Tech Reports
Tech Report kmi-95-05 Abstract
Multiple Agent Systems for Configuration Design
Techreport ID: kmi-95-05
Date: 1995
Author(s): Stuart Watt, Zdenek Zdrahal and Mike Brayshaw
This paper investigates how the task of configuration design can be carried out using concepts of multiple agency. Configuration design is the task of selecting components from a predefined set to complete a system which meets a given functional specification and other design constraints. It is a class of task which is conventionally solved using a single agent reflecting an arbitrary balance of the design criteria chosen by the system designer. To study the efficacy of the multiple agent approach, we show how more of the original domain knowledge can be applied in an alternative form where each agent in a multiple agent design system has individual design goals and acts in negotiation with others in order to achieve those goals. Each agent's goal represents different domain axes upon which design decisions are based. At any point where different design decisions can be made, negotiation between these agents enables a balancing between the different agent's goals, and therefore these axes, to be achieved. Using the Sisyphus-2 benchmark configuration design problem, we will compare and contrast these methods to identify their relative merits.
Publication(s):
Published in the proceedings of AISB'95. Sheffield, UK
Future Internet
KnowledgeManagementMultimedia &
Information SystemsNarrative
HypermediaNew Media SystemsSemantic Web &
Knowledge ServicesSocial Software
Social Software is...

Interacting with other people not only forms the core of human social and psychological experience, but also lies at the centre of what makes the internet such a rich, powerful and exciting collection of knowledge media. We are especially interested in what happens when such interactions take place on a very large scale -- not only because we work regularly with tens of thousands of distance learners at the Open University, but also because it is evident that being part of a crowd in real life possesses a certain 'buzz' of its own, and poses a natural challenge. Different nuances emerge in different user contexts, so we choose to investigate the contexts of work, learning and play to better understand the trade-offs involved in designing effective large-scale social software for multiple purposes.
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