1,481 research outputs found
Game engines and MAS: tuplespace-based interaction in Unity3D
I Game Engines stanno acquisendo sempre piĂč importanza sia in ambito industriale, dove permettono lo sviluppo di applicazioni moderne e videogiochi, sia in ambito di ricerca, in particolare nel contesto dei sistemi multi-agente (MAS).
La loro capacitĂ espressiva, unita al supporto di tecnologie e funzionalitĂ innovative, permette la creazione di sistemi moderni e complessi in maniera piĂč efficiente: il loro continuo avanzamento tecnologico li ha portati ad essere una realtĂ su cui fare affidamento nella produzione di vari applicativi diversi, come applicazioni di realtĂ aumentata/virtuale/mista, simulazioni immersive, costruzione di mondi virtuali e 3D, ecc.
Ciononostante, soffrono la mancanza di proprie astrazioni e meccanismi che possano essere affidabili e utilizzati per aggredire la complessitĂ durante il design di sistemi complessi.
Il tentativo di sfruttare le caratteristiche della teoria dei MAS all'interno degli ambienti di sviluppo dei Game Engines procede secondo questa direzione: integrando le astrazioni costituenti i MAS all'interno dei Game Engines, con particolare riferimento ai modelli di coordinazione tra agenti, puĂČ portare a nuove soluzioni, riuscendo a risolvere problemi tecnologici grazie all'aiuto degli engine grafici.
Questa tesi utilizza il Game Engine Unity3D proponendo due librerie C#, le quali sfruttano una precedente integrazione dello stesso framework con il Prolog per l'abilitazione di un modello di interazione e coordinazione basato su spazi di tuple, utilizzabile tramite l'implementazione di primitive LINDA.
Le librerie offrono interfacce di programmazione (API) sfruttabili dai programmatori C# Unity3D per integrare nelle loro creazioni il supporto a tale modello, con una nuova modalitĂ per la gestione della coordinazione tra oggetti in Unity3D e fornisce importanti proprietĂ , essendo fondamentale nel contesto dei MAS dal punto di vista dell'ingegnerizzazione di sistemi complessi e della gestione delle interazioni tra agenti
The Impact of Electronic Markets on B2B-Relationships
Although most of the predicted consequences of the internet-revolution in the 90s did not become reality, the internet has lead to sustainable hanges in the organization of most industries. In particular, this is true for business-to-business (B2B) relations between firm. An obvious `proof' for this is the rising number of so-called electronic markets--- especially for B2B transactions---since several years. This paper should help to give a better understanding of the organizational impacts of electronic markets in the context of B2B relations. Therefore we use the incomplete contract framework to build a simple model of a repeated game. It will be shown that the existence of an (alternative) electronic market could influence the willingness to cooperate between the up- and the downstream firm in a B2B-relationship. In our special case, the willingness to cooperate by the buyer will decline.Electronic Markets; Business-to-Business; Industry Structure;
Towards Logic Programming as a Service: Experiments in tuProlog
none4noIn this paper we explore the perspective of Logic Programming as a Service (LPaaS), with a broad notion of âserviceâ going beyond the mere handling of the logic engine lifecycle, knowledge base management, reasoning queries execution, etc. In particular, we present tuProlog as-a-service, a Prolog engine based on the tuProlog core made available as an encapsulated service to effectively support the spreading of intelligence in pervasive systemsâmainly, Internet-of-Things (IoT) applications scenarios.
So, after recalling the main features of tuProlog technology, we discuss the design and implementation of tuProlog as-a-service, focussing in particular on the iOS platform because of the many supported smart devices (phones, watches, etc.), the URL-based communication support among apps, and the multi-language resulting scenarios.openRoberta Calegari; Enrico Denti; Stefano Mariani; Andrea OmiciniRoberta Calegari; Enrico Denti; Stefano Mariani; Andrea Omicin
A Cyberpunk 2077 perspective on the prediction and understanding of future technology
Science fiction and video games have long served as valuable tools for
envisioning and inspiring future technological advancements. This position
paper investigates the potential of Cyberpunk 2077, a popular science fiction
video game, to shed light on the future of technology, particularly in the
areas of artificial intelligence, edge computing, augmented humans, and
biotechnology. By analyzing the game's portrayal of these technologies and
their implications, we aim to understand the possibilities and challenges that
lie ahead. We discuss key themes such as neurolink and brain-computer
interfaces, multimodal recording systems, virtual and simulated reality,
digital representation of the physical world, augmented and AI-based home
appliances, smart clothing, and autonomous vehicles. The paper highlights the
importance of designing technologies that can coexist with existing preferences
and systems, considering the uneven adoption of new technologies. Through this
exploration, we emphasize the potential of science fiction and video games like
Cyberpunk 2077 as tools for guiding future technological advancements and
shaping public perception of emerging innovations.Comment: 12 pages, 7 figure
Creating Tomorrow, Fall 2008
Annual magazine for the College of Engineering at Utah State University.https://digitalcommons.usu.edu/engineering_magazines/1000/thumbnail.jp
On Multi-Agent Coordination of Agri-Robot Fleets
International audienc
Development of an autonomous distributed multiagent monitoring system for the automatic classification of end users
The purpose of this study is to investigate the feasibility of constructing a software Multi-Agent based monitoring and classification system and utilizing it to provide an automated and accurate classification for end users developing applications in the spreadsheet domain. Resulting in, is the creation of the Multi-Agent Classification System (MACS).
The Microsoftâs .NET Windows Service based agents were utilized to develop the Monitoring Agents of MACS. These agents function autonomously to provide continuous and periodic monitoring of spreadsheet workbooks by content. .NET Windows Communication Foundation (WCF) Services technology was used together with the Service Oriented Architecture (SOA) approach for the distribution of the agents over the World Wide Web in order to satisfy the monitoring and classification of the multiple developer aspect. The Prometheus agent oriented design methodology and its accompanying Prometheus Design Tool (PDT) was employed for specifying and designing the agents of MACS, and Visual Studio.NET 2008 for creating the agency using visual C# programming language.
MACS was evaluated against classification criteria from the literature with the support of using real-time data collected from a target group of excel spreadsheet developers over a network. The Monitoring Agents were configured to execute automatically, without any user intervention as windows service processes in the .NET web server application of the system. These distributed agents listen to and read the contents of excel spreadsheets development activities in terms of file and author properties, function and formulas used, and Visual Basic for Application (VBA) macro code constructs. Data gathered by the Monitoring Agents from various resources over a period of time was collected and filtered by a Database Updater Agent residing in the .NET client application of the system. This agent then transfers and stores the data in Oracle server database via Oracle stored procedures for further processing that leads to the classification of the end user developers.
Oracle data mining classification algorithms: Naive Bayes, Adaptive Naive Bayes, Decision Trees, and Support Vector Machine were utilized to analyse the results from the data gathering process in order to automate the classification of excel spreadsheet developers. The accuracy of the predictions achieved by the models was compared. The results of the comparison showed that Naive Bayes classifier achieved the best results with accuracy of 0.978. Therefore, the MACS can be utilized to provide a Multi-Agent based automated classification solution to spreadsheet developers with a high degree of accuracy
D7.3 Training materials
This Deliverable gives a detailed description of the comprehensive training programme and of the open educational content that the University of Padua has accomplished up to now for the project "Linked Heritage: Coordination of standard and technologies for the enrichment of Europeana" (CIP Best Practice Network). The final version of D7.3 will be released by the end of the project, when all the Learning Objects will be finished
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