8 resultados para Self-adaptive software
em Bulgarian Digital Mathematics Library at IMI-BAS
Resumo:
This article describes architecture and implementation of subsystem intended for working with queries and reports in adaptive dynamically extended information systems able to dynamically extending. The main features of developed approach are application universality, user orientation and opportunity to integrate with external information systems. Software implementation is based on multilevel metadata approach.
Resumo:
This paper presents a technique for building complex and adaptive meshes for urban and architectural design. The combination of a self-organizing map and cellular automata algorithms stands as a method for generating meshes otherwise static. This intends to be an auxiliary tool for the architect or the urban planner, improving control over large amounts of spatial information. The traditional grid employed as design aid is improved to become more general and flexible.
Resumo:
Problems for intellectualisation for man-machine interface and methods of self-organization for network control in multi-agent infotelecommunication systems have been discussed. Architecture and principles for construction of network and neural agents for telecommunication systems of new generation have been suggested. Methods for adaptive and multi-agent routing for information flows by requests of external agents- users of global telecommunication systems and computer networks have been described.
Resumo:
There are a great deal of approaches in artificial intelligence, some of them also coming from biology and neirophysiology. In this paper we are making a review, discussing many of them, and arranging our discussion around the autonomous agent research. We highlight three aspect in our classification: type of abstraction applied for representing agent knowledge, the implementation of hypothesis processing mechanism, allowed degree of freedom in behaviour and self-organizing. Using this classification many approaches in artificial intelligence are evaluated. Then we summarize all discussed ideas and propose a series of general principles for building an autonomous adaptive agent.
Resumo:
The Self-shrinking p-adic cryptographic generator (SSPCG) is a fast software stream cipher. Improved cryptoanalysis of the SSPCG is introduced. This cryptoanalysis makes more precise the length of the period of the generator. The linear complexity and the cryptography resistance against most recently used attacks are invesigated. Then we discuss how such attacks can be avoided. The results show that the sequence generated by a SSPCG has a large period, large linear complexity and is stable against the cryptographic attacks. This gives the reason to consider the SSPSG as suitable for critical cryptographic applications in stream cipher encryption algorithms.
Resumo:
Educational games such as quizzes, quests, puzzles, mazes and logical problems may be modeled as multimedia board games. In the scope of the ADOPTA project1 being under development at the Faculty of Mathematics and Informatics at Sofia University, a formal model for presentation of such educational board games was invented and elaborated. Educational games can be modeled as special board mini-games, with a board of any form and any types of positions. Over defined positions, figures (objects) with certain properties are placed and, next, there are to be defined formal rules for manipulation of these figures and resulted effects. The model has been found to be general enough in order to allow description and execution control of more complex logical problems to be solved by several actions delivered to/by the player according some formal rules and context conditions and, in general, of any learning activities and their workflow. It is used as a base for creation of a software platform providing facilities for easy construction of multimedia board games and their execution. The platform consists of game designer (i.e., a game authoring tool) and game run-time controller communicating each other through game repository. There are created and modeled many examples of educational board games appropriate for didactic purposes, self evaluations, etc., which are supposed to be designed easily by authors with no IT skills and experience. By means of game metadata descriptions, these games are going be included into narrative storyboards and, next, delivered to learners with appropriate profile according their learning style, preferences, etc. Moreover, usage of artificial intelligence agents is planned as well – once as playing virtual opponents of the player or, otherwise, being virtual advisers of the gamer helping him/her in finding the right problem solution within given domain such as discovering a treasure using a location map, finding best tour in a virtual museum, guessing an unknown word in a hangman game, and many others.
Resumo:
An nonlinear elliptic system for generating adaptive quadrilateral meshes in curved domains is presented. The presented technique has been implemented in the C++ language with the help of the standard template library. The software package writes the converged meshes in the GMV and the Matlab formats. Grid generation is the first very important step for numerically solving partial differential equations. Thus, the presented C++ grid generator is extremely important to the computational science community.
Resumo:
ACM Computing Classification System (1998): I.7, I.7.5.