64,413 research outputs found

    Towards a goal-oriented agent-based simulation framework for high-performance computing

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    Currently, agent-based simulation frameworks force the user to choose between simulations involving a large number of agents (at the expense of limited agent reasoning capability) or simulations including agents with increased reasoning capabilities (at the expense of a limited number of agents per simulation). This paper describes a first attempt at putting goal-oriented agents into large agentbased (micro-)simulations. We discuss a model for goal-oriented agents in HighPerformance Computing (HPC) and then briefly discuss its implementation in PyCOMPSs (a library that eases the parallelisation of tasks) to build such a platform that benefits from a large number of agents with the capacity to execute complex cognitive agents.Peer ReviewedPostprint (author's final draft

    zCap: a zero configuration adaptive paging and mobility management mechanism

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    Today, cellular networks rely on fixed collections of cells (tracking areas) for user equipment localisation. Locating users within these areas involves broadcast search (paging), which consumes radio bandwidth but reduces the user equipment signalling required for mobility management. Tracking areas are today manually configured, hard to adapt to local mobility and influence the load on several key resources in the network. We propose a decentralised and self-adaptive approach to mobility management based on a probabilistic model of local mobility. By estimating the parameters of this model from observations of user mobility collected online, we obtain a dynamic model from which we construct local neighbourhoods of cells where we are most likely to locate user equipment. We propose to replace the static tracking areas of current systems with neighbourhoods local to each cell. The model is also used to derive a multi-phase paging scheme, where the division of neighbourhood cells into consecutive phases balances response times and paging cost. The complete mechanism requires no manual tracking area configuration and performs localisation efficiently in terms of signalling and response times. Detailed simulations show that significant potential gains in localisation effi- ciency are possible while eliminating manual configuration of mobility management parameters. Variants of the proposal can be implemented within current (LTE) standards

    Stochastic user behaviour modelling and network simulation for resource management in cooperation with mobile telecommunications and broadcast networks

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    The latest generations of telecommunications networks have been designed to deliver higher data rates than widely used second generation telecommunications networks, providing flexible communication capabilities that can deliver high quality video images. However, these new generations of telecommunications networks are interference limited, impairing their performance in cases of heavy traffic and high usage. This limits the services offered by a telecommunications network operator to those that the operator is confident their network can meet the demand for. One way to lift this constraint would be for the mobile telecommunications network operator to obtain the cooperation of a broadcast network operator so that during periods when the demand for the service is too high for the telecommunications network to meet, the service can be transferred to the broadcast network. In the United Kingdom the most recent telecommunications networks on the market are third generation UMTS networks while the terrestrial digital broadcast networks are DVB-T networks. This paper proposes a way for UMTS network operators to forecast the traffic associated with high demand services intended to be deployed on the UMTS network and when demand requires to transfer it to a cooperating DVB-T network. The paper aims to justify to UMTS network operators the use of a DVB-T network as a support for a UMTS network by clearly showing how using a DVB-T network to support it can increase the revenue generated by their network

    Enhancing Energy Production with Exascale HPC Methods

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    High Performance Computing (HPC) resources have become the key actor for achieving more ambitious challenges in many disciplines. In this step beyond, an explosion on the available parallelism and the use of special purpose processors are crucial. With such a goal, the HPC4E project applies new exascale HPC techniques to energy industry simulations, customizing them if necessary, and going beyond the state-of-the-art in the required HPC exascale simulations for different energy sources. In this paper, a general overview of these methods is presented as well as some specific preliminary results.The research leading to these results has received funding from the European Union's Horizon 2020 Programme (2014-2020) under the HPC4E Project (www.hpc4e.eu), grant agreement n° 689772, the Spanish Ministry of Economy and Competitiveness under the CODEC2 project (TIN2015-63562-R), and from the Brazilian Ministry of Science, Technology and Innovation through Rede Nacional de Pesquisa (RNP). Computer time on Endeavour cluster is provided by the Intel Corporation, which enabled us to obtain the presented experimental results in uncertainty quantification in seismic imagingPostprint (author's final draft

    Army-NASA aircrew/aircraft integration program (A3I) software detailed design document, phase 3

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    The capabilities and design approach of the MIDAS (Man-machine Integration Design and Analysis System) computer-aided engineering (CAE) workstation under development by the Army-NASA Aircrew/Aircraft Integration Program is detailed. This workstation uses graphic, symbolic, and numeric prototyping tools and human performance models as part of an integrated design/analysis environment for crewstation human engineering. Developed incrementally, the requirements and design for Phase 3 (Dec. 1987 to Jun. 1989) are described. Software tools/models developed or significantly modified during this phase included: an interactive 3-D graphic cockpit design editor; multiple-perspective graphic views to observe simulation scenarios; symbolic methods to model the mission decomposition, equipment functions, pilot tasking and loading, as well as control the simulation; a 3-D dynamic anthropometric model; an intermachine communications package; and a training assessment component. These components were successfully used during Phase 3 to demonstrate the complex interactions and human engineering findings involved with a proposed cockpit communications design change in a simulated AH-64A Apache helicopter/mission that maps to empirical data from a similar study and AH-1 Cobra flight test

    Using a cognitive architecture to examine what develops

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    Different theories of development propose alternative mechanisms by which development occurs. Cognitive architectures can be used to examine the influence of each proposed mechanism of development while keeping all other mechanisms constant. An ACT-R computational model that matched adult behavior in solving a 21-block pyramid puzzle was created. The model was modified in three ways that corresponded to mechanisms of development proposed by developmental theories. The results showed that all the modifications (two of capacity and one of strategy choice) could approximate the behavior of 7-year-old children on the task. The strategy-choice modification provided the closest match on the two central measures of task behavior (time taken per layer, r = .99, and construction attempts per layer, r = .73). Modifying cognitive architectures is a fruitful way to compare and test potential developmental mechanisms, and can therefore help in specifying “what develops.

    Model-driven Engineering IDE for Quality Assessment of Data-intensive Applications

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    This article introduces a model-driven engineering (MDE) integrated development environment (IDE) for Data-Intensive Cloud Applications (DIA) with iterative quality enhancements. As part of the H2020 DICE project (ICT-9-2014, id 644869), a framework is being constructed and it is composed of a set of tools developed to support a new MDE methodology. One of these tools is the IDE which acts as the front-end of the methodology and plays a pivotal role in integrating the other tools of the framework. The IDE enables designers to produce from the architectural structure of the general application along with their properties and QoS/QoD annotations up to the deployment model. Administrators, quality assurance engineers or software architects may also run and examine the output of the design and analysis tools in addition to the designer in order to assess the DIA quality in an iterative process

    Agent-Based Participatory Simulations: Merging Multi-Agent Systems and Role-Playing Games

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    In 2001, Olivier Barreteau proposed to jointly use multi-agent systems and role-playing games for purposes of research, training and negotiation support in the field of renewable resource management. This joint use was later labeled the "MAS/RPG methodology" and this approach is one of the foundation stones of the ComMod movement. In this article, we present an alternative method called "agent-based participatory simulations". These simulations are multi-agent systems where human participants control some of the agents. The experiments we conducted prove that it is possible to successfully merge multi-agent systems and role-playing games. We argue that agent-based participatory simulations are also a significant improvement over the MAS/RPG approach, opening new perspectives and solving some of the problems generated by the joint use of role-playing games and multi-agent systems. The advantages are at least threefold. Because all interactions are computer mediated, they can be recorded and this record can be processed and used to improve the understanding of participants and organizers alike. Because of the merge, agent-based participatory simulations decrease the distance between the agent-based model and the behavior of participants. Agent-based participatory simulations allow for computer-based improvements such as the introduction of eliciting assistant agents with learning capabilities.Agent-Based Participatory Simulations, Multi-Agent Systems, Role-Playing Games, Validation, Negotiation Support Tool
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