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Improving traceability in agent oriented developmentPINTO, Rosa Candida Cavalcanti 31 January 2008 (has links)
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Previous issue date: 2008 / A engenharia de requisitos argumenta que, para o desenvolvimento de software complexo ser
bem sucedido, é necessário que o processo de modelagem suporte mecanismos e ferramentas
de rastreamento. Rastreabilidade de requisitos refere-se à habilidade de assegurar um
alinhamento contínuo entre requisitos dos stakeholders e às várias saídas do processo de
desenvolvimento de software. O processo de rastreamento de requisito descreve e segue a
vida dos requisitos nas direções forward e backward (i.e. da sua origem, através do seu
desenvolvimento e especificação, para sua subseqüente implementação e uso, e através de
todos os períodos de refinamento e interação em qualquer uma dessas fases). Rastreamento de
software é executado gerando, representando, armazenando e mantendo relações de
rastreabilidade entre os artefatos de software tanto manualmente como automaticamente.
Desenvolvedores de softwares têm usado agentes como uma forma de entender, modelar e
desenvolver sistemas complexos mais naturalmente. Sistemas multiagentes (SMA) refletem a
natureza descentralizada dos modernos sistemas distribuídos, dando suporte a situações
dinâmicas e imprevisíveis nas quais se espera que o software opere atualmente, sendo
apropriado para sistemas abertos nos quais seus componentes e padrões de interação mudam
constantemente.
O uso de agentes com uma maior dependência em conhecimento codificado, flexibilidade,
adaptabilidade e autonomia, introduz novos desafios ao suporte de rastreamento de requisitos.
As capacidades dos agentes e aspectos sociais devem ser consideradas. Uma contribuição
neste campo é Tropos, um framework usado para modelar sistemas multiagentes. Ele faz uso
das abstrações e conceitos das disciplinas organizacional e social para entender, modelar,
analisar e projetar. Assim, Tropos fornece uma maior flexibilidade, e um conjunto de
construtores de alto nível para tratar com um mundo operando mais nos princípios sociais do
que nas regras mecanicistas.
A flexibilidade, a adaptabilidade e a autonomia introduzidas pelos MAS apresentam novos
desafios para as abordagens de rastreabilidade atuais. Nós advogamos que um modelo e um
processo de rastreamento específico devem ser usados para tratar as necessidades específicas
de um SMA de forma satisfatória. Nesta tese, nós propomos um Metamodelo de
Rastreamento para facilitar a identificação das novas relações necessárias ao paradigma de agent system, the individual issues of each agent and their social aspects as well as the
impact analysis when changes happen. The DBSitter-AS example will be used to illustrate
how our proposal captures agent characteristics such as autonomy and cooperation
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Agent Oriented Software Engineering (AOSE) approach to game development methodologyAl-Azawi, Rula K. January 2015 (has links)
This thesis investigates existing game development methodologies, through the process of researching game and system development models. The results indicate that these methodologies are engineered to solve specific problems, and most are suitable only for specific game genres. Different approaches to building games have been proposed in recent years. However, most of these methodologies focus on the design and implementation phase. This research aims to enhance game development methodologies by proposing a novel game development methodology, with the ability to function in generic game genres, thereby guiding game developers and designers from the start of the game development phase to the end of the implementation and testing phase. On a positive note, aligning development practice with universal standards makes it far easier to incorporate extra team members at short notice. This increased the confidence when working in the same environment as super developers. In the gaming industry, most game development proceeds directly from game design to the implementation phase, and the researcher observes that this is the only industry in which this occurs. It is a consequence of the game industry’s failure to integrate with modern development techniques. The ultimate aim of this research to apply a new game development methodology using most game elements to enhance success. This development model will align with different game genres, and resolve the gap between industry and research area, so that game developers can focus on the important business of creating games. The primary aim of Agent Oriented Agile Base (AOAB) game development methodology is to present game development techniques in sequential steps to facilitate game creation and close the gap in the existing game development methodologies. Agent technology is used in complex domains such as e-commerce, health, manufacturing, games, etc. In this thesis we are interested in the game domain, which comprises a unique set of characteristics such as automata, collaboration etc. Our AOAB will be based on a predictive approach after adaptation of MaSE methodology, and an adaptive approach using Agile methodology. To ensure proof of concept, AOAB game development methodology will be evaluated against industry principles, providing an industry case study to create a driving test game, which was the problem motivating this research. Furthermore, we conducted two workshops to introduce our methodology to both academic and industry participants. Finally, we prepared an academic experiment to use AOAB in the academic sector. We have analyzed the feedbacks and comments and concluded the strengths and weakness of the AOAB methodology. The research achievements are summarized and proposals for future work outlined.
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Patterns and protocols for agent-oriented software developmentOluyomi, Ayodele O. Unknown Date (has links) (PDF)
Agent-oriented software engineering is faced with challenges that impact on the adoption of agent technology by the wider software engineering community. This is generally due to lack of adequate comprehension of the concepts of agent technology. This thesis is based on the premise that the comprehension of the concepts of and the adoption of agent technology can be improved. Two approaches are explored: the first approach is the analysis and structuring of the interactions in multiagent systems; the second approach is sharing of experiences of what works and what does not in agent-oriented software engineering using software patterns. While analysis of interactions in multiagent systems improves the understanding of the behaviour of multiagent systems, sharing multiagent system development experience improves the understanding of the concepts of agent technology as well as the challenges that face the engineering of multiagent systems. It is therefore believed that interaction analysis and experience sharing can enhance the comprehension of agent technology and hence, the adoption of the technology by the wider community of software practitioners. This thesis addresses the challenges facing agent-oriented software engineering by presenting a dedicated approach for developing agent interaction protocols to guide the interactions in a multiagent system; and a comprehensive framework for classifying, analyzing and describing agent-oriented patterns for the purpose of sharing multiagent systems development experiences.
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Debugging Multi-Agent Systems With Design DocumentsPoutakidis, David Alexander, davpout@cs.rmit.edu.au January 2008 (has links)
Debugging multi-agent systems, which are concurrent, distributed, and consist of complex components is difficult, yet crucial. The development of these complex systems is supported by agent-oriented software engineering methodologies which utilise agents as the central design metaphor. The systems that are developed are inherently complex since the components of these systems may interact in flexible and sophisticated ways and traditional debugging techniques are not appropriate. Despite this, very little effort has been applied to developing appropriate debugging tools and techniques. Debugging multi-agent systems without good debugging tools is highly impractical and without suitable debugging support developing and maintaining multi-agent systems will be more difficult than it need be. In this thesis we propose that the debugging process can be supported by following an agent-oriented design methodology, and then using the developed design artifacts in the debugging phase. We propose a domain independent debugging framework which comprises the developed processes and components that are necessary in using design artifacts as debugging artifacts. Our approach is to take a non-formal design artifact, such as an AUML protocol design, and encode it in a machine interpretable manner such that the design can be used as a model of correct system behaviour. These models are used by a run-time debugging system to compare observed behaviour against specified behaviour. We provide details for transforming two design artifact types into equivalent debugging artifacts and show how these can be used to detect bugs. During a debugging episode in which a bug has been identified our debugging approach can provide detailed information about the possible reason for the bug occurring. To determine if this information was useful in helping to debug programs we undertook a thorough empirical study and identified that use of the debugging tool translated to an improvement in debugging performance. We conclude that the debugging techniques developed in this thesis provide effective debugging support for multi-agent systems and by having an extensible framework new design artifacts can be explored and as translations are developed they can be added to the debugging system.
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Agent oriented fault detection, isolation and recovery and aspect-oriented plug-and-play tracking mechanismChen, Feilong 30 September 2004 (has links)
Fault detection, isolation, and recovery are some of the most critical activities in which astronauts and flight controllers participate. Recent systems to perform the FDIR activity lack portability and extensibility, and do not provide any explanation of the system's activity. In this research, we explore the use of an agent-oriented paradigm and Java technology for better performance of FDIR activity. Also, we have explored the use of explanation in agent-oriented systems, and designed a system-activity tracking mecha-nism that helps the user to understand the agents' behavior. We have explored different ways to generalize this mechanism for arbitrary agent systems to use. Furthermore, we studied mechanisms to automatically add the tracking mechanism to an existing agent system. By using AspectJ, an aspect-oriented tool, a plug-and-playable tracking system has been built that can add the capability to track the activity of the system to any JACK agent system easily. Our experience can help further research on using aspect-oriented tools with agent-oriented paradigms together to obtain better performance.
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Agent oriented fault detection, isolation and recovery and aspect-oriented plug-and-play tracking mechanismChen, Feilong 30 September 2004 (has links)
Fault detection, isolation, and recovery are some of the most critical activities in which astronauts and flight controllers participate. Recent systems to perform the FDIR activity lack portability and extensibility, and do not provide any explanation of the system's activity. In this research, we explore the use of an agent-oriented paradigm and Java technology for better performance of FDIR activity. Also, we have explored the use of explanation in agent-oriented systems, and designed a system-activity tracking mecha-nism that helps the user to understand the agents' behavior. We have explored different ways to generalize this mechanism for arbitrary agent systems to use. Furthermore, we studied mechanisms to automatically add the tracking mechanism to an existing agent system. By using AspectJ, an aspect-oriented tool, a plug-and-playable tracking system has been built that can add the capability to track the activity of the system to any JACK agent system easily. Our experience can help further research on using aspect-oriented tools with agent-oriented paradigms together to obtain better performance.
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A Nested Petri Net Framework for Modeling and Analyzing Multi-Agent SystemsChang, Lily 25 January 2011 (has links)
In the past two decades, multi-agent systems (MAS) have emerged as a new paradigm for conceptualizing large and complex distributed software systems. A multi-agent system view provides a natural abstraction for both the structure and the behavior of modern-day software systems. Although there were many conceptual frameworks for using multi-agent systems, there was no well established and widely accepted method for modeling multi-agent systems. This dissertation research addressed the representation and analysis of multi-agent systems based on model-oriented formal methods. The objective was to provide a systematic approach for studying MAS at an early stage of system development to ensure the quality of design.
Given that there was no well-defined formal model directly supporting agent-oriented modeling, this study was centered on three main topics: (1) adapting a well-known formal model, predicate transition nets (PrT nets), to support MAS modeling; (2) formulating a modeling methodology to ease the construction of formal MAS models; and (3) developing a technique to support machine analysis of formal MAS models using model checking technology. PrT nets were extended to include the notions of dynamic structure, agent communication and coordination to support agent-oriented modeling. An aspect-oriented technique was developed to address the modularity of agent models and compositionality of incremental analysis. A set of translation rules were defined to systematically translate formal MAS models to concrete models that can be verified through the model checker SPIN (Simple Promela Interpreter).
This dissertation presents the framework developed for modeling and analyzing MAS, including a well-defined process model based on nested PrT nets, and a comprehensive methodology to guide the construction and analysis of formal MAS models.
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Shadowboard: an agent architecture for enacting a sophisticated digital selfGoschnick, Steven Brady Unknown Date (has links) (PDF)
In recent years many people have built Personal Assistant Agents, Information Agents and the like, and have simply added them to the operating system as auxiliary applications, without regard to architecture. This thesis argues that an agent architecture, one designed as a sophisticated representation of an individual user, should be embedded deep in the device system software, with at least equal status to the GUI – the graphical user interface. A sophisticated model of the user is then built, drawing upon contemporary Analytical Psychology – the Psychology of Subselves. The Shadowboard Agent architecture is then built upon that user model, drawing both structural and computational implications from the underlying psychology. An XML DTD file named Shadowboard.dtd is declared as a practical manifestation of the semantics of Shadowboard. An implementation of the Shadowboard system is mapped out, via a planned conversion of two existing integrated systems: SlimWinX, an event-driven GUI system; and XSpaces, an object-oriented tuplespace system with Blackboard-like features. The decision making mechanism passes logic terms and contraints between the various sub-agent components (some of which take on the role of Constraint Solvers), giving this agent system some characteristics of a Generalised Constraint Solver. A Shadowboard agent (built using the system) consists of a central controlling autonomous agent named the Aware Ego Agent, and any number of sub-agents, which collectively form an integrated but singular whole agent modelled on the user called the Digital Self. One such whole-agent is defined in a file named DigitalSelf.xml – which conforms to the schema in Shadowboard.dtd - which offers a comprehensive and generic representation of a user’s stance in a 24x7 network, in particular - the Internet. Numerous types of Shadowboard sub-agents are declared.
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An algebraic framework for compositional design of autonomous and adaptive multiagent systemsOyenan, Walamitien Hervé January 1900 (has links)
Doctor of Philosophy / Department of Computing and Information Sciences / Scott A. DeLoach / Organization-based Multiagent Systems (OMAS) have been viewed as an effective paradigm for addressing the design challenges posed by today’s complex systems. In those systems, the organizational perspective is the main abstraction, which provides a clear separation between agents and systems, allowing a reduction in the complexity of the overall system. To ease the development of OMAS, several methodologies have been proposed. Unfortunately, those methodologies typically require the designer to handle system complexity alone, which tends to lead to ad-hoc designs that are not scalable and are difficult to maintain. Moreover, designing organizations for large multiagent systems is a complex and time-consuming task; design models quickly become unwieldy and thus hard to develop.
To cope with theses issues, a framework for organization-based multiagent system designs based on separation of concerns and composition principles is proposed. The framework uses category theory tools to construct a formal composition framework using core models from the Organization-based Multiagent Software Engineering (O-MASE) framework. I propose a formalization of these models that are then used to establish a reusable design approach for OMAS. This approach allows designers to design large multiagent organizations by reusing smaller composable organizations that are developed separately, thus providing them with a scalable approach for designing large and complex OMAS.
In this dissertation, the process of formalizing and composing multiagent organizations is discussed. In addition, I propose a service-oriented approach for building autonomous, adaptive multiagent systems. Finally, as a proof of concept, I develop two real world examples from the domain of cooperative robotics and wireless sensor networks.
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Peer-to-peer, multi-agent interaction adapted to a web architectureBai, Xi January 2013 (has links)
The Internet and Web have brought in a new era of information sharing and opened up countless opportunities for people to rethink and redefine communication. With the development of network-related technologies, a Client/Server architecture has become dominant in the application layer of the Internet. Nowadays network nodes are behind firewalls and Network Address Translations, and the centralised design of the Client/Server architecture limits communication between users on the client side. Achieving the conflicting goals of data privacy and data openness is difficult and in many cases the difficulty is compounded by the differing solutions adopted by different organisations and companies. Building a more decentralised or distributed environment for people to freely share their knowledge has become a pressing challenge and we need to understand how to adapt the pervasive Client/Server architecture to this more fluid environment. This thesis describes a novel framework by which network nodes or humans can interact and share knowledge with each other through formal service-choreography specifications in a decentralised manner. The platform allows peers to publish, discover and (un)subscribe to those specifications in the form of Interaction Models (IMs). Peer groups can be dynamically formed and disbanded based on the interaction logs of peers. IMs are published in HTML documents as normal Web pages indexable by search engines and associated with lightweight annotations which semantically enhance the embedded IM elements and at the same time make IM publications comply with the Linked Data principles. The execution of IMs is decentralised on each peer via conventional Web browsers, potentially giving the system access to a very large user community. In this thesis, after developing a proof-of-concept implementation, we carry out case studies of the resulting functionality and evaluate the implementation across several metrics. An increasing number of service providers have began to look for customers proactively, and we believe that in the near future we will not search for services but rather services will find us through our peer communities. Our approaches show how a peer-to-peer architecture for this purpose can be obtained on top of a conventional Client/Server Web infrastructure.
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