8 research outputs found

    Planning as Optimization: Dynamically Discovering Optimal Configurations for Runtime Situations

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    The large number of possible configurations of modern software-based systems, combined with the large number of possible environmental situations of such systems, prohibits enumerating all adaptation options at design time and necessitates planning at run time to dynamically identify an appropriate configuration for a situation. While numerous planning techniques exist, they typically assume a detailed state-based model of the system and that the situations that warrant adaptations are known. Both of these assumptions can be violated in complex, real-world systems. As a result, adaptation planning must rely on simple models that capture what can be changed (input parameters) and observed in the system and environment (output and context parameters). We therefore propose planning as optimization: the use of optimization strategies to discover optimal system configurations at runtime for each distinct situation that is also dynamically identified at runtime. We apply our approach to CrowdNav, an open-source traffic routing system with the characteristics of a real-world system. We identify situations via clustering and conduct an empirical study that compares Bayesian optimization and two types of evolutionary optimization (NSGA-II and novelty search) in CrowdNav

    Towards Run-Time Search for Real-World Multi-Agent Systems

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    Multi-agent systems (MAS) may encounter uncertainties in the form of unexpected environmental conditions, sub-optimal system configurations, and unplanned interactions between autonomous agents. The number of combinations of such uncertainties may be innumerable, however run-time testing may reduce the issues impacting such a system. We posit that search heuristics can augment a run-time testing process, in-situ, for a MAS. To support our position we discuss our in-progress experimental testbed to realize this goal and highlight challenges we anticipate for this domain

    Towards Self-Adaptive Game Logic

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    Self-adaptive systems (SAS) can reconfigure at run time in response to changing situations to express acceptable behaviors in the face of uncertainty. With respect to game design, such situations may include user input, emergent behaviors, performance concerns, and combinations thereof. Typically an SAS is modeled as a feedback loop that functions within an existing system, with operations including monitoring, analyzing, planning, and executing (i.e., MAPE-K) to enable online reconfiguration. This paper presents a conceptual approach for extending software engineering artifacts to be self-adaptive within the context of game design. We have modified a game developed for creative coding education to include a MAPE-K self-adaptive feedback loop, comprising run-time adaptation capabilities and the software artifacts required to support adaptation

    RDMSim: An Exemplar for Evaluation and Comparison of Decision-Making Techniques for Self-Adaptation

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    Decision-making for self-adaptation approaches need to address different challenges, including the quantification of the uncertainty of events that cannot be foreseen in advance and their effects, and dealing with conflicting objectives that inherently involve multi-objective decision making (e.g., avoiding costs vs. providing reliable service). To enable researchers to evaluate and compare decision-making techniques for self-adaptation, we present the RDMSim exemplar. RDMSim enables researchers to evaluate and compare techniques for decision-making under environmental uncertainty that support self-adaptation. The focus of the exemplar is on the domain problem related to Remote Data Mirroring, which gives opportunity to face the challenges described above. RDMSim provides probe and effector components for easy integration with external adaptation managers, which are associated with decision-making techniques and based on the MAPE-K loop. Specifically, the paper presents (i) RDMSim, a simulator for real-world experimentation, (ii) a set of realistic simulation scenarios that can be used for experimentation and comparison purposes, (iii) data for the sake of comparison
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