775 resultados para agent based modeling


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Simulations based on cognitively rich agents can become a very intensive computing task, especially when the simulated environment represents a complex system. This situation becomes worse when time constraints are present. This kind of simulations would benefit from a mechanism that improves the way agents perceive and react to changes in these types of environments. In other worlds, an approach to improve the efficiency (performance and accuracy) in the decision process of autonomous agents in a simulation would be useful. In complex environments, and full of variables, it is possible that not every information available to the agent is necessary for its decision-making process, depending indeed, on the task being performed. Then, the agent would need to filter the coming perceptions in the same as we do with our attentions focus. By using a focus of attention, only the information that really matters to the agent running context are perceived (cognitively processed), which can improve the decision making process. The architecture proposed herein presents a structure for cognitive agents divided into two parts: 1) the main part contains the reasoning / planning process, knowledge and affective state of the agent, and 2) a set of behaviors that are triggered by planning in order to achieve the agent s goals. Each of these behaviors has a runtime dynamically adjustable focus of attention, adjusted according to the variation of the agent s affective state. The focus of each behavior is divided into a qualitative focus, which is responsible for the quality of the perceived data, and a quantitative focus, which is responsible for the quantity of the perceived data. Thus, the behavior will be able to filter the information sent by the agent sensors, and build a list of perceived elements containing only the information necessary to the agent, according to the context of the behavior that is currently running. Based on the human attention focus, the agent is also dotted of a affective state. The agent s affective state is based on theories of human emotion, mood and personality. This model serves as a basis for the mechanism of continuous adjustment of the agent s attention focus, both the qualitative and the quantative focus. With this mechanism, the agent can adjust its focus of attention during the execution of the behavior, in order to become more efficient in the face of environmental changes. The proposed architecture can be used in a very flexibly way. The focus of attention can work in a fixed way (neither the qualitative focus nor the quantitaive focus one changes), as well as using different combinations for the qualitative and quantitative foci variation. The architecture was built on a platform for BDI agents, but its design allows it to be used in any other type of agents, since the implementation is made only in the perception level layer of the agent. In order to evaluate the contribution proposed in this work, an extensive series of experiments were conducted on an agent-based simulation over a fire-growing scenario. In the simulations, the agents using the architecture proposed in this work are compared with similar agents (with the same reasoning model), but able to process all the information sent by the environment. Intuitively, it is expected that the omniscient agent would be more efficient, since they can handle all the possible option before taking a decision. However, the experiments showed that attention-focus based agents can be as efficient as the omniscient ones, with the advantage of being able to solve the same problems in a significantly reduced time. Thus, the experiments indicate the efficiency of the proposed architecture

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The World Wide Web has been consolidated over the last years as a standard platform to provide software systems in the Internet. Nowadays, a great variety of user applications are available on the Web, varying from corporate applications to the banking domain, or from electronic commerce to the governmental domain. Given the quantity of information available and the quantity of users dealing with their services, many Web systems have sought to present recommendations of use as part of their functionalities, in order to let the users to have a better usage of the services available, based on their profile, history navigation and system use. In this context, this dissertation proposes the development of an agent-based framework that offers recommendations for users of Web systems. It involves the conception, design and implementation of an object-oriented framework. The framework agents can be plugged or unplugged in a non-invasive way in existing Web applications using aspect-oriented techniques. The framework is evaluated through its instantiation to three different Web systems

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A modelagem baseada no indivíduo tem sido crescentemente empregada para analisar processos ecológicos, desenvolver e avaliar teorias, bem como para fins de manejo da vida silvestre e conservação. Os modelos baseados no indivíduo (MBI) são bastante flexíveis, permitem o uso detalhado de parâmetros com maior significado biológico, sendo portanto mais realistas do que modelos populacionais clássicos, mais presos dentro de um rígido formalismo matemático. O presente artigo apresenta e discute sete razões para a adoção dos MBI em estudos de simulação na Ecologia: (1) a inerente complexidade de sistemas ecológicos, impassíveis de uma análise matemática formal; (2) processos populacionais são fenômenos emergentes, resultando das interações entre seus elementos constituintes (indivíduos) e destes com o meio; (3) poder de predição; (4) a adoção definitiva, por parte da Ecologia, de uma visão evolutiva; (5) indivíduos são entidades discretas; (6) interações são localizadas no espaço e (7) indivíduos diferem entre si.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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The biochemical and functional characterization of wasp venom toxins is an important prerequisite for the development of new tools both for the therapy of the toxic reactions due to envenomation caused by multiple stinging accidents and also for the diagnosis and therapy of allergic reactions caused by this type of venom. PLA(1) was purified from the venom of the neotropical social wasp Polybia paulista by using molecular exclusion and cation exchange chromatographies; its amino acid sequence was determined by using automated Edman degradation and compared to the sequences of other vespid venom PLA(1)'s. The enzyme exists as a 33,961.40 da protein, which was identified as a lipase of the GX class, liprotein lipase superfamily, pancreatic lipases (ab20.3) homologous family and RP2 sub-group of phospholipase. P. paulista PLA(1) is 53-82% identical to the phospholipases from wasp species from Northern Hemisphere. The use restrained-based modeling permitted to describe the 3-D structure of the enzyme, revealing that its molecule presents 23% alpha-helix, 28% beta-sheet and 49% coil. The protein structure has the alpha/beta fold common to many lipases; the core consists of a tightly packed beta-sheet constituted of six-stranded parallel and one anti-parallel beta-strand, surrounded by four alpha-helices. P. paulista PLA(1) exhibits direct hemolytic action against washed red blood cells with activity similar to the Cobra cardiotoxin from Naja naja atra. In addition to this, PLA(1) was immunoreactive to specific IgE from the sera of P. paulista-sensitive patients. (c) 2007 Elsevier Ltd. All rights reserved.

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The rural-urban migration phenomenon is analyzed by using an agent-based computational model. Agents are placed on lattices which dimensions varying from d = 2 up to d = 7. The localization of the agents in the lattice defines that their social neighborhood (rural or urban) is not related to their spatial distribution. The effect of the dimension of lattice is studied by analyzing the variation of the main parameters that characterizes the migratory process. The dynamics displays strong effects even for around one million of sites, in higher dimensions (d = 6, 7).

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This work presents the Petri net-based modeling of an autonomous robot's navigation system used for the application of supplies in agriculture. The model was developed theoretically and implemented through the CPNTools software. It simulates the behavior of the robot, capturing environmental characteristics by means of sensors, making appropriate decisions, and forwarding them to the corresponding actuators. By exciting the model using CPNTools it is possible to simulate situations that the robot might undergo, without the need to expose it to real potentially dangerous situations. ©2009 IEEE.

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An agent based model for spatial electric load forecasting using a local movement approach for the spatiotemporal allocation of the new loads in the service zone is presented. The density of electrical load for each of the major consumer classes in each sub-zone is used as the current state of the agents. The spatial growth is simulated with a walking agent who starts his path in one of the activity centers of the city and goes to the limits of the city following a radial path depending on the different load levels. A series of update rules are established to simulate the S growth behavior and the complementarity between classes. The results are presented in future load density maps. The tests in a real system from a mid-size city show a high rate of success when compared with other techniques. The most important features of this methodology are the need for few data and the simplicity of the algorithm, allowing for future scalability. © 2009 IEEE.

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Em um tempo em que altos níveis de ruído fazem parte do cotidiano das pessoas, a necessidade de controlá-los não é somente evidente, mas providencial. Atualmente a poluição sonora, em nível mundial, só não é mais grave do que a poluição do ar e da água. No Brasil a situação não é diferente, pois se estima que mais de 15 milhões de pessoas apresentem algum grau de deficiência auditiva devido a este problema ambiental. Dispositivos acústicos como painéis, barreiras, etc., quando de alta eficiência, geralmente, são de custosa aquisição, tornando, em muitas das vezes, inviável sua utilização, principalmente, por empresas de pequeno porte e orçamento limitado. Assim, soluções alternativas, a começar por novos materiais, que sejam menos custosos e possuam desempenho satisfatório surgem como uma ótima opção caso propostas tradicionais sejam inviabilizadas devido ao custo. Algumas fibras vegetais, na forma de painéis, possuem características acústicas satisfatórias quando utilizadas para reduzir a reverberação em determinados ambientes fechados. Dessa forma, considerando as tendências ambientais globais, o uso de fibras vegetais é uma boa oportunidade para agregar valor às referidas fibras e assim contribuir com o desenvolvimento tecnológico do país, já que estes materiais são de fácil obtenção, existem em abundância, não são tóxicos e provêm de fontes renováveis. Este trabalho apresenta a metodologia de desenvolvimento de painéis fabricados a partir de fibras vegetais (açaí, coco, sisal e dendê), assim como a metodologia utilizada para sua caracterização acústica em câmara reverberante em escala reduzida, baseando-se na norma ISO 354/1999. Os dados de coeficiente de absorção dos painéis são obtidos através de um analisador de frequências utilizando-se o Método da Interrupção do Ruído. A comparação entre os resultados obtidos para os painéis artesanais e os materiais convencionais ensaiados permite concluir que o desempenho acústico demonstrado por alguns painéis de fibras vegetais são muito satisfatórios, uma vez que seus coeficientes de absorção sonora foram compatíveis, e em alguns casos superiores, àqueles apresentados pelos materiais convencionais em determinada faixa de freqüência. Finalmente, uma comparação numérico-experimental é realizada, a fim de avaliar a influência de painéis de fibras de sisal sobre as características acústicas de uma pequena sala.

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O objetivo deste trabalho é analisar como o processo de inovações tecnológicas é tratado pela Teoria dos Sistemas Complexos. A abordagem neoclássica tradicional, ao partir de pressupostos bastante restritivos sobre os agentes e os mercados, não é capaz de fornecer explicações plausíveis aos vários problemas econômicos da vida real. Ao desconsiderar a dinâmica dos fenômenos econômicos, essa abordagem foi incapaz de incorporar os aspectos do processo de inovação e mudança tecnológica. A abordagem evolucionária, nesse sentido, ao considerar a racionalidade limitada, incerteza e heterogeneidade presente em ambientes que exibem inovação, foi capaz de fornecer um tratamento mais próximo da realidade. A inovação é, então, entendida como uma mudança descontínua que altera as condições estruturais gerando desenvolvimento, progresso e evolução no sistema. Já abordagem dos sistemas complexos, ao apresentar um arcabouço não reducionista e que se fundamenta sobre uma perspectiva evolucionária e sistêmica, concebe a economia como um sistema composto por agentes heterogêneos que interagem entre si. Apesar do ambiente de incerteza nas decisões tomadas, os agentes procuram se adaptar às informações recebidas do meio e se auto-organizarem gerando com isso novos padrões de auto-ordenamento e estruturas emergentes. A modelagem, nesse sentido, tem por principal objetivo descobrir as propriedades emergentes resultantes da interação entre os agentes no sistema. Por fim chega-se a conclusão de que as inovações tecnológicas apresentaram resultados mais satisfatórios e mais condizentes quando analisadas dentro dessa perspectiva agent-based.

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[ES] Se analizan las posibilidades del Image based modeling (IBM), como técnica de escaneado 3D de bajo coste para la modelización de inscripciones romanas, a partir del trabajo realizado en el Museo Arqueológico Nacional de Madrid sobre una amplia tipología de soportes epigráficos (piedra, bronce, arcilla), con resultados óptimos para la catalogación, estudio y difusión de este tipo de documentación histórica. Los resultados obtenidos permiten obtener inscripciones romanas en 3D que se pueden incorporar a los proyectos de epigrafía digital en curso, permitiendo su acceso a través de ordenadores y dispositivos móviles, sin coste añadido para los investigadores.

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Communication and coordination are two key-aspects in open distributed agent system, being both responsible for the system’s behaviour integrity. An infrastructure capable to handling these issues, like TuCSoN, should to be able to exploit modern technologies and tools provided by fast software engineering contexts. Thesis aims to demonstrate TuCSoN infrastructure’s abilities to cope new possibilities, hardware and software, offered by mobile technology. The scenarios are going to configure, are related to the distributed nature of multi-agent systems where an agent should be located and runned just on a mobile device. We deal new mobile technology frontiers concerned with smartphones using Android operating system by Google. Analysis and deployment of a distributed agent-based system so described go first to impact with quality and quantity considerations about available resources. Engineering issue at the base of our research is to use TuCSoN against to reduced memory and computing capability of a smartphone, without the loss of functionality, efficiency and integrity for the infrastructure. Thesis work is organized on two fronts simultaneously: the former is the rationalization process of the available hardware and software resources, the latter, totally orthogonal, is the adaptation and optimization process about TuCSoN architecture for an ad-hoc client side release.

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The hierarchical organisation of biological systems plays a crucial role in the pattern formation of gene expression resulting from the morphogenetic processes, where autonomous internal dynamics of cells, as well as cell-to-cell interactions through membranes, are responsible for the emergent peculiar structures of the individual phenotype. Being able to reproduce the systems dynamics at different levels of such a hierarchy might be very useful for studying such a complex phenomenon of self-organisation. The idea is to model the phenomenon in terms of a large and dynamic network of compartments, where the interplay between inter-compartment and intra-compartment events determines the emergent behaviour resulting in the formation of spatial patterns. According to these premises the thesis proposes a review of the different approaches already developed in modelling developmental biology problems, as well as the main models and infrastructures available in literature for modelling biological systems, analysing their capabilities in tackling multi-compartment / multi-level models. The thesis then introduces a practical framework, MS-BioNET, for modelling and simulating these scenarios exploiting the potential of multi-level dynamics. This is based on (i) a computational model featuring networks of compartments and an enhanced model of chemical reaction addressing molecule transfer, (ii) a logic-oriented language to flexibly specify complex simulation scenarios, and (iii) a simulation engine based on the many-species/many-channels optimised version of Gillespie’s direct method. The thesis finally proposes the adoption of the agent-based model as an approach capable of capture multi-level dynamics. To overcome the problem of parameter tuning in the model, the simulators are supplied with a module for parameter optimisation. The task is defined as an optimisation problem over the parameter space in which the objective function to be minimised is the distance between the output of the simulator and a target one. The problem is tackled with a metaheuristic algorithm. As an example of application of the MS-BioNET framework and of the agent-based model, a model of the first stages of Drosophila Melanogaster development is realised. The model goal is to generate the early spatial pattern of gap gene expression. The correctness of the models is shown comparing the simulation results with real data of gene expression with spatial and temporal resolution, acquired in free on-line sources.

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While the use of distributed intelligence has been incrementally spreading in the design of a great number of intelligent systems, the field of Artificial Intelligence in Real Time Strategy games has remained mostly a centralized environment. Despite turn-based games have attained AIs of world-class level, the fast paced nature of RTS games has proven to be a significant obstacle to the quality of its AIs. Chapter 1 introduces RTS games describing their characteristics, mechanics and elements. Chapter 2 introduces Multi-Agent Systems and the use of the Beliefs-Desires-Intentions abstraction, analysing the possibilities given by self-computing properties. In Chapter 3 the current state of AI development in RTS games is analyzed highlighting the struggles of the gaming industry to produce valuable. The focus on improving multiplayer experience has impacted gravely on the quality of the AIs thus leaving them with serious flaws that impair their ability to challenge and entertain players. Chapter 4 explores different aspects of AI development for RTS, evaluating the potential strengths and weaknesses of an agent-based approach and analysing which aspects can benefit the most against centralized AIs. Chapter 5 describes a generic agent-based framework for RTS games where every game entity becomes an agent, each of which having its own knowledge and set of goals. Different aspects of the game, like economy, exploration and warfare are also analysed, and some agent-based solutions are outlined. The possible exploitation of self-computing properties to efficiently organize the agents activity is then inspected. Chapter 6 presents the design and implementation of an AI for an existing Open Source game in beta development stage: 0 a.d., an historical RTS game on ancient warfare which features a modern graphical engine and evolved mechanics. The entities in the conceptual framework are implemented in a new agent-based platform seamlessly nested inside the existing game engine, called ABot, widely described in Chapters 7, 8 and 9. Chapter 10 and 11 include the design and realization of a new agent based language useful for defining behavioural modules for the agents in ABot, paving the way for a wider spectrum of contributors. Chapter 12 concludes the work analysing the outcome of tests meant to evaluate strategies, realism and pure performance, finally drawing conclusions and future works in Chapter 13.

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Biomedical analyses are becoming increasingly complex, with respect to both the type of the data to be produced and the procedures to be executed. This trend is expected to continue in the future. The development of information and protocol management systems that can sustain this challenge is therefore becoming an essential enabling factor for all actors in the field. The use of custom-built solutions that require the biology domain expert to acquire or procure software engineering expertise in the development of the laboratory infrastructure is not fully satisfactory because it incurs undesirable mutual knowledge dependencies between the two camps. We propose instead an infrastructure concept that enables the domain experts to express laboratory protocols using proper domain knowledge, free from the incidence and mediation of the software implementation artefacts. In the system that we propose this is made possible by basing the modelling language on an authoritative domain specific ontology and then using modern model-driven architecture technology to transform the user models in software artefacts ready for execution in a multi-agent based execution platform specialized for biomedical laboratories.