110,043 research outputs found

    Competency Implications of Changing Human Resource Roles

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    [Excerpt] The present study examines which competencies will be necessary to perform key human resource roles over the next decade at Eastman Kodak Company. This project was a critical component of an ongoing quality process to improve organizational capability. The results establish a platform that will enable Kodak to better assess, plan, develop, and measure the capability of human resource staff

    Applying tropos to socio-technical system design and runtime configuration

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    Recent trends in Software Engineering have introduced the importance of reconsidering the traditional idea of software design as a socio-tecnical problem, where human agents are integral part of the system along with hardware and software components. Design and runtime support for Socio-Technical Systems (STSs) requires appropriate modeling techniques and non-traditional infrastructures. Agent-oriented software methodologies are natural solutions to the development of STSs, both humans and technical components are conceptualized and analyzed as part of the same system. In this paper, we illustrate a number of Tropos features that we believe fundamental to support the development and runtime reconļ¬guration of STSs. Particularly, we focus on two critical design issues: risk analysis and location variability. We show how they are integrated and used into a planning-based approach to support the designer in evaluating and choosing the best design alternative. Finally, we present a generic framework to develop self-reconļ¬gurable STSs

    Multiagent cooperation for solving global optimization problems: an extendible framework with example cooperation strategies

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    This paper proposes the use of multiagent cooperation for solving global optimization problems through the introduction of a new multiagent environment, MANGO. The strength of the environment lays in itsflexible structure based on communicating software agents that attempt to solve a problem cooperatively. This structure allows the execution of a wide range of global optimization algorithms described as a set of interacting operations. At one extreme, MANGO welcomes an individual non-cooperating agent, which is basically the traditional way of solving a global optimization problem. At the other extreme, autonomous agents existing in the environment cooperate as they see fit during run time. We explain the development and communication tools provided in the environment as well as examples of agent realizations and cooperation scenarios. We also show how the multiagent structure is more effective than having a single nonlinear optimization algorithm with randomly selected initial points

    Integrated engineering environments for large complex products

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    An introduction is given to the Engineering Design Centre at the University of Newcastle upon Tyne, along with a brief explanation of the main focus towards large made-to-order products. Three key areas of research at the Centre, which have evolved as a result of collaboration with industrial partners from various sectors of industry, are identified as (1) decision support and optimisation, (2) design for lifecycle, and (3) design integration and co-ordination. A summary of the unique features of large made-to-order products is then presented, which includes the need for integration and co-ordination technologies. Thus, an overview of the existing integration and co-ordination technologies is presented followed by a brief explanation of research in these areas at the Engineering Design Centre. A more detailed description is then presented regarding the co-ordination aspect of research being conducted at the Engineering Design Centre, in collaboration with the CAD Centre at the University of Strathclyde. Concurrent Engineering is acknowledged as a strategy for improving the design process, however design coordination is viewed as a principal requirement for its successful implementation. That is, design co-ordination is proposed as being the key to a mechanism that is able to maximise and realise any potential opportunity of concurrency. Thus, an agentoriented approach to co-ordination is presented, which incorporates various types of agents responsible for managing their respective activities. The co-ordinated approach, which is implemented within the Design Co-ordination System, includes features such as resource management and monitoring, dynamic scheduling, activity direction, task enactment, and information management. An application of the Design Co-ordination System, in conjunction with a robust concept exploration tool, shows that the computational design analysis involved in evaluating many design concepts can be performed more efficiently through a co-ordinated approach

    Arena: A General Evaluation Platform and Building Toolkit for Multi-Agent Intelligence

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    Learning agents that are not only capable of taking tests, but also innovating is becoming a hot topic in AI. One of the most promising paths towards this vision is multi-agent learning, where agents act as the environment for each other, and improving each agent means proposing new problems for others. However, existing evaluation platforms are either not compatible with multi-agent settings, or limited to a specific game. That is, there is not yet a general evaluation platform for research on multi-agent intelligence. To this end, we introduce Arena, a general evaluation platform for multi-agent intelligence with 35 games of diverse logics and representations. Furthermore, multi-agent intelligence is still at the stage where many problems remain unexplored. Therefore, we provide a building toolkit for researchers to easily invent and build novel multi-agent problems from the provided game set based on a GUI-configurable social tree and five basic multi-agent reward schemes. Finally, we provide Python implementations of five state-of-the-art deep multi-agent reinforcement learning baselines. Along with the baseline implementations, we release a set of 100 best agents/teams that we can train with different training schemes for each game, as the base for evaluating agents with population performance. As such, the research community can perform comparisons under a stable and uniform standard. All the implementations and accompanied tutorials have been open-sourced for the community at https://sites.google.com/view/arena-unity/

    Rational physical agent reasoning beyond logic

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    The paper addresses the problem of defining a theoretical physical agent framework that satisfies practical requirements of programmability by non-programmer engineers and at the same time permitting fast realtime operation of agents on digital computer networks. The objective of the new framework is to enable the satisfaction of performance requirements on autonomous vehicles and robots in space exploration, deep underwater exploration, defense reconnaissance, automated manufacturing and household automation

    On-board timeline validation and repair : a feasibility study

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    We report on the progress and outcome of a recent ESAfunded project (MMOPS) designed to explore the feasibility of on-board reasoning about payload timelines. The project sought to examine the role of on-board timeline reasoning and the operational context into which it would fit. We framed a specification for an on-board service that fits with existing practices and represents a plausible advance within sensible constraints on the progress of operations planning. We have implemented a prototype to demonstrate the feasibility of such a system and have used it to show how science gathering operations might be improved by its deployment
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