2,617 research outputs found

    Requirements for a Research-oriented IC Design System

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    Computer-aided design techniques for integrated circuits grown in an incremental way, responding to various perceived needs, so that today there are a number of useful programs for logic generation, simulation at various levels, test preparation, artwork generation and analysis (including design rule checking), and interactive graphical editing. While the design of many circuits has benefitted from these programs, when industry wants to produce a high-volume part, the design and layout are done manually, followed by digitizing and perhaps some graphic editing before it is converted to pattern generation format, leading to the often heard statement that computer-aided design of integrated circuits doesn't work. If progress is to be made, it seems clear that the entire design process has to be thought through in basic terms, and much more attention must be paid to the way in which computational techniques can complement the designer's abilities. Currently, it is appropriate to try to characterize the design process in abstract terms, so that implementation and technological biases don't cloud the view of a desired system. In this paper, we briefly describe the conversion of algorithms to masks at a very general level, and then describe several projects at MIT which aim to provide contributions to an integrated design system. It is emphasized that no complete system design exists now at MIT, and that we believe that general design considerations must constantly be tested by building (and rebuilding) the various subcomponents, the structure of which is guided by our view of the overall design process

    Parallel processing and expert systems

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    Whether it be monitoring the thermal subsystem of Space Station Freedom, or controlling the navigation of the autonomous rover on Mars, NASA missions in the 1990s cannot enjoy an increased level of autonomy without the efficient implementation of expert systems. Merely increasing the computational speed of uniprocessors may not be able to guarantee that real-time demands are met for larger systems. Speedup via parallel processing must be pursued alongside the optimization of sequential implementations. Prototypes of parallel expert systems have been built at universities and industrial laboratories in the U.S. and Japan. The state-of-the-art research in progress related to parallel execution of expert systems is surveyed. The survey discusses multiprocessors for expert systems, parallel languages for symbolic computations, and mapping expert systems to multiprocessors. Results to date indicate that the parallelism achieved for these systems is small. The main reasons are (1) the body of knowledge applicable in any given situation and the amount of computation executed by each rule firing are small, (2) dividing the problem solving process into relatively independent partitions is difficult, and (3) implementation decisions that enable expert systems to be incrementally refined hamper compile-time optimization. In order to obtain greater speedups, data parallelism and application parallelism must be exploited

    Spike: Artificial intelligence scheduling for Hubble space telescope

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    Efficient utilization of spacecraft resources is essential, but the accompanying scheduling problems are often computationally intractable and are difficult to approximate because of the presence of numerous interacting constraints. Artificial intelligence techniques were applied to the scheduling of the NASA/ESA Hubble Space Telescope (HST). This presents a particularly challenging problem since a yearlong observing program can contain some tens of thousands of exposures which are subject to a large number of scientific, operational, spacecraft, and environmental constraints. New techniques were developed for machine reasoning about scheduling constraints and goals, especially in cases where uncertainty is an important scheduling consideration and where resolving conflicts among conflicting preferences is essential. These technique were utilized in a set of workstation based scheduling tools (Spike) for HST. Graphical displays of activities, constraints, and schedules are an important feature of the system. High level scheduling strategies using both rule based and neural network approaches were developed. While the specific constraints implemented are those most relevant to HST, the framework developed is far more general and could easily handle other kinds of scheduling problems. The concept and implementation of the Spike system are described along with some experiments in adapting Spike to other spacecraft scheduling domains

    Attitude Determination and Control System (ADCS) and Maintenance and Diagnostic System (MDS): A maintenance and diagnostic system for Space Station Freedom

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    The Maintenance and Diagnostic System (MDS) that is being developed at Honeywell to enhance the Fault Detection Isolation and Recovery system (FDIR) for the Attitude Determination and Control System on Space Station Freedom is described. The MDS demonstrates ways that AI-based techniques can be used to improve the maintainability and safety of the Station by helping to resolve fault anomalies that cannot be fully determined by built-in-test, by providing predictive maintenance capabilities, and by providing expert maintenance assistance. The MDS will address the problems associated with reasoning about dynamic, continuous information versus only about static data, the concerns of porting software based on AI techniques to embedded targets, and the difficulties associated with real-time response. An initial prototype was built of the MDS. The prototype executes on Sun and IBM PS/2 hardware and is implemented in the Common Lisp; further work will evaluate its functionality and develop mechanisms to port the code to Ada

    Dynamically typed languages

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    Dynamically typed languages such as Python and Ruby have experienced a rapid grown in popularity in recent times. However, there is much confusion as to what makes these languages interesting relative to statically typed languages, and little knowledge of their rich history. In this chapter I explore the general topic of dynamically typed languages, how they differ from statically typed languages, their history, and their defining features

    A rapid prototyping/artificial intelligence approach to space station-era information management and access

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    Applications of rapid prototyping and Artificial Intelligence techniques to problems associated with Space Station-era information management systems are described. In particular, the work is centered on issues related to: (1) intelligent man-machine interfaces applied to scientific data user support, and (2) the requirement that intelligent information management systems (IIMS) be able to efficiently process metadata updates concerning types of data handled. The advanced IIMS represents functional capabilities driven almost entirely by the needs of potential users. Space Station-era scientific data projected to be generated is likely to be significantly greater than data currently processed and analyzed. Information about scientific data must be presented clearly, concisely, and with support features to allow users at all levels of expertise efficient and cost-effective data access. Additionally, mechanisms for allowing more efficient IIMS metadata update processes must be addressed. The work reported covers the following IIMS design aspects: IIMS data and metadata modeling, including the automatic updating of IIMS-contained metadata, IIMS user-system interface considerations, including significant problems associated with remote access, user profiles, and on-line tutorial capabilities, and development of an IIMS query and browse facility, including the capability to deal with spatial information. A working prototype has been developed and is being enhanced

    A distributed agent architecture for real-time knowledge-based systems: Real-time expert systems project, phase 1

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    We propose a distributed agent architecture (DAA) that can support a variety of paradigms based on both traditional real-time computing and artificial intelligence. DAA consists of distributed agents that are classified into two categories: reactive and cognitive. Reactive agents can be implemented directly in Ada to meet hard real-time requirements and be deployed on on-board embedded processors. A traditional real-time computing methodology under consideration is the rate monotonic theory that can guarantee schedulability based on analytical methods. AI techniques under consideration for reactive agents are approximate or anytime reasoning that can be implemented using Bayesian belief networks as in Guardian. Cognitive agents are traditional expert systems that can be implemented in ART-Ada to meet soft real-time requirements. During the initial design of cognitive agents, it is critical to consider the migration path that would allow initial deployment on ground-based workstations with eventual deployment on on-board processors. ART-Ada technology enables this migration while Lisp-based technologies make it difficult if not impossible. In addition to reactive and cognitive agents, a meta-level agent would be needed to coordinate multiple agents and to provide meta-level control

    The KATE shell: An implementation of model-based control, monitor and diagnosis

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    The conventional control and monitor software currently used by the Space Center for Space Shuttle processing has many limitations such as high maintenance costs, limited diagnostic capabilities and simulation support. These limitations have caused the development of a knowledge based (or model based) shell to generically control and monitor electro-mechanical systems. The knowledge base describes the system's structure and function and is used by a software shell to do real time constraints checking, low level control of components, diagnosis of detected faults, sensor validation, automatic generation of schematic diagrams and automatic recovery from failures. This approach is more versatile and more powerful than the conventional hard coded approach and offers many advantages over it, although, for systems which require high speed reaction times or aren't well understood, knowledge based control and monitor systems may not be appropriate

    Real-time control for manufacturing space shuttle main engines: Work in progress

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    During the manufacture of space-based assemblies such as Space Shuttle Main Engines, flexibility is required due to the high-cost and low-volume nature of the end products. Various systems have been developed pursuing the goal of adaptive, flexible manufacturing for several space applications, including an Advanced Robotic Welding System for the manufacture of complex components of the Space Shuttle Main Engines. The Advanced Robotic Welding System (AROWS) is an on-going joint effort, funded by NASA, between NASA/Marshall Space Flight Center, and two divisions of Rockwell International: Rocketdyne and the Science Center. AROWS includes two levels of flexible control of both motion and process parameters: Off-line programming using both geometric and weld-process data bases, and real-time control incorporating multiple sensors during weld execution. Both control systems were implemented using conventional hardware and software architectures. The feasibility of enhancing the real-time control system using the problem-solving architecture of Schemer is investigated and described

    Playing Smart - Artificial Intelligence in Computer Games

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    Abstract: With this document we will present an overview of artificial intelligence in general and artificial intelligence in the context of its use in modern computer games in particular. To this end we will firstly provide an introduction to the terminology of artificial intelligence, followed by a brief history of this field of computer science and finally we will discuss the impact which this science has had on the development of computer games. This will be further illustrated by a number of case studies, looking at how artificially intelligent behaviour has been achieved in selected games
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