20,242 research outputs found

    Prometheus design tool

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    The Prometheus Design Tool (PDT) supports the structured design of intelligent agent systems. It supports the Prometheus methodology, but can also be used more generally. This paper outlines the tool and some of its many features

    Automated unit testing intelligent agents in PDT

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    The Prometheus Design Tool (PDT) is an agent development tool that supports the Prometheus design methodology and includes features like automated code generation. We enhance this tool by adding a feature that allows the automated unit testing of agents that are built from within PDT

    AUML protocols and code generation in the Prometheus design tool

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    Prometheus is an agent-oriented software engineering methodology. The Prometheus Design Tool (PDT) is a software tool that supports a designer who is using the Prometheus methodology. PDT has recently been extended with two significant new features: support for Agent UML interaction protocols, and code generation

    Eclipse-based prometheus design tool

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    The Prometheus Design Tool (PDT) is a graphical tool that is used to design a Multi-Agent System following the Prometheus Methodology. This paper describes the latest version of PDT which is now integrated into the Eclipse platform, enabling the users to accomplish the full development life-cycle of an agent-oriented application in one IDE and also inherit the rich set of product development features that Eclipse provides. This version of PDT also aims to support simpler integration with tools from other AOSE methodologies where appropriate

    Adding debugging support to the Prometheus methodology

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    This paper describes a debugger which uses the design artifacts of the Prometheus agent-oriented software engineering methodology to alert the developer testing the system, that a specification has been violated. Detailed information is provided regarding the error which can help the developer in locating its source. Interaction protocols specified during design, are converted to executable Petri net representations. The system can then be monitored at run time to identify situations which do not conform to specified protocols. A process for monitoring aspects of plan selection is also described. The paper then describes the Prometheus Design Tool, developed to support the Prometheus methodology, and presents a vision of an integrated development environment providing full life cycle support for the development of agent systems. The initial part of the paper provides a detailed summary of the Prometheus methodology and the artifacts on which the debugger is based

    SQUAD GAME: AGENT BASED MODELING IMPLEMENTATION

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    ABSTRAKSI: -Kata Kunci : -ABSTRACT: Most of Game Theories and Artificial Intelligences nowadays cover the characters in the game as individual not a team. Whereas, there are several games with team work needed for running the characters.This final essay covers the development on a MAS (Multi-agent System) to control the behavior of characters in Squad Game. The system design by using Prometheus Methodology as the model, and Q-Learning as the learning method. This system is designed by using Prometheus Design Tool (PDT) that will generate the JACK code, which is transformed to C# programming language.Overall, up to 80% of the tests in all scenarios succes to solve all problems faced in the game.Keyword: agent, multi-agent system, prometheus, q-learning, observer pattern

    Agent-based modeling of a mobile robot to detect and follow humans.

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    This paper introduces a multi-agent system (MAS) approach using the detailed process provided by Prometheus methodology for the design of a moving robot application for the detection and following of humans. Our conjecture is that complex autonomous robotic systems have to be fully modeled in their initial design stages by means of agent-based technology. The application has been completely modeled with the Prometheus Design Tool (PDT), which offers full support to Prometheus methodology

    A Graphical Approach to Radio Frequency Quadrupole Design

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    The design of a radio frequency quadrupole, an important section of all ion accelerators, and the calculation of its beam dynamics properties can be achieved using the existing computational tools. These programs, originally designed in 1980s, show effects of aging in their user interfaces and in their output. The authors believe there is room for improvement in both design techniques using a graphical approach and in the amount of analytical calculations before going into CPU burning finite element analysis techniques. Additionally an emphasis on the graphical method of controlling the evolution of the relevant parameters using the drag-to-change paradigm is bound to be beneficial to the designer. A computer code, named DEMIRCI, has been written in C++ to demonstrate these ideas. This tool has been used in the design of Turkish Atomic Energy Authority (TAEK)'s 1.5 MeV proton beamline at Saraykoy Nuclear Research and Training Center (SANAEM). DEMIRCI starts with a simple analytical model, calculates the RFQ behavior and produces 3D design files that can be fed to a milling machine. The paper discusses the experience gained during design process of SANAEM Project Prometheus (SPP) RFQ and underlines some of DEMIRCI's capabilities.Comment: 7 pages, 9 figure

    Systematic incremental development of agent systems using Prometheus

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    This paper presents a mechanism for dividing an agent oriented application into the three IEEE defined scoping levels of essential, conditional and optional. This mechanism is applied after the initial system specification, and is then used to direct incremental development with three separate releases. The scoping described can be applied at any stage of a project, in order to guide consistent scoping back if such is needed. The three levels of scoping that are used are consistent with the approach used in many companies. The approach to scoping requires that scenarios are prioritised manually on a five point scale. All other aspects are then prioritised automatically, based on this information. The approach used allows a developer to indicate what size partitions - based on number of scenarios - are required for each scoping level. The mechanisms are applied to the Prometheus development methodology and are integrated into the Prometheus design tool (PDT)
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