7 research outputs found
Cooperative Game Theory within Multi-Agent Systems for Systems Scheduling
Research concerning organization and coordination within multi-agent systems
continues to draw from a variety of architectures and methodologies. The work
presented in this paper combines techniques from game theory and multi-agent
systems to produce self-organizing, polymorphic, lightweight, embedded agents
for systems scheduling within a large-scale real-time systems environment.
Results show how this approach is used to experimentally produce optimum
real-time scheduling through the emergent behavior of thousands of agents.
These results are obtained using a SWARM simulation of systems scheduling
within a High Energy Physics experiment consisting of 2500 digital signal
processors.Comment: Fourth International Conference on Hybrid Intelligent Systems (HIS),
Kitakyushu, Japan, December, 200
Superfluidity of a perfect quantum crystal
In recent years, experimental data were published which point to the
possibility of the existence of superfluidity in solid helium. To investigate
this phenomenon theoretically we employ a hierarchy of equations for reduced
density matrices which describes a quantum system that is in thermodynamic
equilibrium below the Bose-Einstein condensation point, the hierarchy being
obtained earlier by the author. It is shown that the hierarchy admits solutions
relevant to a perfect crystal (immobile) in which there is a frictionless flow
of atoms, which testifies to the possibility of superfluidity in ideal solids.
The solutions are studied with the help of the bifurcation method and some
their peculiarities are found out. Various physical aspects of the problem,
among them experimental ones, are discussed as well.Comment: 24 pages with 2 figures, version accepted for publication in
Eur.Phys.J.
Prototype of Fault Adaptive Embedded Software for Large-Scale Real-Time Systems
This paper describes a comprehensive prototype of large-scale fault adaptive
embedded software developed for the proposed Fermilab BTeV high energy physics
experiment. Lightweight self-optimizing agents embedded within Level 1 of the
prototype are responsible for proactive and reactive monitoring and mitigation
based on specified layers of competence. The agents are self-protecting,
detecting cascading failures using a distributed approach. Adaptive,
reconfigurable, and mobile objects for reliablility are designed to be
self-configuring to adapt automatically to dynamically changing environments.
These objects provide a self-healing layer with the ability to discover,
diagnose, and react to discontinuities in real-time processing. A generic
modeling environment was developed to facilitate design and implementation of
hardware resource specifications, application data flow, and failure mitigation
strategies. Level 1 of the planned BTeV trigger system alone will consist of
2500 DSPs, so the number of components and intractable fault scenarios involved
make it impossible to design an `expert system' that applies traditional
centralized mitigative strategies based on rules capturing every possible
system state. Instead, a distributed reactive approach is implemented using the
tools and methodologies developed by the Real-Time Embedded Systems group.Comment: 2nd Workshop on Engineering of Autonomic Systems (EASe), in the 12th
Annual IEEE International Conference and Workshop on the Engineering of
Computer Based Systems (ECBS), Washington, DC, April, 200
Prototype of Fault Adaptive Embedded Software for Large-Scale Real-Time Systems
This paper describes a comprehensive prototype of large-scale fault adaptive embedded software developed for the proposed Fermilab BTeV high energy physics experiment. Lightweight self-optimizing agents embedded within Level 1 of the prototype are responsible for proactive and reactive monitoring and mitigation based on specified layers of competence. The agents are self-protecting, detecting cascading failures using a distributed approach. Adaptive, reconfigurable, and mobile objects for reliability are designed to be self-configuring to adapt automatically to dynamically changing environments. These objects provide a self-healing layer with the ability to discover, diagnose, and react to discontinuities in real-time processing. A generic modeling environment was developed to facilitate design and implementation of hardware resource specifications, application data flow, and failure mitigation strategies. Level 1 of the planned BTeV trigger system alone will consist of 2500 DSPs, so the number of components and intractable fault scenarios involved make it impossible to design an “expert system” that applies traditional centralized mitigative strategies based on rules capturing every possible system state. Instead, a distributed reactive approach is implemented using the tools and methodologies developed by the RealTime Embedded Systems group
Cooperative Game Theory within Multi-Agent Systems for Systems
Research concerning organization and coordination within multi-agent systems continues to draw from a variety of architectures and methodologies. The work presented in this paper combines techniques from game theory and multi-agent systems to produce self-organizing, polymorphic, lightweight, embedded agents for systems scheduling within a large-scale real-time systems environment. Results show how this approach is used to experimentally produce optimum real-time scheduling through the emergent behavior of thousands of agents. These results are obtained using a SWARM simulation of systems scheduling within a High Energy Physics experiment consisting of 2500 digital signal processors
RTES Demo System2004
The RTES Demo System 2004 is a prototype for reliable, fault-adaptive infrastructure applicable to commodity-based dedicated application computer farms, such as the Level 2/3 trigger for the proposed BTeV high energy physics project. This paper describes the prototype, and its demonstration at the 11th IEEE Real Time and Embedded Technology Applications Symposium, RTAS 2005