345,220 research outputs found
Modelling asymmetrical synchronization with dominant agents
We present an extension of the classical Kuramoto model, adjusted for analysis of sets of asymmetrically coupled units. Results of numerical simulations suggest that violating Newtonâs Third Law by adding a strongly dominating unit can lead to synchronization in systems previously unable to synchronize
Principles and Concepts of Agent-Based Modelling for Developing Geospatial Simulations
The aim of this paper is to outline fundamental concepts and principles of the Agent-Based Modelling (ABM) paradigm, with particular reference to the development of geospatial simulations. The paper begins with a brief definition of modelling, followed by a classification of model types, and a comment regarding a shift (in certain circumstances) towards modelling systems at the individual-level. In particular, automata approaches (e.g. Cellular Automata, CA, and ABM) have been particularly popular, with ABM moving to the fore. A definition of agents and agent-based models is given; identifying their advantages and disadvantages, especially in relation to geospatial modelling. The potential use of agent-based models is discussed, and how-to instructions for developing an agent-based model are provided. Types of simulation / modelling systems available for ABM are defined, supplemented with criteria to consider before choosing a particular system for a modelling endeavour. Information pertaining to a selection of simulation / modelling systems (Swarm, MASON, Repast, StarLogo, NetLogo, OBEUS, AgentSheets and AnyLogic) is provided, categorised by their licensing policy (open source, shareware / freeware and proprietary systems). The evaluation (i.e. verification, calibration, validation and analysis) of agent-based models and their output is examined, and noteworthy applications are discussed.Geographical Information Systems (GIS) are a particularly useful medium for representing model input and output of a geospatial nature. However, GIS are not well suited to dynamic modelling (e.g. ABM). In particular, problems of representing time and change within GIS are highlighted. Consequently, this paper explores the opportunity of linking (through coupling or integration / embedding) a GIS with a simulation / modelling system purposely built, and therefore better suited to supporting the requirements of ABM. This paper concludes with a synthesis of the discussion that has proceeded. The aim of this paper is to outline fundamental concepts and principles of the Agent-Based Modelling (ABM) paradigm, with particular reference to the development of geospatial simulations. The paper begins with a brief definition of modelling, followed by a classification of model types, and a comment regarding a shift (in certain circumstances) towards modelling systems at the individual-level. In particular, automata approaches (e.g. Cellular Automata, CA, and ABM) have been particularly popular, with ABM moving to the fore. A definition of agents and agent-based models is given; identifying their advantages and disadvantages, especially in relation to geospatial modelling. The potential use of agent-based models is discussed, and how-to instructions for developing an agent-based model are provided. Types of simulation / modelling systems available for ABM are defined, supplemented with criteria to consider before choosing a particular system for a modelling endeavour. Information pertaining to a selection of simulation / modelling systems (Swarm, MASON, Repast, StarLogo, NetLogo, OBEUS, AgentSheets and AnyLogic) is provided, categorised by their licensing policy (open source, shareware / freeware and proprietary systems). The evaluation (i.e. verification, calibration, validation and analysis) of agent-based models and their output is examined, and noteworthy applications are discussed.Geographical Information Systems (GIS) are a particularly useful medium for representing model input and output of a geospatial nature. However, GIS are not well suited to dynamic modelling (e.g. ABM). In particular, problems of representing time and change within GIS are highlighted. Consequently, this paper explores the opportunity of linking (through coupling or integration / embedding) a GIS with a simulation / modelling system purposely built, and therefore better suited to supporting the requirements of ABM. This paper concludes with a synthesis of the discussion that has proceeded
Modelling Multilateral Negotiation in Linear Logic
We show how to embed a framework for multilateral negotiation,
in which a group of agents implement a sequence of deals
concerning the exchange of a number of resources, into linear logic.
In this model, multisets of goods, allocations of resources, preferences
of agents, and deals are all modelled as formulas of linear logic.
Whether or not a proposed deal is rational, given the preferences of
the agents concerned, reduces to a question of provability, as does
the question of whether there exists a sequence of deals leading to an
allocation with certain desirable properties, such as maximising social
welfare. Thus, linear logic provides a formal basis for modelling
convergence properties in distributed resource allocation
Patch-based Hybrid Modelling of Spatially Distributed Systems by Using Stochastic HYPE - ZebraNet as an Example
Individual-based hybrid modelling of spatially distributed systems is usually
expensive. Here, we consider a hybrid system in which mobile agents spread over
the space and interact with each other when in close proximity. An
individual-based model for this system needs to capture the spatial attributes
of every agent and monitor the interaction between each pair of them. As a
result, the cost of simulating this model grows exponentially as the number of
agents increases. For this reason, a patch-based model with more abstraction
but better scalability is advantageous. In a patch-based model, instead of
representing each agent separately, we model the agents in a patch as an
aggregation. This property significantly enhances the scalability of the model.
In this paper, we convert an individual-based model for a spatially distributed
network system for wild-life monitoring, ZebraNet, to a patch-based stochastic
HYPE model with accurate performance evaluation. We show the ease and
expressiveness of stochastic HYPE for patch-based modelling of hybrid systems.
Moreover, a mean-field analytical model is proposed as the fluid flow
approximation of the stochastic HYPE model, which can be used to investigate
the average behaviour of the modelled system over an infinite number of
simulation runs of the stochastic HYPE model.Comment: In Proceedings QAPL 2014, arXiv:1406.156
An improved multi-agent simulation methodology for modelling and evaluating wireless communication systems resource allocation algorithms
Multi-Agent Systems (MAS) constitute a well known approach in modelling dynamical real world systems. Recently, this technology has been applied to Wireless Communication Systems (WCS), where efficient resource allocation is a primary goal, for modelling the physical entities involved, like Base Stations (BS), service providers and network operators. This paper presents a novel approach in applying MAS methodology to WCS resource allocation by modelling more abstract entities involved in WCS operation, and especially the concurrent network procedures (services). Due to the concurrent nature of a WCS, MAS technology presents a suitable modelling solution. Services such as new call admission, handoff, user movement and call termination are independent to one another and may occur at the same time for many different users in the network. Thus, the required network procedures for supporting the above services act autonomously, interact with the network environment (gather information such as interference conditions), take decisions (e.g. call establishment), etc, and can be modelled as agents. Based on this novel simulation approach, the agent cooperation in terms of negotiation and agreement becomes a critical issue. To this end, two negotiation strategies are presented and evaluated in this research effort and among them the distributed negotiation and communication scheme between network agents is presented to be highly efficient in terms of network performance. The multi-agent concept adapted to the concurrent nature of large scale WCS is, also, discussed in this paper
Improving games AI performance using grouped hierarchical level of detail
Computer games are increasingly making use of large environments; however, these are often only sparsely populated with autonomous agents. This is, in part, due to the computational cost of implementing behaviour functions for large numbers of agents.
In this paper we present an optimisation based on level of detail which reduces the overhead of modelling group behaviours, and facilitates the population of an expansive game world.
We consider an environment which is inhabited by many distinct groups of agents. Each group itself comprises individual agents, which are organised using a hierarchical tree structure. Expanding and collapsing nodes within each tree allows the efficient dynamic abstraction of individuals, depending on their proximity to the player. Each branching level represents a different level of detail, and the system is designed to trade off computational performance against behavioural fidelity in a way which is both efficient and seamless to the player.
We have developed an implementation of this technique, and used it to evaluate the associated performance benefits. Our experiments indicate a significant potential reduction in processing time, with the update for the entire AI system taking less than 1% of the time required for the same number of agents without optimisation
A Simulation Tool for tccp Programs
The Timed Concurrent Constraint Language tccp is a declarative synchronous concurrent language, particularly suitable for modelling reactive systems. In tccp, agents communicate and synchronise through a global constraint store. It supports a notion of discrete time that allows all non-blocked agents to proceed with their execution simultaneously.
In this paper, we present a modular architecture for the simulation of tccp programs. The tool comprises three main components. First, a set of basic abstract instructions able to model the tccp agent behaviour, the memory model needed to manage the active agents and the state of the store during the execution. Second, the agent interpreter that executes the instructions of the current agent iteratively and calculates the new agents to be executed at the next time instant. Finally, the constraint solver components which are the modules that deal with constraints.
In this paper, we describe the implementation of these components and present an example of a real system modelled in tccp.Universidad de MĂĄlaga. Campus de Excelencia Internacional AndalucĂa Tech
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