Dissertations / Theses on the topic 'Agent Oriented Software Engineering'

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1

Lin, Chia-En. "A Comparison of Agent-Oriented Software Engineering Frameworks and Methodologies." Thesis, University of North Texas, 2003. https://digital.library.unt.edu/ark:/67531/metadc4411/.

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Agent-oriented software engineering (AOSE) covers issues on developing systems with software agents. There are many techniques, mostly agent-oriented and object-oriented, ready to be chosen as building blocks to create agent-based systems. There have been several AOSE methodologies proposed intending to show engineers guidelines on how these elements are constituted in having agents achieve the overall system goals. Although these solutions are promising, most of them are designed in ad-hoc manner without truly obeying software developing life-cycle fully, as well as lacking of examinations on agent-oriented features. To address these issues, we investigated state-of-the-art techniques and AOSE methodologies. By examining them in different respects, we commented on the strength and weakness of them. Toward a formal study, a comparison framework has been set up regarding four aspects, including concepts and properties, notations and modeling techniques, process, and pragmatics. Under these criteria, we conducted the comparison in both overview and detailed level. The comparison helped us with empirical and analytical study, to inspect the issues on how an ideal agent-based system will be formed.
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2

Hill, Richard. "A requirements elicitation framework for agent-oriented software engineering." Thesis, Sheffield Hallam University, 2006. http://shura.shu.ac.uk/19793/.

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The hypothesis of this research is as follows: "Conceptual modelling is a useful activity for the early part of gathering requirements for agent-based systems." This thesis examines the difficulties of gathering and expressing requirements for agent based systems, and describes the development of a requirements elicitation framework. Conceptual modelling in the form of Conceptual Graphs is offered as a means of representing the constituent parts of an agent-based system. In particular, use of a specific graph, the Transaction Model, illustrates how complex agent concepts can be modelled and tested prior to detailed design specification, by utilising a design metaphor for an organisational activity. Using an exemplar in the healthcare domain, a preliminary design framework is developed showing how the Transaction Agent Modelling (TrAM) approach assisted the design of complex community healthcare payment models. Insight gained during the design process is used to enrich and refine the framework in order that detailed ontological specifications can be constructed, before validating with a mobile learning scenario. The ensuing discussion evaluates how useful the approach is, and demonstrates the following contributions: Use of the Transaction Model to impose a rigour upon the requirements elicitation process for agent-based systems; Use of Conceptual Graph type hierarchies for ontology construction; A means to check the transaction models using graphical inferencing with Peirce Logic; Provision of a method for the elicitation and decomposition of soft goals; The TrAM process for agent system requirements elicitation.
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Al-Azawi, Rula K. "Agent Oriented Software Engineering (AOSE) approach to game development methodology." Thesis, De Montfort University, 2015. http://hdl.handle.net/2086/11120.

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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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Oluyomi, Ayodele. "Patterns and protocols for agent oriented software development /." Connect to thesis, 2006. http://eprints.unimelb.edu.au/archive/00002780.

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5

Dehlinger, Joshua Jon. "Incorporating product-line engineering techniques into agent-oriented software engineering for efficiently building safety-critical, multi-agent systems." [Ames, Iowa : Iowa State University], 2007.

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6

Huang, Wei. "Agent-oriented software engineering : application to the management of community care provision." Thesis, University of Liverpool, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.428224.

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7

Dam, Khanh Hoa, and s3007289@student rmit edu au. "Supporting Software Evolution in Agent Systems." RMIT University. Computer Science and Information Technology, 2009. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20090319.143847.

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Software maintenance and evolution is arguably a lengthy and expensive phase in the life cycle of a software system. A critical issue at this phase is change propagation: given a set of primary changes that have been made to software, what additional secondary changes are needed to maintain consistency between software artefacts? Although many approaches have been proposed, automated change propagation is still a significant technical challenge in software maintenance and evolution. Our objective is to provide tool support for assisting designers in propagating changes during the process of maintaining and evolving models. We propose a novel, agent-oriented, approach that works by repairing violations of desired consistency rules in a design model. Such consistency constraints are specified using the Object Constraint Language (OCL) and the Unified Modelling Language (UML) metamodel, which form the key inputs to our change propagation framework. The underlying change propagation mechanism of our framework is based on the well-known Belief-Desire-Intention (BDI) agent architecture. Our approach represents change options for repairing inconsistencies using event-triggered plans, as is done in BDI agent platforms. This naturally reflects the cascading nature of change propagation, where each change (primary or secondary) can require further changes to be made. We also propose a new method for generating repair plans from OCL consistency constraints. Furthermore, a given inconsistency will typically have a number of repair plans that could be used to restore consistency, and we propose a mechanism for semi-automatically selecting between alternative repair plans. This mechanism, which is based on a notion of cost, takes into account cascades (where fixing the violation of a constraint breaks another constraint), and synergies between constraints (where fixing the violation of a constraint also fixes another violated constraint). Finally, we report on an evaluation of the approach, covering both effectiveness and efficiency.
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8

Santi, Andrea <1985&gt. "Engineering Agent-Oriented Technologies and Programming Languages for Computer Programming and Software Development." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2013. http://amsdottorato.unibo.it/5634/1/santi_andrea_tesi.pdf.

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Mainstream hardware is becoming parallel, heterogeneous, and distributed on every desk, every home and in every pocket. As a consequence, in the last years software is having an epochal turn toward concurrency, distribution, interaction which is pushed by the evolution of hardware architectures and the growing of network availability. This calls for introducing further abstraction layers on top of those provided by classical mainstream programming paradigms, to tackle more effectively the new complexities that developers have to face in everyday programming. A convergence it is recognizable in the mainstream toward the adoption of the actor paradigm as a mean to unite object-oriented programming and concurrency. Nevertheless, we argue that the actor paradigm can only be considered a good starting point to provide a more comprehensive response to such a fundamental and radical change in software development. Accordingly, the main objective of this thesis is to propose Agent-Oriented Programming (AOP) as a high-level general purpose programming paradigm, natural evolution of actors and objects, introducing a further level of human-inspired concepts for programming software systems, meant to simplify the design and programming of concurrent, distributed, reactive/interactive programs. To this end, in the dissertation first we construct the required background by studying the state-of-the-art of both actor-oriented and agent-oriented programming, and then we focus on the engineering of integrated programming technologies for developing agent-based systems in their classical application domains: artificial intelligence and distributed artificial intelligence. Then, we shift the perspective moving from the development of intelligent software systems, toward general purpose software development. Using the expertise maturated during the phase of background construction, we introduce a general-purpose programming language named simpAL, which founds its roots on general principles and practices of software development, and at the same time provides an agent-oriented level of abstraction for the engineering of general purpose software systems.
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9

Santi, Andrea <1985&gt. "Engineering Agent-Oriented Technologies and Programming Languages for Computer Programming and Software Development." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2013. http://amsdottorato.unibo.it/5634/.

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Mainstream hardware is becoming parallel, heterogeneous, and distributed on every desk, every home and in every pocket. As a consequence, in the last years software is having an epochal turn toward concurrency, distribution, interaction which is pushed by the evolution of hardware architectures and the growing of network availability. This calls for introducing further abstraction layers on top of those provided by classical mainstream programming paradigms, to tackle more effectively the new complexities that developers have to face in everyday programming. A convergence it is recognizable in the mainstream toward the adoption of the actor paradigm as a mean to unite object-oriented programming and concurrency. Nevertheless, we argue that the actor paradigm can only be considered a good starting point to provide a more comprehensive response to such a fundamental and radical change in software development. Accordingly, the main objective of this thesis is to propose Agent-Oriented Programming (AOP) as a high-level general purpose programming paradigm, natural evolution of actors and objects, introducing a further level of human-inspired concepts for programming software systems, meant to simplify the design and programming of concurrent, distributed, reactive/interactive programs. To this end, in the dissertation first we construct the required background by studying the state-of-the-art of both actor-oriented and agent-oriented programming, and then we focus on the engineering of integrated programming technologies for developing agent-based systems in their classical application domains: artificial intelligence and distributed artificial intelligence. Then, we shift the perspective moving from the development of intelligent software systems, toward general purpose software development. Using the expertise maturated during the phase of background construction, we introduce a general-purpose programming language named simpAL, which founds its roots on general principles and practices of software development, and at the same time provides an agent-oriented level of abstraction for the engineering of general purpose software systems.
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10

Jayatilleke, Gaya Buddhinath, and buddhinath@gmail com. "A Model Driven Component Agent Framework for Domain Experts." RMIT University. Computer Science and Information Technology, 2007. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080222.162529.

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Industrial software systems are becoming more complex with a large number of interacting parts distributed over networks. Due to the inherent complexity in the problem domains, most such systems are modified over time to incorporate emerging requirements, making incremental development a suitable approach for building complex systems. In domain specific systems it is the domain experts as end users who identify improvements that better suit their needs. Examples include meteorologists who use weather modeling software, engineers who use control systems and business analysts in business process modeling. Most domain experts are not fluent in systems programming and changes are realised through software engineers. This process hinders the evolution of the system, making it time consuming and costly. We hypothesise that if domain experts are empowered to make some of the system changes, it would greatly ease the evolutionary process, thereby making the systems more effective. Agent Oriented Software Engineering (AOSE) is seen as a natural fit for modeling and implementing distributed complex systems. With concepts such as goals and plans, agent systems support easy extension of functionality that facilitates incremental development. Further agents provide an intuitive metaphor that works at a higher level of abstraction compared to the object oriented model. However agent programming is not at a level accessible to domain experts to capitalise on its intuitiveness and appropriateness in building complex systems. We propose a model driven development approach for domain experts that uses visual modeling and automated code generation to simplify the development and evolution of agent systems. Our approach is called the Component Agent Framework for domain-Experts (CAFnE), which builds upon the concepts from Model Driven Development and the Prometheus agent software engineering methodology. CAFnE enables domain experts to work with a graphical representation of the system , which is easier to understand and work with than textual code. The model of the system, updated by domain experts, is then transformed to executable code using a transformation function. CAFnE is supported by a proof-of-concept toolkit that implements the visual modeling, model driven development and code generation. We used the CAFnE toolkit in a user study where five domain experts (weather forecasters) with no prior experience in agent programming were asked to make changes to an existing weather alerting system. Participants were able to rapidly become familiar with CAFnE concepts, comprehend the system's design, make design changes and implement them using the CAFnE toolkit.
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11

Krishna, Aneesh. "Practical methodologies for agent-oriented conceptual modelling." Access electronically, 2006. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20060815.122954/index.html.

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12

Poutakidis, David Alexander, and davpout@cs rmit edu au. "Debugging Multi-Agent Systems With Design Documents." RMIT University. Computer Science and Information Technology, 2008. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20081205.114106.

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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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13

Freitas, Artur Luiz Silva da Cunha. "Model-driven engineering of multi-agent systems based on ontology." Pontifícia Universidade Católica do Rio Grande do Sul, 2017. http://hdl.handle.net/10923/11737.

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Model-driven engineering provides abstractions and notations for improving the understanding and for supporting the modelling, coding, and verification of applications for specific domains. Ontologies, on the other hand, provide formal and explicit definitions of shared conceptualisations and enable the use of semantic reasoning. Although these areas have been developed by different communities, important synergies can be achieved when both are combined. These advantages can be explored in the development of multi-agent systems, given their complexity and the need for integrating several components that are often addressed from different angles. This work investigates how to apply ontologies for agentoriented software engineering. Initially, we present a new modelling approach where multiagent systems are designed using the proposed OntoMAS ontology. Then, we describe techniques, implemented in a tool, to help programmers bring their concepts into code and also generate code automatically from instantiated ontology models. Several advantages can be obtained from these new approaches to model and code multi-agent systems, such as semantic reasoning to carry out inferences and verification mechanisms. But the main advantage is the unified high (knowledge) level specification language that allows modelling the three dimensions that are united in the JaCaMo framework so that systems specifications can be better communicated across developing teams. The evaluations of these proposals indicate that they contribute with the different aspects of agent-oriented software engineering, such as the specification, verification, and programming of these systems.
A engenharia orientada a modelos fornece abstrações e notações para melhorar a compreensão e para apoiar a modelagem, codificação e verificação de aplicações em domínios específicos. As ontologias, por outro lado, fornecem definições formais e explícitas de conceitualizações compartilhadas e permitem o uso de raciocínio semântico. Embora essas áreas tenham sido desenvolvidas por diferentes comunidades, sinergias importantes podem ser alcançadas quando ambas são combinadas. Essas vantagens podem ser exploradas no desenvolvimento de sistemas multiagentes, dada a sua complexidade e a necessidade de integrar vários componentes que são frequentemente abordados de diferentes ângulos. Este trabalho investiga como aplicar ontologias para engenharia de software orientada a agentes. Inicialmente, apresentamos uma nova abordagem de modelagem onde os sistemas multiagentes são projetados usando a ontologia OntoMAS proposta. Então, descrevemos técnicas, implementadas em uma ferramenta, para ajudar os programadores a trazer seus conceitos em código e também gerar código automaticamente a partir de modelos instanciados da ontologia. Várias vantagens podem ser obtidas a partir dessas novas abordagens para modelar e codificar sistemas multiagentes, como o raciocínio semântico para realizar inferências e mecanismos de verificação. Mas a principal vantagem é a linguagem de especificação unificada de alto nível (conhecimento) que permite modelar as três dimensões que estão unidas em JaCaMo para que as especificações dos sistemas possam ser melhor comunicadas entre equipes em desenvolvimento. As avaliações dessas propostas indicam que elas contribuem com os diferentes aspectos da engenharia de software orientada a agentes, como a especificação, verificação e programação desses sistemas.
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Dario, Claudia Filomena Bratficher. "Uma metodologia unificada para o desenvolvimento de sistemas orientados a agentes." [s.n.], 2005. http://repositorio.unicamp.br/jspui/handle/REPOSIP/259813.

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Orientador: Ricardo Ribeiro Gudwin
Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Eletrica e de Computação
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Resumo: Este trabalho propõe uma Metodologia Unificada para o desenvolvimento de sistemas orientados a agentes. A elaboração desta metodologia foi realizada a partir de um estudo do papel do agente dentro da Engenharia de Software e da análise de diversas metodologias orientadas a agentes encontradas na literatura, enfocando-se principalmente em três destas: MaSE (Muitiagent Systems Engimering Metkodoiogy), Prornetheus e Tropos, além da linguagem de modelagem AÜML {Agem Vnijied Modeling Language). A Metodologia Unificada proposta visa aproveitar o que há de melhor nestas metodologias, buscando elementos comuns a todas elas, de modo análogo ao que ocorreu com a metodologia unificada (RUP - Raiional Unified Process) em sistemas orientados a objetos. Para validar a Metodologia Unificada e analisar as demais metodologias, um estudo de caso foi modelado. A Metodologia Unificada se mostrou eficiente no projeto, documentação e construção de sistemas multi-agentes, sendo considerada uma metodologia detalhada e mais completa por cobrir os estágios de especificação de requisitos, de análise e de projeto no desenvolvimento de software orientados a agentes
Abstract: This work proposes a Unified Methodology for the development of agent-oriented systems. The methodology was elaborated based on a study of agent's role within software engineering and the analysis of different agent-based software development methodologies found in the literature, focusing in three main ones: MaSE (Muitiagent Systems Engineering Methodology), Prometheus and Tropos, in addition to the modeling language AUM.L (Agent Unified Modeling Language). The Unified Methodology aims at taking advantage of the best from each methodology, searching for common elements among them, in an effort similar to what happened with the Unified Methodology (RUP - Rational Unified Process) in object-oriented systems. To validate the Unified Methodology and analyze the other methodologies, a case study was developed. The Unified Methodology has shown to be efficient in the design, documentation and construction of multi-agent systems. We conclude it to be a detailed and more complete methodology, covering requirements specification, analysis and design stages of agent-based software development
Mestrado
Engenharia de Computação
Mestre em Engenharia Elétrica
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15

Faccin, João Guilherme. "Preference and context-based BDI plan selection using machine learning : from models to code generation." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2016. http://hdl.handle.net/10183/138209.

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A tecnologia de agentes surge como uma solução que fornece flexibilidade e robustez para lidar com domínios dinâmicos e complexos. Tal flexibilidade pode ser alcançada através da adoção de abordagens já existentes baseadas em agentes, como a arquitetura BDI, que provê agentes com características mentais de crenças, desejos e intenções. Essa arquitetura é altamente personalizável, deixando lacunas a serem preenchidas de acordo com aplicações específicas. Uma dessas lacunas é o algoritmo de seleção de planos, responsável por selecionar um plano para ser executado pelo agente buscando atingir um objetivo, e tendo grande influência no desempenho geral do agente. Grande parte das abordagens existentes requerem considerável esforço para personalização e ajuste a fim de serem utilizadas em aplicações específicas. Nessa dissertação, propomos uma abordagem para seleção de planos apta a aprender quais planos possivelmente terão os melhores resultados, baseando-se no contexto atual e nas preferências do agente. Nossa abordagem é composta por um meta-modelo, que deve ser instanciado a fim de especificar metadados de planos, e uma técnica que usa tais metadados para aprender e predizer resultados da execução destes planos. Avaliamos nossa abordagem experimentalmente e os resultados indicam que ela é efetiva. Adicionalmente, fornecemos uma ferramenta para apoiar o processo de desenvolvimento de agentes de software baseados em nosso trabalho. Essa ferramenta permite que desenvolvedores modelem e gerem código-fonte para agentes BDI com capacidades de aprendizado. Um estudo com usuários foi realizado para avaliar os benefícios de um método de desenvolvimento baseado em agentes BDI auxiliado por ferramenta. Evidências sugerem que nossa ferramenta pode auxiliar desenvolvedores que não sejam especialistas ou que não estejam familiarizados com a tecnologia de agentes.
Agent technology arises as a solution that provides flexibility and robustness to deal with dynamic and complex domains. Such flexibility can be achieved by the adoption of existing agent-based approaches, such as the BDI architecture, which provides agents with the mental attitudes of beliefs, desires and intentions. This architecture is highly customisable, leaving gaps to be fulfilled in particular applications. One of these gaps is the plan selection algorithm that is responsible for selecting a plan to be executed by an agent to achieve a goal, having an important influence on the overall agent performance. Most existing approaches require considerable effort for customisation and adjustment to be used in particular applications. In this dissertation, we propose a plan selection approach that is able to learn plans that provide possibly best outcomes, based on current context and agent’s preferences. Our approach is composed of a meta-model, which must be instantiated to specify plan metadata, and a technique that uses such metadata to learn and predict plan outcomes. We evaluated our approach experimentally, and results indicate it is effective. Additionally, we provide a tool to support the development process of software agents based on our work. This tool allows developers to model and generate source code for BDI agents with learning capabilities. A user study was performed to assess the improvements of a tool-supported BDI-agent-based development method, and evidences suggest that our tool can help developers that are not experts or are unfamiliar with the agent technology.
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Casali, Ana. "On intentional and social agents with graded attitudes." Doctoral thesis, Universitat de Girona, 2008. http://hdl.handle.net/10803/7748.

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La principal contribución de esta Tesis es la propuesta de un modelo de agente BDI graduado (g-BDI) que permita especificar una arquitetura de agente capaz de representar y razonar con actitudes mentales graduadas. Consideramos que una arquitectura BDI más exible permitirá desarrollar agentes que alcancen mejor performance en entornos inciertos y dinámicos, al servicio de otros agentes (humanos o no) que puedan tener un conjunto de motivaciones graduadas. En el modelo g-BDI, las actitudes graduadas del agente tienen una representación explícita y adecuada. Los grados en las creencias representan la medida en que el agente cree que una fórmula es verdadera, en los deseos positivos o negativos permiten al agente establecer respectivamente, diferentes niveles de preferencias o de rechazo. Las graduaciones en las intenciones también dan una medida de preferencia pero en este caso, modelan el costo/beneficio que le trae al agente alcanzar una meta. Luego, a partir de la representación e interacción de estas actitudes graduadas, pueden ser modelados agentes que muestren diferentes tipos de comportamiento. La formalización del modelo g-BDI está basada en los sistemas multi-contextos. Diferentes lógicas modales multivaluadas se han propuesto para representar y razonar
sobre las creencias, deseos e intenciones, presentando en cada caso una axiomática completa y consistente. Para tratar con la semántica operacional del modelo de agente, primero se definió un calculus para la ejecución de sistemas multi-contextos, denominado Multi-context calculus. Luego, mediante este calculus se le ha dado al modelo g-BDI semántica computacional. Por otra parte, se ha presentado una metodología para la ingeniería de agentes g-BDI en un escenario multiagente. El objeto de esta propuesta es guiar el diseño de sistemas multiagentes, a partir de un problema del mundo real. Por medio del desarrollo de un sistema recomendador en turismo como caso de estudio, donde el agente recomendador tiene una arquitectura g-BDI, se ha mostrado que este modelo es valioso para diseñar e implementar agentes concretos. Finalmente, usando este caso de estudio se ha realizado una experimentación sobre la flexibilidad y performance del modelo de agente g-BDI, demostrando que es útil para desarrollar agentes que manifiesten conductas diversas. También se ha mostrado que los resultados obtenidos con estos agentes recomendadores modelizados con actitudes graduadas, son mejores que aquellos alcanzados por los agentes con actitudes no-graduadas.
The central contribution of this dissertation is the proposal of a graded BDI agent model (g-BDI), specifying an architecture capable of representing and reasoning with graded mental attitudes. We consider that making the BDI architecture more exible will allow us to design and develop agents capable of improved performance in uncertain and dynamic environments, serving other agents (human or not) that may have a set of graded motivations.
In the g-BDI model, the agent graded attitudes have an explicit and suitable representation. Belief degrees represent the extent to which the agent believes a formula to be true. Degrees of positive or negative desires allow the agent to set di_erent levels of preference or rejection respectively. Intention degrees also give a preference measure but, in this case, modelling the cost/benefit trade off of achieving an agent's goal. Then, agents having different kinds of behaviour can be modelled on the basis of the representation and interaction of their graded attitudes. The formalization of the g-BDI agent model is based on Multi-context systems and in order to represent and reason about the beliefs, desires and intentions, we followed a many-valued modal approach. Also, a sound and complete axiomatics for representing each graded attitude is proposed. Besides, in order to cope with the operational semantics aspects of the g-BDI agent model, we first defined a Multi-context calculus for Multi-context systems execution and then, using this calculus we give this agent model computational meaning.
Furthermore, a software engineering process to develop graded BDI agents in a multiagent scenario is presented. The aim of the proposed methodology is to guide the design of a multiagent system starting from a real world problem. Through the development of a Tourism recommender system, where one of its principal agents is modelled as a g-BDI agent, we show that the model is useful to design and implement concrete agents.
Finally, using the case study we have made some experiments concerning the exibility and performance of the g-BDI agent model, demonstrating that this agent model is useful to develop agents showing varied and rich behaviours. We also show that the results obtained by these particular recommender agents using graded attitudes improve those achieved by agents using non-graded attitudes.
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17

Giuliani, Roberto. "Tecnologie e framework per la programmazione multi-agente." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10101/.

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Negli ultimi anni le tecnologie informatiche sono state al centro di uno sviluppo esponenziale. Fra le incalcolabili innovazioni presentate, ha preso sempre più campo il paradigma per la programmazione ad agenti, che permette la realizzazione di sistemi software complessi, i quali, nell'informatica moderna, ricoprono un ruolo di fondamentale importanza. Questi sistemi, denominati autonomi, mostrano caratteristiche interessanti per scenari dinamici; essi infatti devono essere robusti e resistenti, in grado di adattarsi al contesto ambientale e quindi reagire a determinate modifiche che si verificano nell'ambiente, comportandosi di conseguenza. Indicano perciò la pro-attività dell'entità presa in considerazione. In questa tesi saranno spiegate queste tipologie di sistemi, introdotte le loro caratteristiche e mostrate le loro potenzialità. Tali caratteristiche permettono di responsabilizzare i soggetti, rendendo il sistema auto-organizzato, con una migliore scalabilità e modularità, riducendo quindi le elevate esigenze di calcolo. L'organizzazione di questo documento prevede i primi capitoli atti a introdurre il mondo dei sistemi autonomi, partendo dalle definizioni di autonomia e di agenti software, concludendo con i sistemi multi-agenti, allo scopo di permettere al lettore una comprensione adatta ed esaustiva. I successivi capitoli riguardano le fasi di progettazione delle entità prese in esame, le loro forme di standardizzazione e i modelli che possono adottare, tra i quali il più conosciuto, il modello BDI. Ne seguono due diverse metodologie per l'ingegneria del software orientata agli agenti. Si conclude con la presentazione dello stato dell'arte degli ambienti di sviluppo conosciuti, contenente un'esauriente introduzione ad ognuno di essi ed una visione nel mondo del lavoro del loro apporto negli applicativi in commercio. Infine la tesi terminerà con un capitolo di conclusioni e di riflessioni sui possibili aspetti futuri.
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18

Oyenan, Walamitien Hervé. "An algebraic framework for compositional design of autonomous and adaptive multiagent systems." Diss., Kansas State University, 2010. http://hdl.handle.net/2097/3869.

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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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19

Lee, John Ray. "Conversations with an intelligent agent-- modeling and integrating patterns in communications among humans and agents." Diss., University of Iowa, 2006. http://ir.uiowa.edu/etd/61.

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20

Ferreira, Vítor Manuel Fragoso. "Comparação de desenvolvimento orientado a agentes para jogos educacionais: um estudo de caso." Universidade do Estado do Rio de Janeiro, 2015. http://www.bdtd.uerj.br/tde_busca/arquivo.php?codArquivo=8922.

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A tecnologia de agentes tem sido reconhecida como um paradigma promissor em sistemas educacionais da nova geração. Entretanto, o esforço e inflexibilidade de algumas metodologias próprias para agentesacarretam num alto custo, tempo e adaptação de escopo. Este trabalho visaavaliar alternativas de desenvolvimento de um jogo educacional médico orientado a agentes, através da aplicação de um estudo de caso, com o intuito de verificar se metodologias próprias para implementação de sistemas multiagentes trazem benefícios no resultado final da implementação do jogo, e também se os resultados alcançados na comparação de processos de desenvolvimento de cunho tradicional e ágil fazem diferença no resultado final. Desta forma, este trabalho compara três metodologias baseadas nos conceitos da Engenharia de Software através de um estudo de caso, sendo elas: O-MaSE que é uma metodologiatradicional de desenvolvimento de sistemas multiagentes e utiliza um processo de desenvolvimento tradicional; AgilePASSI que é baseada no processo de desenvolvimento ágil e específica para sistemas multiagentes; e, por último, Scrum que é uma metodologia ágil, não sendo específica para implementação de sistemas multiagentes
The agent technology has been recognized as a promising paradigm in educational systems of the new generation. However, the effort and inflexibility of some specific methodologies entail a high cost, time and adaptation scope. This work aims to validate options for developing an educational medical game oriented agents by applying an experiment in order to verify that methodologies specific to implement multi-agent systems provide benefits in the result of the implementation of the game, and also the results achieved by comparison of traditional and agile development processes makes a difference in the outcome. Thus, this paper compares three approaches based on the concepts of software engineering through an experiment, as follows: O-MaSE is a traditional methodology for the development of multi-agent systems and uses a traditional development process; AgilePASSI which is based on agile and specific development for multi-agent systems; and finally, Scrum that is an agile methodology, not specific to implementation of multi-agent systems.
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21

Fang, Ji, and 方骥. "Development of ubiquitous manufacturing platform with event-driven smart gateway." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2012. http://hub.hku.hk/bib/B49799587.

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The recent advancement in computer-integrated manufacturing related technologies (e.g. internet of things, information technology and service-oriented architecture) has prompted the need for a novel effective, efficient and economical automatic identification and data collection solution for manufacturing scenario. Accurate and timely manufacturing front line information is essential to guarantee the functions and performance of enterprise information systems (EISs) deployed, and is the basis of entire information flow in enterprise. Both researchers and commercial players have made great contributions to the fields of enterprise information systems and data capturing technologies. However, real-time data processing and on-line knowledge support to seamlessly link up the EISs and shop floor front-line operations are still open to discuss. This research discusses an overall solution for manufacturing real-time field data capturing, processing and disseminating strategy in ubiquitous manufacturing environment, named Ubiquitous Manufacturing Platform (UMP). This research discusses the design and development of UMP, which is an innovative framework to integrate Auto-ID hardware devices and software services for facilitating manufacturing shop floor production management. The proposed event-driven UMP aims to enable shop floor real-time visibility and traceability, and bridge the gap between frontline operations and management level activities (e.g. planning and scheduling). On one hand, production management objectives are fulfilled through defined and configured services, and eventually carried out at shop floor operating sites with managed Auto-ID devices. On the other hand, the generated shop floor real-time field data is captured as events, which are then processed and aggregated to leveled meaningful information to satisfy various information requirements for different roles in an enterprise. UMP is expected to improve the efficiency and effectiveness of production supervision and decision making, and to reduce the production disturbances. This research has made the following achievements and contributions. Firstly, a scalable and reconfigurable infrastructure for manufacturing real-time field data capturing, processing and disseminating, named UMP, is developed based on several core technologies to achieve seamless dual-way connectivity and interoperability among enterprise application systems, shop floor, production line and workstation levels. Secondly, an innovative information processing mechanism, namely critical event model, is designed to connect the real-time field data in manufacturing processes to implied business context information. Based on this model, real-time field data is able to be organized in various abstract levels, so as to be useful for making adaptive enterprise decisions. Thirdly, a lightweight devices middleware solution named Gateway Operating System (GOS), is designed and proposed to support UMP. GOS enables a unified system interface for manufacturing companies to deploy and manage their heterogeneous Auto-ID devices. Furthermore, it allows multiple back-end manufacturing applications to share the same Auto-ID infrastructure, and shields the application systems from the implementation detail of enabling hardware devices. Fourthly, the gateway event processing procedure is presented to implement the engine for shop floor real-time field data capturing, processing and disseminating. Based on the Auto-ID infrastructure, it combines the concept of event and software agents into workflow management to realize real-time reconfigurable ubiquitous manufacturing.
published_or_final_version
Industrial and Manufacturing Systems Engineering
Doctoral
Doctor of Philosophy
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22

Boufedji, Dounia. "Vers une approche d’ingénierie multi-agents à base de lignes de produits logiciels." Electronic Thesis or Diss., Sorbonne université, 2020. http://www.theses.fr/2020SORUS438.

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Les Systèmes Multi-Agents (SMA) représentent une solution idéale qui a fait ses preuves pour la modélisation de systèmes complexes. L’ingénierie des SMA offre différentes méthodologies, méta-modèles, templates et patrons de réutilisation qui facilitent leur développement et accélère leur acceptation au sein de l’industrie du logiciel. Cependant, les approches existantes de l’ingénierie des SMA ne permettent pas la gestion et le développement d’applications similaires dites familles de SMA. Ces applications présentent des points communs, et des différences appelées variabilité. La gestion de la variabilité peut se faire à différents niveaux (conception, développement et autre), sauf qu’elle n’est pas prise en considération dans les approches existantes. Afin de pallier à la non gestion de variabilité au sein des familles multi-agents au niveau des approches orientées agents, l’ingénierie de Lignes de Produits logiciels s’avère être la solution idoine pour laquelle la gestion de la variabilité reste un élément clé. Dans ce contexte, l’exploitation des techniques d’ingénierie de LdPL dans le cadre d’approches multi-agents est connue sous l’appellation d’ingénierie MAS-PL (Multi-agent systems Product Lines). Le présent sujet de thèse s’inscrit dans cette thématique d’approches MAS-PL afin d’améliorer la gestion de la variabilité au sein de familles de SMA, et par conséquent rendre meilleurs les aspects de réutilisation s’articulant autour de la variabilité. Notre approche repose sur le processus général des LdPL, repousse les limites des approches MAS-PL actuelles. L’originalité de notre approche est qu’elle permet une réutilisation indépendante du domaine d’application
Multi-Agent Systems represent an ideal solution that has already proved positive for the modelling of complex systems. The AOSE (Agent Oriented Software Engineering) offers different methodologies, meta-models, templates and reuse patterns that facilitate their development and accelerate their acceptance within the software industry. However, the existing approaches to MAS engineering do not allow the management and development of similar applications known as MAS families. These applications have some commonalities, as well as differences called variability. The management of variability can be done at different levels such as design and development, except that it is not taken into account in existing approaches. In order to compensate for the lack of variability management within multi-agent families at the level of agent-oriented approaches, SPL (Software Product Lines) engineering turns out to be the appropriate solution for which the management of variability remains a key element. In this context, the exploitation of SPL engineering techniques within the framework of multi-agent approaches is known as Multi-agent systems Product Lines engineering. This thesis subject is part of this thematic of MAS-PL approaches meant to enhance the management of variability within families of MAS; what, consequently, improves the aspects of reuse revolving around variability. This is how our approach, which is based on the general SPL process, in favour of an improvement, pushes the limits of current MAS-PL approaches
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23

Kamenieva, Iryna. "Research Ontology Data Models for Data and Metadata Exchange Repository." Thesis, Växjö University, School of Mathematics and Systems Engineering, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-6351.

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For researches in the field of the data mining and machine learning the necessary condition is an availability of various input data set. Now researchers create the databases of such sets. Examples of the following systems are: The UCI Machine Learning Repository, Data Envelopment Analysis Dataset Repository, XMLData Repository, Frequent Itemset Mining Dataset Repository. Along with above specified statistical repositories, the whole pleiad from simple filestores to specialized repositories can be used by researchers during solution of applied tasks, researches of own algorithms and scientific problems. It would seem, a single complexity for the user will be search and direct understanding of structure of so separated storages of the information. However detailed research of such repositories leads us to comprehension of deeper problems existing in usage of data. In particular a complete mismatch and rigidity of data files structure with SDMX - Statistical Data and Metadata Exchange - standard and structure used by many European organizations, impossibility of preliminary data origination to the concrete applied task, lack of data usage history for those or other scientific and applied tasks.

Now there are lots of methods of data miming, as well as quantities of data stored in various repositories. In repositories there are no methods of DM (data miming) and moreover, methods are not linked to application areas. An essential problem is subject domain link (problem domain), methods of DM and datasets for an appropriate method. Therefore in this work we consider the building problem of ontological models of DM methods, interaction description of methods of data corresponding to them from repositories and intelligent agents allowing the statistical repository user to choose the appropriate method and data corresponding to the solved task. In this work the system structure is offered, the intelligent search agent on ontological model of DM methods considering the personal inquiries of the user is realized.

For implementation of an intelligent data and metadata exchange repository the agent oriented approach has been selected. The model uses the service oriented architecture. Here is used the cross platform programming language Java, multi-agent platform Jadex, database server Oracle Spatial 10g, and also the development environment for ontological models - Protégé Version 3.4.

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Rosa, Stefan de Oliveira. "HRCSystem: sistema multiagente BDI como auxílio na gestão de profissionais por competências." Universidade do Vale do Rio do Sinos, 2009. http://www.repositorio.jesuita.org.br/handle/UNISINOS/2280.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
Este trabalho apresenta o desenvolvimento do HRCSystem (Sistema de Consulta a Recursos Humanos), desde concepção até os experimentos de validação. Intrínseco ao desenvolvimento do sistema estão os conceitos de áreas como Gestão de Projetos, Gestão por Competências e Engenharia de Software Orientada a Agentes. O principal objetivo do HRCSystem é auxiliar gerentes de projetos na escolha de um profissional que seja mais adequado à realização de uma atividade, considerando características de qualificação e disponibilidade deste profissional. Para isso, o HRCSystem implementa um modelo cognitivo para representar conceitos de competência humana e processos de gestão de competência de natureza psicológica. Este modelo cognitivo de competências também é proposto na dissertação, sendo outro importante resultado deste trabalho. Metodologias como TROPOS, Prometheus e Métodos Derivados de ITS (Intelligent Tutoring System) dão suporte às fases de análise e projeto do sistema. A fase de implementação é executada com aux
This work presents the development of the HRCSystem (System to Query Human Resources) from conception up to the experiments for validation. Intrinsic to the development of the application are the concepts of research areas as Project Management, Competencies Management and Agent-Oriented Software Engineering. HRCSystem goal is to assist project managers in choosing a professional that is more appropriate for some activity, considering the competencies and availability of the professional. To do so, HRCSystem implements a cognitive model aimed to represent human competency concepts and competence management processes of psychological nature. This cognitive model of competencies is also proposed in this work, being another important result of it. Methodologies like TROPOS, Prometheus and Methods Derived from ITS ( Intelligent Tutoring System) support analysis and design phases of the system. The implementation phase is executed with the help of AgentSpeak(L) language and JASON tool. Finally, both model and s
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Jonquet, Clement. "Génération dynamique de service : Interactions entre agents pour l'échange de service Grid." Phd thesis, Université Montpellier II - Sciences et Techniques du Languedoc, 2006. http://tel.archives-ouvertes.fr/tel-00115389.

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L'objet de cette thèse est la modélisation de l'échange dynamique de services. La notion de service joue désormais un rôle clé dans le développement, la diffusion et l'implémentation des systèmes distribués. Cette thèse propose une réflexion sur la notion de service et introduit le concept de Génération Dynamique de Service (GDS) comme une approche différente de l'échange de service en informatique, dans laquelle des services sont dynamiquement construits, fournis et utilisés par des agents (humains ou artificiels). Ces échanges de services sont basés sur des conversations qui ont lieu au sein de différentes communautés. Deux caractéristiques de la GDS sont particulièrement mises en avant : l'aspect orienté agent et l'aspect orienté Grid. La thèse se situe donc à l'intersection de trois domaines~: le Service-Oriented Computing (SOC), les Systèmes Multi-Agents (SMA) et GRID. Les trois contributions majeures sont :: (i) la proposition d'un nouveau modèle de représentation et de communication agent, appelé STROBE, qui permet aux agents de développer dynamiquement un langage différent pour chacun de leurs interlocuteurs. Ils sont capables d'interpréter des messages et d'exécuter des services dans des contextes de conversation dédiés; (ii) une fonction, appelée i-dialogue, qui modélise les conversations agents à l'aide des principes de la programmation applicative/fonctionnelle (i.e., flots, évaluation paresseuse, procédures de première classe) ; (iii) un modèle d'intégration GRID-SMA qui représente les capacités des agents par des services Grid. Dans ce modèle, un langage formel, appelé Agent-Grid Integration Language (AGIL), décrit sémantiquement et graphiquement les concepts clés de GRID et SMA, leurs relations, ainsi que les règles de leur intégration. AGIL intègre tous les résultats de la thèse en proposant une formalisation des interactions entre agents pour l'échange de services sur le Grid.
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26

Turaif, Mansoor Abdulaziz. "Multi-agent system for consumer-oriented electronic commerce." Thesis, Brunel University, 1999. http://bura.brunel.ac.uk/handle/2438/4324.

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With the advent of the information superhighway and the exponential growth of the Internet usage, the importance of multi-agent systems is proliferating. The central theme of this thesis is to demonstrate the benefits of adopting multi-agent system (MAS) paradigm to implement consumer oriented electronic commerce system. The discipline of computational science is exploited to provide insights into the behaviour of a model of consumer behaviour that reflect the cognitive notion that the thesis has developed. For this, a multi-agent system computational environment is used to model and investigate the consumer purchase over the Internet. The MAS is developed based on a presented taxonomy, that is most relevant to the thesis application. The thesis also presents a novel approach to negotiation. Results of empirical evaluations provide a strong support that agents using the proposed approach would achieve higher payoff than human subjects. An empirical evaluation for the usability of the prototype system is also presented. Reported results are very encouraging to implement a fieldable system. To complement the perspective for a complete consumer-oriented EC system, the thesis addresses and develops approaches for searching and extracting relevant information. Example experiments are also reported to act as indicators for the effectiveness of the developed approaches.
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Xavier, Ana Carolina. "AutoEduMat: ferramenta de apoio a autoria de metadados de objetos de aprendizagem para o domínio de ensino de matemática." Universidade do Vale do Rio dos Sinos, 2010. http://www.repositorio.jesuita.org.br/handle/UNISINOS/3629.

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Esta dissertação apresenta uma pesquisa relacionada as ferramentas que dão suporte a utilização de objetos de aprendizagem em plataformas digitais. Mais especificamente, a pesquisa se direciona para as ferramentas de apoio a autoria destes objetos, em particular dos seus metadados. Inicialmente é apresentada a contextualização do problema de pesquisa, sua fundamentação teórica e os trabalhos relacionados ao tema. Em seguida são apresentadas as principais características do sistema proposto, o AutoEduMat - Ferramenta de Apoio a Autoria de Metadados de Objetos de Aprendizagem para o Domínio de Ensino de Matemática. A ferramenta AutoEduMat dá apoio a autoria de objetos de aprendizagem, oferecendo assistência ao projetista (designer) de objetos na criação e edição de metadados destes objetos. A principal inovação do trabalho é a combinação das tecnologias de Engenharia de Software de Agentes e de Engenharia de Ontologias para construir um sistema multiagente que oferece suporte inteligente para a geração dos metadados dos objetos de aprendizagem, sendo capaz de interagir com o usuário com termos de seu próprio contexto profissional e educacional. No trabalho é proposta a ontologia Onto-EduMat que incorpora os conhecimentos sobre o domínio de ensino de matemática, incluindo aspectos pedagógicos, necessários para o auxílio a geração dos metadados. Tanto a ferramenta quanto seu modelo ontológico são validados através de experimentos descritos no final do trabalho.
This dissertation presents a research related to the tools that support the utilization of learning objects in digital platforms. More precisely, the research is directed to the tools that support the authoring process of these objects, in particular of their metadata. Initially are presented the characterization of the problem, its theoretical foundations and related works. Then are presented the main characteristics of the proposed system, the AutoEduMat - Metadata Authoring Tool for Mathematics Learning Objects. The AutoEduMat system will provide assistance to the object designer in the metadata creation and edition of these objects. The main innovation of this work is the combination of Agent Oriented Software Engineering and Ontology Engineering technologies to built a multiagent system able to offer intelligent support for metadata creation, interacting with users using terms related to their professional and educational context. This work proposes the Onto-EduMat ontology, which incorporates the mathematical and pedagogical knowledge necessary to generate the metadata. The authoring tool and its ontological model are validated through experiments described in the end of the work.
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Mannering, D. P. "Problem Oriented Engineering for Software Safety." Thesis, Open University, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.520738.

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Leppänen, T. (Teemu). "Resource-oriented mobile agent and software framework for the Internet of Things." Doctoral thesis, Oulun yliopisto, 2018. http://urn.fi/urn:isbn:9789526218137.

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Abstract The Internet of Things vision proposes a global platform in an unforeseen scale for distributed applications that rely on data provided by interconnected resource-constrained things. In such large-scale systems, centralized control of system operation by a single component through vertical interactions becomes unfeasible. Ideally, decentralized control in the proximity of things enables to take into account the local dynamic resource availability and environmental characteristics that are used to optimize the application execution. To realize decentralization, capabilities for horizontal interactions, that complement the vertical interactions, and for opportunistic participation of things are needed. This thesis explores mobile agent technology to implement distributed Internet of Things applications that benefit from both vertical and horizontal interactions of the application components. First, a resource-oriented reactive mobile agent architecture and a software framework are presented. The framework facilitates RESTful interactions between agents and other system components and provides a REST-based interface to build opportunistic agent-based applications. Two agent platforms are presented that integrate resource-constrained things into the framework as mobile agent hosts. Second, mobile agent based mobile crowdsensing and edge computing applications are evaluated with large-scale simulations and real-world experiments. The results show that energy consumption is decreased in the participating things, in comparison with the existing approaches, by agent-based in-network data processing and control of the thing operation. This thesis makes a valuable contribution by enabling mobile agent operations in a heterogeneous set of resource-constrained things. The presented empirical evidence shows how mobile agent technology increases energy efficiency in distributed application execution. The presented mobile agent architecture and software framework potentially accelerate the utilization of mobile agent technology in the Internet of Things
Tiivistelmä Esineiden Internet liittää resurssirajoitteiset sulautetut laitteet laajamittaisesti Internet-verkkoon, jossa niiden tuottamaa tietoa hyödynnetään hajautettujen järjestelmien sovelluksissa. Esineiden Internetin järjestelmien odotetaan skaalautuvan niin laajoiksi, ettei keskitetty, vertikaaliseen vuorovaikutukseen perustuva järjestelmähallinta ole enää käyttökelpoinen ratkaisu. Hajautettu hallinta lähellä tietoa tuottavia laitteita tuo etuja, kun paikallisesti sovelluksen suorituksessa otetaan huomioon toimintaympäristön tila ja voidaan reagoida dynaamisesti resurssien saatavuuteen. Hajautus Esineiden Internetin sovellusalustoilla edellyttää menetelmiä sekä laitteiden vertikaaliseen ja horisontaaliseen vuorovaikutukseen, että niiden dynaamisen osallistumisen mahdollistamiseksi sovelluksen suorittamisessa. Tässä työssä tutkittiin mobiiliagentti-teknologiaa hajautettujen sovellusten toteuttamiseen Esineiden Internet-ympäristössä. Työssä esitettiin resurssisuuntautunut arkkitehtuuri reaktiivisille mobiiliagenteille sekä ohjelmistokehys, joita käyttäen voidaan toteuttaa agenttipohjaisia hajautettuja sovelluksia. Ohjelmistokehys perustuu REST-arkkitehtuurimalliin, jonka pohjalta esitettiin yhdenmukainen rajapinta agenttien ja järjestelmäkomponenttien väliseen vuorovaikutukseen. Ohjelmistokehyksen osana toteutettiin kaksi mobiiliagentti-ohjelmistoalustaa resurssirajoitteisille sulautetuille laitteille. Työssä tarkasteltiin mobiiliagentti-pohjaisten Esineiden Internet-sovellusten energiatehokkuutta simuloinneilla sekä tosielämän kokeilla. Tarkastelun kohteeksi valittiin joukkoistettu mobiilihavainnointi sekä reunalaskennan ulottaminen resurssirajoitteisiin laitteisiin. Saadut tulokset osoittavat, että laitteiden energiankulutusta voidaan pienentää verrattuna aiemmin esitettyihin ratkaisuihin hyödyntämällä mobiiliagentteja tiedonkäsittelyyn laitteessa sekä laitteen toiminnan ohjaamiseen. Työssä esitetty resurssisuuntautunut mobiiliagenttiarkkitehtuuri sekä ohjelmistokehys edesauttavat mobiiliagentti-teknologian hyödyntämistä resurssirajoitteisissa sulautetuissa laitteissa. Tosielämän kokeista saadut tulokset osoittavat mobiiliagenttiteknologian hyötyjä hajautettujen sovellusten toteuttamisessa Esineiden Internetiin
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Sampson, Adam T. "Process-Oriented Patterns for Concurrent Software Engineering." Thesis, University of Kent, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.527586.

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31

Glorio, Emanuele. "Formal methods for service oriented software engineering." Doctoral thesis, Università Politecnica delle Marche, 2013. http://hdl.handle.net/11566/242717.

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Il Service-Oriented Computing sta diventando sempre più importante e la proliferazione del grid e cloud computing sta incrementando ancora questa tendenza. Di conseguenza, sempre più aziende stanno esponendo su Internet i loro Web Service. Questo fatto ha l’effetto di trasformare il web da un contenitore di dati ad un contenitore di servizi. In questo scenario, un ingegnere del software è chiamato a progettare un’applicazione tenendo in considerazione l’opportunità/ bisogno di riusare servizi esistenti. Ciò richiede due cose: - una metodologia di ingegneria del software che parta dagli obiettivi di business e dall’organizzazione di una data azienda e arrivi ad identificare quali parti poter delegare a servizi esterni; - l’abilità di localizare i servizi più appropriati. Infatti, mentre le tecnologie e gli standard, come ad esempio iWeb Service, sono importanti, è stato ampiamente riconosciuto che non sono sufficenti da sole. Invece è di estrema importanza un approccio sistematico e completo, che prenda in considerazione i requisiti di business e segua le pratiche raccomandate. Per questo motivo, anche se oggigiorno ci sono molte metodologie orientate ai servizi, l’Ingegneria del Software orientata ai Servizi (SOSE) è ancora un campo aperto. In questa tesi presentiamo la definizione di una nuova metodologia SOSE. Innanzitutto usiamo le fasi iniziali di Tropos dato che è una metodologia orientata agli agenti che porta particolare attenzione alle esigenze degli stakeholder e all’analisi dei requisiti. Inoltre Tropos è stato già modificato in passato al fine di supportare la progettazione dei Web Service. Non modifichiamo le prime tre fasi (Early Requirements, Late Requirements e Architectural Design) e ci concentriamo sulle fasi finali (Detailed Design e Implementation). Nella fase di Detailed Design proponiamo un mapping fra concetti i* ed elementi BPMN 2.0 per avere una traduzione automatica del diagramma i* derivato dalle fasi precedenti in un linguaggio di workflow. In più forniamo delle tecniche e dei metodi formali per selezionare codice e servizi esistenti in modo da riutilizzarli all’interno del software che si sta progettando. Infine, nella fase Implementation proponiamo un mapping BPMN - Alan (un linguaggio di programmazione orientato agli agenti e agli oggetti) in modo da produrre automaticamente un’applicazione eseguibile. Presentiamo inoltre un caso di studio dall’ambito e-commerce e lo usiamo per mostrare come applicare passo passo la nostra metodologia.
Service-Oriented Computing is becoming more and more important. The proliferation of grid and cloud computing is increasing this trend. As a result, more companies than ever before are exposing their Web services on the Internet. This fact has the effect of transforming the web from a repository of data to a repository of service. In this scenario, a software engineer is called to design a software taking into account the opportunity/need of reusing existing services. This requires two issues: - a software engineering methodology that starts from business goals and organization of a given company and arrives to identify which parts can be delegated to external services; - the capability of locating the “most” appropriate services. In fact, while technology and standards, such as Web services, are important, it has been widely recognized that they are not sufficient on their own. Instead, a systematic and comprehensive approach is of critical importance, taking into account the business requirements and following recommended practices. For this reason, even if there are many service-oriented methodology nowadays, Service-Oriented Software Engineering (SOSE) is still an open field. In this thesis we present the definition of a new SOSE methodology. As start, we use Tropos early phases because it is an agent-oriented methodology which bears particular attention to stakeholder needs and requirements analysis. Besides, Tropos was already refined in order to support web service design. We leave the first three phases unchanged (Early and Late Requirements, Architectural Design) and we focus on the final phases (Detailed Design and Implementation). In Detailed Design phase we propose a mapping between i* concepts and BPMN 2.0 elements in order to translate automatically the i* diagram derived from the previous phases in a workflow language. Moreover we provide formal methods and techniques to select code and services in order to reuse them inside the to-be application. Finally, in Implementation phase we propose a mapping BPMN - Alan (an agent-object oriented programming language) to produce automatically an executable application. We present a case study from e-commerce and we use it to show how to apply our methodology step by step.
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32

Ghali, Nagi. "Managing software development knowledge: A conceptually-oriented software engineering environment (COSEE)." Thesis, University of Ottawa (Canada), 1993. http://hdl.handle.net/10393/6565.

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Software development, especially for large and complex systems, has long been recognized as a difficult and expensive process. Major software development problems (such as insufficient reuse of software, inadequate machine assistance for software developers, uncoordinated tools, excessive time spent during the maintenance phase, and poor documentation) have not yet been properly addressed. Most current software development environments do not provide satisfactory solutions for these problems. In our research, we investigated these problems and we will suggest a solution that will help to eliminate some of them. We built an environment called COSEE (Conceptually-Oriented Software Engineering Environment), on top of a knowledge management system (CODE). In COSEE, we captured three most important types of knowledge needed by software developers/maintainers: domain knowledge, design knowledge, and implementation knowledge. We dynamically linked COSEE to the programming environment (Smalltalk-80) to create a unified knowledge management system for software development. We used the object-oriented approach as our design methodology and Smalltalk-80 as our implementation language. We illustrated our approach using the ATM (Automated Teller Machine) example.
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33

Razo, Ruvalcaba Luis Alfonso. "Meta-analysis applied to Multi-agent Software Engineering." Thesis, Grenoble, 2012. http://www.theses.fr/2012GRENM107/document.

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Considérant un point de vue général de cette thèse aborde le problème de trouver, à partir d'un ensemble de blocs de construction, un sous-ensemble qui procure une solution à un problème donné. Ceci est fait en tenant compte de la compatibilité de chacun des blocs de construction par rapport au problème et l'aptitude d'interaction entre ces parties pour former ensemble une solution. Dans la perspective notamment de la thèse sont les blocs de construction de méta-modèles et le problème donné est une description d'un problème peut être résolu en utilisant un logiciel et d'être résolu en utilisant un système multi-agents. Le noyau de la proposition de thèse est un processus qui analyse un problème donné et puis il proposé une solution possible basée sur système multi-agents pour ce problème. Il peut également indiquer que le problème ne peut être résolu par ce paradigme. Le processus adressée par la thèse consiste en les étapes principales suivantes: (1) A travers un processus de caractérisation on analyse la description du problème pour localiser le domaine de solutions, puis choisissez une liste de candidats des méta-modèles. (2) Les caractérisations de méta-modèles candidats sont prises, ils sont définis dans plusieurs domaines de la solution. On fait la chois parmi le domaine trouvé dans la étape précédant. (3) On crée un système multi-agents où chaque agent représente un candidat méta-modèle. Dans cette société les agents interagissent les uns avec les autres pour trouver un groupe de méta-modèles qui est adapté pour représenter une solution donnée. Les agents utilisent des critères appropriés pour chaque méta-modèle à représenter. Il évalue également la compatibilité des groupes créés pour résoudre le problème de décider le groupe final qui est la meilleure solution. Cette thèse se concentre sur la fourniture d'un processus et un outil prototype pour résoudre plutôt la dernière étape de la liste. Par conséquent, le chemin proposé a été créé à l'aide de plusieurs concepts de la méta-analyse, l'intelligence artificielle de coopération, de la cognition bayésienne, incertitude, la probabilité et statistique
From a general point of view this thesis addresses an automatic path to build a solution choosing a compatible set of building blocks to provide such a solution to solve a given problem. To create the solution it is considered the compatibility of each available building block with the problem and also the compatibility between each building block to be employed within a solution all together. In the particular perspective of this thesis the building blocks are meta-models and the given problem is a description of a problem that can be solved using software using a multi-agent system paradigm. The core of the thesis proposal is the creation of a process based on a multi-agent system itself. Such a process analyzes the given problem and the available meta-models then it matches both and thus it suggests one possible solution (based on meta-models) for the problem. Nevertheless if no solution is found it also indicates that the problem can not be solved through this paradigm using the available meta-models. The process addressed by the thesis consists of the following main steps: (1) Through a process of characterization the problem description is analyzed in order to locate the solution domain and therefore employ it to choose a list of most domain compatible meta-models as candidates. (2) There are required also meta-model characterization that evaluate each meta-model performance within each considered domain of solution. (3) The matching step is built over a multi-agent system where each agent represents a candidate meta-model. Within this multi-agent system each agent interact with each other in order to find a group of suitable meta-models to represent a solution. Each agent use as criteria the compatibility between their represented candidate meta-model with the other represented meta-models. When a group is found the overall compatibility with the given problem is evaluated. Finally each agent has a solution group. Then these groups are compared between them in order to find the most suitable to solve the problem and then to decide the final group. This thesis focuses on providing a process and a prototype tool to solve the last step. Therefore the proposed path has been created using several concepts from meta-analysis, cooperative artificial intelligence, Bayesian cognition, uncertainty, probability and statistics
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34

Geldrez, Cecilia. "Quality engineering activities in object-oriented software development." Thesis, University of Ottawa (Canada), 1996. http://hdl.handle.net/10393/9926.

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Testability is a measure of how easy (less complex, less tedious, less boring, less costly) the effective testing of implementation is made. In Object-Oriented development, testability is a result of (1) the characteristics of Object-Oriented implementations, (2) the test support environment, (3) the characteristics of representations (i.e. notations) and (4) the software process in which testing is conducted (67). In this thesis, we examine in details the last two factors. When addressing the characteristics of notations, we determine that notations should exhibit the basic testability attributes of completeness, correctness, consistency and incorporation. In order for notations to exhibit these attributes, they must be verifiable, modifiable and traceable. The latter three are referred to as testability requirements. Testable notations provide the ability to (1) uncover errors early in the process, (2) generate test cases, (3) guide the testing of the implementation and (4) facilitate the location of source(s) of error(s) for modification. We identify testing activity types that are decoupled from the syntax of notations and from development methodologies. These testing activity types define what needs to be tested (e.g. different semantics) as well as coverage criteria. They are generic in the sense that they are refinable (i.e. adaptable to different levels of detail) in order to be uniformly applied at all phases of development. When addressing the software process in which testing is conducted, we propose that there must be an integration of development and testing activity types. Also, we propose a way of handling change in a consistent manner such that testability attributes are not lost. Examples of these changes include error correction, accommodation of new requirements, etc. (Abstract shortened by UMI.)
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35

Casadei, Roberto. "Reuse Mechanisms and Concurrency: From Actors to Agent-Oriented Programming." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2013. http://amslaurea.unibo.it/5181/.

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La presente tesi è dedicata al riuso nel software. Eccettuata un'introduzione organica al tema, l'analisi è a livello dei meccanismi offerti dai linguaggi di programmazione e delle tecniche di sviluppo, con speciale attenzione rivolta al tema della concorrenza. Il primo capitolo fornisce un quadro generale nel quale il riuso del software è descritto, assieme alle ragioni che ne determinano l'importanza e ai punti cruciali relativi alla sua attuazione. Si individuano diversi livelli di riuso sulla base dell'astrazione e degli artefatti in gioco, e si sottolinea come i linguaggi contribuiscano alla riusabilità e alla realizzazione del riuso. In seguito, viene esplorato, con esempi di codice, il supporto al riuso da parte del paradigma ad oggetti, in termini di incapsulamento, ereditarietà, polimorfismo, composizione. La trattazione prosegue analizzando differenti feature – tipizzazione, interfacce, mixin, generics – offerte da vari linguaggi di programmazione, mostrando come esse intervengano sulla riusabilità dei componenti software. A chiudere il capitolo, qualche parola contestualizzata sull'inversione di controllo, la programmazione orientata agli aspetti, e il meccanismo della delega. Il secondo capitolo abbraccia il tema della concorrenza. Dopo aver introdotto l'argomento, vengono approfonditi alcuni significativi modelli di concorrenza: programmazione multi-threaded, task nel linguaggio Ada, SCOOP, modello ad Attori. Essi vengono descritti negli elementi fondamentali e ne vengono evidenziati gli aspetti cruciali in termini di contributo al riuso, con esempi di codice. Relativamente al modello ad Attori, viene presentata la sua implementazione in Scala/Akka come caso studio. Infine, viene esaminato il problema dell'inheritance anomaly, sulla base di esempi e delle tre classi principali di anomalia, e si analizza la suscettibilità del supporto di concorrenza di Scala/Akka a riscontrare tali problemi. Inoltre, in questo capitolo si nota come alcuni aspetti relativi al binomio riuso/concorrenza, tra cui il significato profondo dello stesso, non siano ancora stati adeguatamente affrontati dalla comunità informatica. Il terzo e ultimo capitolo esordisce con una panoramica dell'agent-oriented programming, prendendo il linguaggio simpAL come riferimento. In seguito, si prova ad estendere al caso degli agenti la nozione di riuso approfondita nei capitoli precedenti.
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36

Ramasubbu, Surendranath. "Reverse Software Engineering Large Object Oriented Software Systems using the UML Notation." Thesis, Virginia Tech, 2001. http://hdl.handle.net/10919/31960.

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A common problem experienced by the software engineering community traditionally has been that of understanding legacy code. A decade ago, legacy code was used to refer to programs written in COBOL, typically for large mainframe systems. However, current software developers predominantly use Object Oriented languages like C++ and Java. The belief prevalent among software developers and object philosophers that comprehending object-oriented software will be relatively easier has turned out to be a myth. Tomorrow's legacy code is being written today, since object oriented programs are even more complex and difficult to comprehend, unless rigorously documented. Reverse Engineering is a methodology that greatly reduces the time, effort and complexity involved in solving the program comprehension problem. This thesis deals with Reverse Engineering complex object oriented software and the experiences with a sample case study. Extensive survey of literature and contemporary research on reverse engineering and program comprehension was undertaken as part of this thesis work. An Energy Information System (EIS) application created by a leading energy service provider and one that is being used extensively in the real world was chosen as a case study. Reverse engineering this industry strength Java application necessitated the definition of a formal process. An intuitive Reverse Engineering Process (REP) was defined and used for the reverse engineering effort. The learning experiences gained from this case study are discussed in this thesis.
Master of Science
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37

Phelps, John. "Knowledge-Based Task Structure Planning for an Information Gathering Agent." Fogler Library, University of Maine, 2003. http://www.library.umaine.edu/theses/pdf/phelpsJ2003.pdf.

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38

Coifan, Gabriel M. "Coordination-oriented architecture for large software systems." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape8/PQDD_0024/MQ52291.pdf.

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39

Whysall, Peter John. "Object oriented specification and refinement." Thesis, University of York, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.304413.

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40

Raimondi, Franco. "Model checking multi-agent systems." Thesis, University College London (University of London), 2006. http://discovery.ucl.ac.uk/5627/.

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A multi-agent system (MAS) is usually understood as a system composed of interacting autonomous agents. In this sense, MAS have been employed successfully as a modelling paradigm in a number of scenarios, especially in Computer Science. However, the process of modelling complex and heterogeneous systems is intrinsically prone to errors: for this reason, computer scientists are typically concerned with the issue of verifying that a system actually behaves as it is supposed to, especially when a system is complex. Techniques have been developed to perform this task: testing is the most common technique, but in many circumstances a formal proof of correctness is needed. Techniques for formal verification include theorem proving and model checking. Model checking techniques, in particular, have been successfully employed in the formal verification of distributed systems, including hardware components, communication protocols, security protocols. In contrast to traditional distributed systems, formal verification techniques for MAS are still in their infancy, due to the more complex nature of agents, their autonomy, and the richer language used in the specification of properties. This thesis aims at making a contribution in the formal verification of properties of MAS via model checking. In particular, the following points are addressed: • Theoretical results about model checking methodologies for MAS, obtained by extending traditional methodologies based on Ordered Binary Decision Diagrams (OBDDS) for temporal logics to multi-modal logics for time, knowledge, correct behaviour, and strategies of agents. Complexity results for model checking these logics (and their symbolic representations). • Development of a software tool (MCMAS) that permits the specification and verification of MAS described in the formalism of interpreted systems. • Examples of application of MCMAS to various MAS scenarios (communication, anonymity, games, hardware diagnosability), including experimental results, and comparison with other tools available.
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41

Ferguson, R. I. "An investigation into MetaCASE and object-oriented software engineering." Thesis, University of Sunderland, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.264763.

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42

Callaghan, Marie-Therese. "An object oriented approach to interactive engineering software development." Thesis, University of Dundee, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.400730.

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43

Ramsin, Raman. "The engineering of an object-oriented software development methodology." Thesis, University of York, 2006. http://etheses.whiterose.ac.uk/9898/.

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44

Sleith, Gillian Fiona. "Reverse engineering to an object-oriented representation." Thesis, University of Ulster, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.241027.

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45

Coen, Michael Harlan. "SodaBot--a software agent environment and construction system." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/12018.

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46

Molesini, Ambra <1980&gt. "Meta-models, environment and layers: agent-oriented engineering of complex systems." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2008. http://amsdottorato.unibo.it/930/1/Tesi_Molesini_Ambra.pdf.

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Traditional software engineering approaches and metaphors fall short when applied to areas of growing relevance such as electronic commerce, enterprise resource planning, and mobile computing: such areas, in fact, generally call for open architectures that may evolve dynamically over time so as to accommodate new components and meet new requirements. This is probably one of the main reasons that the agent metaphor and the agent-oriented paradigm are gaining momentum in these areas. This thesis deals with the engineering of complex software systems in terms of the agent paradigm. This paradigm is based on the notions of agent and systems of interacting agents as fundamental abstractions for designing, developing and managing at runtime typically distributed software systems. However, today the engineer often works with technologies that do not support the abstractions used in the design of the systems. For this reason the research on methodologies becomes the basic point in the scientific activity. Currently most agent-oriented methodologies are supported by small teams of academic researchers, and as a result, most of them are in an early stage and still in the first context of mostly \academic" approaches for agent-oriented systems development. Moreover, such methodologies are not well documented and very often defined and presented only by focusing on specific aspects of the methodology. The role played by meta- models becomes fundamental for comparing and evaluating the methodologies. In fact a meta-model specifies the concepts, rules and relationships used to define methodologies. Although it is possible to describe a methodology without an explicit meta-model, formalising the underpinning ideas of the methodology in question is valuable when checking its consistency or planning extensions or modifications. A good meta-model must address all the different aspects of a methodology, i.e. the process to be followed, the work products to be generated and those responsible for making all this happen. In turn, specifying the work products that must be developed implies dening the basic modelling building blocks from which they are built. As a building block, the agent abstraction alone is not enough to fully model all the aspects related to multi-agent systems in a natural way. In particular, different perspectives exist on the role that environment plays within agent systems: however, it is clear at least that all non-agent elements of a multi-agent system are typically considered to be part of the multi-agent system environment. The key role of environment as a first-class abstraction in the engineering of multi-agent system is today generally acknowledged in the multi-agent system community, so environment should be explicitly accounted for in the engineering of multi-agent system, working as a new design dimension for agent-oriented methodologies. At least two main ingredients shape the environment: environment abstractions - entities of the environment encapsulating some functions -, and topology abstractions - entities of environment that represent the (either logical or physical) spatial structure. In addition, the engineering of non-trivial multi-agent systems requires principles and mechanisms for supporting the management of the system representation complexity. These principles lead to the adoption of a multi-layered description, which could be used by designers to provide different levels of abstraction over multi-agent systems. The research in these fields has lead to the formulation of a new version of the SODA methodology where environment abstractions and layering principles are exploited for en- gineering multi-agent systems.
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47

Molesini, Ambra <1980&gt. "Meta-models, environment and layers: agent-oriented engineering of complex systems." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2008. http://amsdottorato.unibo.it/930/.

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Traditional software engineering approaches and metaphors fall short when applied to areas of growing relevance such as electronic commerce, enterprise resource planning, and mobile computing: such areas, in fact, generally call for open architectures that may evolve dynamically over time so as to accommodate new components and meet new requirements. This is probably one of the main reasons that the agent metaphor and the agent-oriented paradigm are gaining momentum in these areas. This thesis deals with the engineering of complex software systems in terms of the agent paradigm. This paradigm is based on the notions of agent and systems of interacting agents as fundamental abstractions for designing, developing and managing at runtime typically distributed software systems. However, today the engineer often works with technologies that do not support the abstractions used in the design of the systems. For this reason the research on methodologies becomes the basic point in the scientific activity. Currently most agent-oriented methodologies are supported by small teams of academic researchers, and as a result, most of them are in an early stage and still in the first context of mostly \academic" approaches for agent-oriented systems development. Moreover, such methodologies are not well documented and very often defined and presented only by focusing on specific aspects of the methodology. The role played by meta- models becomes fundamental for comparing and evaluating the methodologies. In fact a meta-model specifies the concepts, rules and relationships used to define methodologies. Although it is possible to describe a methodology without an explicit meta-model, formalising the underpinning ideas of the methodology in question is valuable when checking its consistency or planning extensions or modifications. A good meta-model must address all the different aspects of a methodology, i.e. the process to be followed, the work products to be generated and those responsible for making all this happen. In turn, specifying the work products that must be developed implies dening the basic modelling building blocks from which they are built. As a building block, the agent abstraction alone is not enough to fully model all the aspects related to multi-agent systems in a natural way. In particular, different perspectives exist on the role that environment plays within agent systems: however, it is clear at least that all non-agent elements of a multi-agent system are typically considered to be part of the multi-agent system environment. The key role of environment as a first-class abstraction in the engineering of multi-agent system is today generally acknowledged in the multi-agent system community, so environment should be explicitly accounted for in the engineering of multi-agent system, working as a new design dimension for agent-oriented methodologies. At least two main ingredients shape the environment: environment abstractions - entities of the environment encapsulating some functions -, and topology abstractions - entities of environment that represent the (either logical or physical) spatial structure. In addition, the engineering of non-trivial multi-agent systems requires principles and mechanisms for supporting the management of the system representation complexity. These principles lead to the adoption of a multi-layered description, which could be used by designers to provide different levels of abstraction over multi-agent systems. The research in these fields has lead to the formulation of a new version of the SODA methodology where environment abstractions and layering principles are exploited for en- gineering multi-agent systems.
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48

BLEISTEIN, Steven, Karl COX, Haruhiko KAIYA, and Shuichiro YAMAMOTO. "Goal Oriented Requirements Engineering: Trends and Issues." Institute of Electronics, Information and Communication Engineers, 2006. http://hdl.handle.net/2237/15023.

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49

Liu, Ruimin. "An agent-based service-oriented approach to evolving legacy software systems into a pervasive computing environment." Thesis, De Montfort University, 2010. http://hdl.handle.net/2086/4023.

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This thesis focuses on an Agent-Based Service-Oriented approach to evolving legacy system into a Pervasive Computing environment. The methodology consists of multiple phases: using reverse engineering techniques to comprehend and decompose legacy systems, employing XML and Web Services to transform and represent a legacy system as pervasive services, and integrating these pervasive services into pervasive computing environments with agent based integration technology. A legacy intelligent building system is used as a case study for experiments with the approach, which demonstrates that the proposed approach has the ability to evolve legacy systems into pervasive service environments seamlessly. Conclusion is drawn based on analysis and further research directions are also discussed.
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50

Carlsson, Anders. "Object oriented databases : a natural part of object oriented software development?" Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik och datavetenskap, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5824.

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The technology of object oriented databases was introduced to system developers in the late 1980?s. Despite that it is rarely used today. This thesis introduces the concept of object oriented databases as the purposed solution to the problems that exist with the use of relational databases. The thesis points to the advantages with storing the application objects in the database without disassembling them to fit a relational data model. Based on that advantages and the cost of introducing such a rarely used technology into a project, a guideline for when to use object oriented databases and when to use relational databases is given.
anders@actk.net
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