8,288 research outputs found
Logic-Based Specification Languages for Intelligent Software Agents
The research field of Agent-Oriented Software Engineering (AOSE) aims to find
abstractions, languages, methodologies and toolkits for modeling, verifying,
validating and prototyping complex applications conceptualized as Multiagent
Systems (MASs). A very lively research sub-field studies how formal methods can
be used for AOSE. This paper presents a detailed survey of six logic-based
executable agent specification languages that have been chosen for their
potential to be integrated in our ARPEGGIO project, an open framework for
specifying and prototyping a MAS. The six languages are ConGoLog, Agent-0, the
IMPACT agent programming language, DyLog, Concurrent METATEM and Ehhf. For each
executable language, the logic foundations are described and an example of use
is shown. A comparison of the six languages and a survey of similar approaches
complete the paper, together with considerations of the advantages of using
logic-based languages in MAS modeling and prototyping.Comment: 67 pages, 1 table, 1 figure. Accepted for publication by the Journal
"Theory and Practice of Logic Programming", volume 4, Maurice Bruynooghe
Editor-in-Chie
PDDL2.1: An extension of PDDL for expressing temporal planning domains
In recent years research in the planning community has moved increasingly towards application of planners to realistic problems involving both time and many types of resources. For example, interest in planning demonstrated by the space research community has inspired work in observation scheduling, planetary rover ex ploration and spacecraft control domains. Other temporal and resource-intensive domains including logistics planning, plant control and manufacturing have also helped to focus the community on the modelling and reasoning issues that must be confronted to make planning technology meet the challenges of application. The International Planning Competitions have acted as an important motivating force behind the progress that has been made in planning since 1998. The third competition (held in 2002) set the planning community the challenge of handling time and numeric resources. This necessitated the development of a modelling language capable of expressing temporal and numeric properties of planning domains. In this paper we describe the language, PDDL2.1, that was used in the competition. We describe the syntax of the language, its formal semantics and the validation of concurrent plans. We observe that PDDL2.1 has considerable modelling power --- exceeding the capabilities of current planning technology --- and presents a number of important challenges to the research community
Graphical Verification of a Spatial Logic for the Graphical Verification of a Spatial Logic for the pi-calculus
The paper introduces a novel approach to the verification of spatial properties for finite [pi]-calculus specifications. The mechanism is based on a recently proposed graphical encoding for mobile calculi: Each process is mapped into a (ranked) graph, such that the denotation is fully abstract with respect to the usual structural congruence (i.e., two processes are equivalent exactly when the corresponding encodings yield the same graph). Spatial properties for reasoning about the behavior and the structure of pi-calculus processes are then expressed in a logic introduced by Caires, and they are verified on the graphical encoding of a process, rather than on its textual representation. More precisely, the graphical presentation allows for providing a simple and easy to implement verification algorithm based on the graphical encoding (returning true if and only if a given process verifies a given spatial formula)
Symmetry Reduction Enables Model Checking of More Complex Emergent Behaviours of Swarm Navigation Algorithms
The emergent global behaviours of robotic swarms are important to achieve
their navigation task goals. These emergent behaviours can be verified to
assess their correctness, through techniques like model checking. Model
checking exhaustively explores all possible behaviours, based on a discrete
model of the system, such as a swarm in a grid. A common problem in model
checking is the state-space explosion that arises when the states of the model
are numerous. We propose a novel implementation of symmetry reduction, in the
form of encoding navigation algorithms relatively with respect to a reference,
based on the symmetrical properties of swarms in grids. We applied the relative
encoding to a swarm navigation algorithm, Alpha, modelled for the NuSMV model
checker. A comparison of the state-space and verification results with an
absolute (or global) and a relative encoding of the Alpha algorithm highlights
the advantages of our approach, allowing model checking larger grid sizes and
number of robots, and consequently, verifying more complex emergent behaviours.
For example, a property was verified for a grid with 3 robots and a maximum
allowed size of 8x8 cells in a global encoding, whereas this size was increased
to 16x16 using a relative encoding. Also, the time to verify a property for a
swarm of 3 robots in a 6x6 grid was reduced from almost 10 hours to only 7
minutes. Our approach is transferable to other swarm navigation algorithms.Comment: Accepted for presentation in Towards Autonomous Robotic Systems
(TAROS) 2015, Liverpool, U
Desynchronization: Synthesis of asynchronous circuits from synchronous specifications
Asynchronous implementation techniques, which measure logic delays at run time and activate registers accordingly, are inherently more robust than their synchronous counterparts, which estimate worst-case delays at design time, and constrain the clock cycle accordingly. De-synchronization is a new paradigm to automate the design of asynchronous circuits from synchronous specifications, thus permitting widespread adoption of asynchronicity, without requiring special design skills or tools. In this paper, we first of all study different protocols for de-synchronization and formally prove their correctness, using techniques originally developed for distributed deployment of synchronous language specifications. We also provide a taxonomy of existing protocols for asynchronous latch controllers, covering in particular the four-phase handshake protocols devised in the literature for micro-pipelines. We then propose a new controller which exhibits provably maximal concurrency, and analyze the performance of desynchronized circuits with respect to the original synchronous optimized implementation. We finally prove the feasibility and effectiveness of our approach, by showing its application to a set of real designs, including a complete implementation of the DLX microprocessor architectur
Action planning for graph transition systems
Graphs are suitable modeling formalisms for software and hardware systems involving aspects such as communication,
object orientation, concurrency, mobility and distribution. State spaces of such systems can be represented by graph transition systems, which are basically transition systems whose states and transitions represent graphs and graph morphisms. In this paper, we propose the modeling of graph transition systems in PDDL and the application of heuristic search planning for their analysis. We consider different heuristics and present experimental results
Towards an embedding of Graph Transformation in Intuitionistic Linear Logic
Linear logics have been shown to be able to embed both rewriting-based
approaches and process calculi in a single, declarative framework. In this
paper we are exploring the embedding of double-pushout graph transformations
into quantified linear logic, leading to a Curry-Howard style isomorphism
between graphs and transformations on one hand, formulas and proof terms on the
other. With linear implication representing rules and reachability of graphs,
and the tensor modelling parallel composition of graphs and transformations, we
obtain a language able to encode graph transformation systems and their
computations as well as reason about their properties
Living City, A Collaborative Browser-Based Massively Multiplayer Online Game
This work presents the design and implementation of our Browser-based Massively Multiplayer Online Game, Living City, a simulation game fully developed at the University of Messina. Living City is a persistent and real-time digital world, running in the Web browser environment and accessible from users without any client-side installation. Today Massively Multiplayer Online Games attract the attention of Computer Scientists both for their architectural peculiarity and the close interconnection with the social network phenomenon. We will cover these two aspects paying particular attention to some aspects of the project: game balancing (e.g. algorithms behind time and money balancing); business logic (e.g., handling concurrency, cheating avoidance and availability) and, finally, social and psychological aspects involved in the collaboration of players, analyzing their activities and interconnections
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