics, yet, being self-adaptive and being able to self-organize, these systems show beneficial emergent behaviour. Similar concepts can be extremely helpful for artificial systems, especially when it comes to multi-robot scenarios, which require such solution in order to be applicable to highly uncertain real world application. In this article, we present a comprehensive overview over state-of-the-art solutions in emergent systems, self-organization, self-adaptation, and robotics. We discuss these approaches in the light of a framework for multi-robot systems and identify similarities, differences missing links and open gaps that have to be addressed in order to make this framework possible

    Methodological Guidelines for Engineering Self-organization and Emergence

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    The ASCENS project deals with the design and development of complex self-adaptive systems, where self-organization is one of the possible means by which to achieve self-adaptation. However, to support the development of self-organising systems, one has to extensively re-situate their engineering from a software architectures and requirements point of view. In particular, in this chapter, we highlight the importance of the decomposition in components to go from the problem to the engineered solution. This leads us to explain and rationalise the following architectural strategy: designing by following the problem organisation. We discuss architectural advantages for development and documentation, and its coherence with existing methodological approaches to self-organisation, and we illustrate the approach with an example on the area of swarm robotics

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    The Translocal Event and the Polyrhythmic Diagram

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    This thesis identifies and analyses the key creative protocols in translocal performance practice, and ends with suggestions for new forms of transversal live and mediated performance practice, informed by theory. It argues that ontologies of emergence in dynamic systems nourish contemporary practice in the digital arts. Feedback in self-organised, recursive systems and organisms elicit change, and change transforms. The arguments trace concepts from chaos and complexity theory to virtual multiplicity, relationality, intuition and individuation (in the work of Bergson, Deleuze, Guattari, Simondon, Massumi, and other process theorists). It then examines the intersection of methodologies in philosophy, science and art and the radical contingencies implicit in the technicity of real-time, collaborative composition. Simultaneous forces or tendencies such as perception/memory, content/ expression and instinct/intellect produce composites (experience, meaning, and intuition- respectively) that affect the sensation of interplay. The translocal event is itself a diagram - an interstice between the forces of the local and the global, between the tendencies of the individual and the collective. The translocal is a point of reference for exploring the distribution of affect, parameters of control and emergent aesthetics. Translocal interplay, enabled by digital technologies and network protocols, is ontogenetic and autopoietic; diagrammatic and synaesthetic; intuitive and transductive. KeyWorx is a software application developed for realtime, distributed, multimodal media processing. As a technological tool created by artists, KeyWorx supports this intuitive type of creative experience: a real-time, translocal “jamming” that transduces the lived experience of a “biogram,” a synaesthetic hinge-dimension. The emerging aesthetics are processual – intuitive, diagrammatic and transversal
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