37 research outputs found

    Modalités minimales d'interactions pour la pratique du débat en ligne

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    Nous nous intéressons à la problématique des services de débat en ligne dans des contextes de démocratie participative électronique. De tels services sont des enjeux politiques majeurs, ce sont des outils permettant de replacer les citoyens au centre du débat politique et de court-circuiter une partie de l'inertie liée à la délégation. Un des problèmes majeurs de tels outils est le coût de traitement des contenus produits lors de débats à grande échelle. Pour lever ce verrou nous proposons l'utilisation de modalités discursives et expérimentons leur praticabilité et utilité perçue

    Adaptive gameplay for mobile gaming

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    In this article we propose a game design approach to build context adaptive games. This approach is based on a model of the game structure and a generic adaptation model. Our method consists of designing different game scenarios involving different gameplay for the game then, game engine selects and proposes the appropriate one according to the context. We have conducted a pilot experiment in order to evaluate the effect of this adaptation on game and player satisfaction. We stated as hypotheses that context adaptation does not have effects on the game and player satisfaction. We have developed two versions of a mobile game and a virtual city to test these hypotheses. The results show that context adaptation increase the number of game objectives which are succeeded and decreases the number which are failed. However, player satisfaction is not always superior for the version that includes context adaptation

    Level of detail based AI adaptation for agents in video games

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    This paper suggests multi-agent systems (MASs) for implementing game artificial intelligence (AI) for video games. One of main hindrances against using MASs technology in video games has been the real-time con- straints for frame rendering. In order to deal with the real-time constraints, we introduce an adaptation-oriented approach for maintaining frame rate in acceptable ranges. The adaptation approach is inspired from the level of detail (LoD) technique in 3D graphics. We introduce agent organizations for defining different roles of agents in game AI. The computational requirements of agent roles have been prioritized according to their functional roles in a game. In this way, adapting computational requirements of game AI works as a means for maintaining frame rate in acceptable ranges. The proposed approach has been evaluated through a pilot experiment by using a proof of concept game. The pilot experiment shows that LoD based adaptation allows maintaining frame rate in acceptable ranges and therefore enhancing the quality of service

    Mouvement, Interaction, Calcul partout et à tout moment avec l'Ordinateur

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    This thesis presents concepts, models and tools for the design and developmentof software systems for the Everywhere Anytime Computing context. In fact, the technologicalcontext of software systems is continuously evolving and nowadays the availability of smallcommunicating devices offers the opportunity to make the Everywhere, Anytime Computing(EAC) a reality that naturally integrates our societies and economies. Up until now therehas not been an EAC solution that supports the many levels of design in a single framework.This thesis produces such a framework that deals with: (i) the constraints of the communicationmedium in terms of intermittence of the communications; (ii) the management of theon-the-fly composition and decomposition of the software systems; (iii) the autonomy of thesoftware entities and systems; (iv) and the management of the interoperability of the opensystems. To answer the first three points, we have introduced an algebraic model of a deploymentenvironment holding the interacting and autonomous agents. This model is known asMovement, Interaction, Calculus* (MIC*). The autonomy of the software agents is guaranteedsince MIC* preserves their structural integrity. The interaction scheme within MIC* ispersistent and timely uncoupled. Consequently, the intermittent nature of the communicationmedia does not affect drastically the functioning of the systems. Finally, thanks to the algebraicmodeling, the composition of MIC* deployment environments is formally specified andconcretely implemented. We have addressed the interoperability from a coordination point ofview. We propose a formalism to express coordination protocols as a graphs expressing the dependencieson resources between the roles. Using this formalism, a formal link has been made,using a rewriting system. Furthermore, using Queue Petri Nets we have offered a practicalmean to check the consistency between a coordination protocol and the conversations amongthe agents. Finally, an engineering framework is proposed for the design and implementationof applications within the AEC context as open artificial societies of autonomous agents. Inorder to experiment with the suggested approaches, an AEC simulation platform has beendeveloped. The user can move within a virtual world where she/he can interact dynamicallywith the services that are deployed.Cette these présente des concepts, modèles et outils pour laconstruction de systèmes informatiques dans le cadre des services electroniques disponiblespartout et n'importe quand (Everywhere Anytime Computing, AEC). Dans cette thèse nousconsidérons qu'un cadre de conception et de développement dans le contexte de l'AEC doitrépondre aux points suivants: gestion de l'intermittance des communications, la compositiondes systèmes, le respect de l'autonomie des entités, et l'interopérabilité. Pour repondre auxtrois premiers points le modèle algèbrique d'infrastructure nommé Mouvement, Interaction,Computation (MIC*) est proposé. L'autonomie des agents est garantie grâce a l'integritéstructurelle. Le modèle d'interaction est persistant ce qui permet de s'affranchir des intermittencesdu medium de communication. La composition des systemes est realisée par lacomposition des environnements de deploiement. L'interopérabilité est abordée par la coordination.Les protocoles de coordination sont représentés comme des graphes de dependance.Nous avons presenté le lien formel ainsi que le moyen concret pour valider des séquences deressources par rapport à un protocole de coordination donné. Finalement, nous proposons uncadre de conception des systèmes informatiques dans le contexte de l'AEC ou chaque systèmeest spécifié comme une société artificielle, peuplée d'agents autonomes, ouverte et interopérableavec d'autres sociétés en coordonnant certaines activités. Nous avons pu implémenter et testernos approches grâce à une plate forme de simulation où un utilisateur peut naviguer à traversun monde virtuel et interagir avec différents services

    Using Similarity to Implement Distributed Ubiquitous Software Services

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    International audienceThis paper presents both theoretical and experimental results enabling the distributed implementation of ubiquitous software services

    Validating interactions in ubiquitous software systems using dialogue oriented interactions

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    International audienceThis paper addresses the problem of conforming interactions in a highly distributed and disconnected environment according to their design specifications. Ubiquitous software systems are considered as a case of study

    Towards a Unified View of the Environment(s) within Multi-Agent Systems

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    International audienceWithin the Multi-agent systems (MASs) paradigm, the concept of the environment plays a central role. In fact, the autonomous agents do only exist when they are deployed on an environment. Still, there is an implicit hypothesis in current trends of the MASs considering that the agents are related to only one environment that captures all the different aspects of the application domain. In this paper we challenge this implicit hypothesis by enabling multiple occurrences of the agent-environment relationship. This brings clarity and modularity for the design and implementation of complex MASs since each environment targets a specific aspect of the application. Thanks to the proposed characterization of the agent-environment relationship, the agents are still offered a unified view about all the environments

    Promels: formalize spontaneous emergence of arbitrary relations among objects

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    In this intermediate research report, we sum up the current state of our work concerning the Affinity module of project Biose. The intent is to design a mathematical object representing an abstract shape: the matching key. Keys can be matched against each other to produce a match value. Keys can be mutated into other close, random keys. If we associate each node in a graph with one of these keys, then the relations between nodes only derive from the matching of the keys together. If we successively mutate the keys, the graph relations layout will take every possible configuration

    MIC*: Algebraic Agent Environment

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    International audienceThis paper presents the MIC* algebraic structure modelling an environment where autonomous, interacting and mobile entities evolve
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