171,646 research outputs found

    Quality Measures for Agent-Oriented Software

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    The popularity of software agents and multiagent systems has increased, and this is now one of the most active areas in informatics research and development. Agent-oriented software engineering is a new paradigm. But no paradigm would be complete without a means for measuring its quality. This work is the result of an investigation in order to evaluate characteristics of a software agent, measuring its most relevant characteristics. For this, we consider the three most important characteristics of a software agent: its social ability, autonomy and proactivity. Measurable attributes are defined for each feature and then are defined measures to evaluate each attribute, and from these values obtain the value of the characteristics considered are proposed. To validate these measures are applied to a case study

    Measuring the Pro-Activity of Software Agents

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    Despite having well-defined characteristics, software agents do not have a developed set of measures defining their quality. Attempts at evaluating software agent quality have focused on some agent aspects, like the development process, whereas others focusing on the agent as a software product have basically adopted measures associated with other software paradigms, like procedural and object-oriented concepts. Here we propose a set of measures for evaluating software agent pro-activity, the software agent's goal-driven behavioral ability to take the initiative and satisfy its goal

    On the emergent Semantic Web and overlooked issues

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    The emergent Semantic Web, despite being in its infancy, has already received a lotof attention from academia and industry. This resulted in an abundance of prototype systems and discussion most of which are centred around the underlying infrastructure. However, when we critically review the work done to date we realise that there is little discussion with respect to the vision of the Semantic Web. In particular, there is an observed dearth of discussion on how to deliver knowledge sharing in an environment such as the Semantic Web in effective and efficient manners. There are a lot of overlooked issues, associated with agents and trust to hidden assumptions made with respect to knowledge representation and robust reasoning in a distributed environment. These issues could potentially hinder further development if not considered at the early stages of designing Semantic Web systems. In this perspectives paper, we aim to help engineers and practitioners of the Semantic Web by raising awareness of these issues

    Proceedings of the ECCS 2005 satellite workshop: embracing complexity in design - Paris 17 November 2005

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    Embracing complexity in design is one of the critical issues and challenges of the 21st century. As the realization grows that design activities and artefacts display properties associated with complex adaptive systems, so grows the need to use complexity concepts and methods to understand these properties and inform the design of better artifacts. It is a great challenge because complexity science represents an epistemological and methodological swift that promises a holistic approach in the understanding and operational support of design. But design is also a major contributor in complexity research. Design science is concerned with problems that are fundamental in the sciences in general and complexity sciences in particular. For instance, design has been perceived and studied as a ubiquitous activity inherent in every human activity, as the art of generating hypotheses, as a type of experiment, or as a creative co-evolutionary process. Design science and its established approaches and practices can be a great source for advancement and innovation in complexity science. These proceedings are the result of a workshop organized as part of the activities of a UK government AHRB/EPSRC funded research cluster called Embracing Complexity in Design (www.complexityanddesign.net) and the European Conference in Complex Systems (complexsystems.lri.fr). Embracing complexity in design is one of the critical issues and challenges of the 21st century. As the realization grows that design activities and artefacts display properties associated with complex adaptive systems, so grows the need to use complexity concepts and methods to understand these properties and inform the design of better artifacts. It is a great challenge because complexity science represents an epistemological and methodological swift that promises a holistic approach in the understanding and operational support of design. But design is also a major contributor in complexity research. Design science is concerned with problems that are fundamental in the sciences in general and complexity sciences in particular. For instance, design has been perceived and studied as a ubiquitous activity inherent in every human activity, as the art of generating hypotheses, as a type of experiment, or as a creative co-evolutionary process. Design science and its established approaches and practices can be a great source for advancement and innovation in complexity science. These proceedings are the result of a workshop organized as part of the activities of a UK government AHRB/EPSRC funded research cluster called Embracing Complexity in Design (www.complexityanddesign.net) and the European Conference in Complex Systems (complexsystems.lri.fr)

    Developing an agent-based simulation model of software evolution

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    Context In attempt to simulate the factors that affect the software evolution behaviour and possibly predict it, several simulation models have been developed recently. The current system dynamic (SD) simulation model of software evolution process was built based on actor-network theory (ANT) of software evolution by using system dynamic environment, which is not a suitable environment to reflect the complexity of ANT theory. In addition the SD model has not been investigated for its ability to represent the real-world process of software evolution. Objectives This paper aims to re-implements the current SD model to an agent-based simulation environment ‘Repast’ and checks the behaviour of the new model compared to the existing SD model. It also aims to investigate the ability of the new Repast model to represent the real-world process of software evolution. Methods a new agent-based simulation model is developed based on the current SD model's specifications and then tests similar to the previous model tests are conducted in order to perform a comparative evaluation between of these two results. In addition an investigation is carried out through an interview with an expert in software development area to investigate the model's ability to represent real-world process of software evolution. Results The Repast model shows more stable behaviour compared with the SD model. Results also found that the evolution health of the software can be calibrated quantitatively and that the new Repast model does have the ability to represent real-world processes of software evolution. Conclusion It is concluded that by applying a more suitable simulation environment (agent-based) to represent ANT theory of software evolution, that this new simulation model will show more stable bahaviour compared with the previous SD model; And it will also shows the ability to represent (at least quantatively) the real-world aspect of software evolution.Peer reviewedFinal Accepted Versio

    Mobile Agents for Mobile Tourists: A User Evaluation of Gulliver's Genie

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    How mobile computing applications and services may be best designed, implemented and deployed remains the subject of much research. One alternative approach to developing software for mobile users that is receiving increasing attention from the research community is that of one based on intelligent agents. Recent advances in mobile computing technology have made such an approach feasible. We present an overview of the design and implementation of an archetypical mobile computing application, namely that of an electronic tourist guide. This guide is unique in that it comprises a suite of intelligent agents that conform to the strong intentional stance. However, the focus of this paper is primarily concerned with the results of detailed user evaluations conducted on this system. Within the literature, comprehensive evaluations of mobile context-sensitive systems are sparse and therefore, this paper seeks, in part, to address this deficiency

    Pro-active Meeting Assistants : Attention Please!

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    This paper gives an overview of pro-active meeting assistants, what they are and when they can be useful. We explain how to develop such assistants with respect to requirement definitions and elaborate on a set of Wizard of Oz experiments, aiming to find out in which form a meeting assistant should operate to be accepted by participants and whether the meeting effectiveness and efficiency can be improved by an assistant at all

    Alert-BDI: BDI Model with Adaptive Alertness through Situational Awareness

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    In this paper, we address the problems faced by a group of agents that possess situational awareness, but lack a security mechanism, by the introduction of a adaptive risk management system. The Belief-Desire-Intention (BDI) architecture lacks a framework that would facilitate an adaptive risk management system that uses the situational awareness of the agents. We extend the BDI architecture with the concept of adaptive alertness. Agents can modify their level of alertness by monitoring the risks faced by them and by their peers. Alert-BDI enables the agents to detect and assess the risks faced by them in an efficient manner, thereby increasing operational efficiency and resistance against attacks.Comment: 14 pages, 3 figures. Submitted to ICACCI 2013, Mysore, Indi

    Affect and believability in game characters:a review of the use of affective computing in games

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    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
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