Thesis

Modèle conceptuel uniforme pour l’adaptation des agents logiciels en environnement ambiant

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Abstract

Ce travail s'intéresse à l'adaptation des systèmes informatiques opérant dans un environnement ambiant. Ce type de système est caractérisé par un ensemble de composants hétérogènes, distribués et connectés en réseaux. Ce cadre applicatif ambiant est fortement dynamique. À tout moment, des événements imprévisibles représentent une perturbation potentielle. Par conséquent, d'un côté, la cohésion de l'ensemble des activités collectives n'est pas toujours garantie. D'un autre côté, le fonctionnement normal n'est pas toujours maintenu lorsque les perturbations se présentent. Face à ces problèmes, nous proposons un modèle conceptuel d'architecture pour l'adaptation de ces systèmes informatiques. Notre objectif est d'optimiser l'activité collective. Notre contribution principale est un pattern de conception d'architecture uniforme et générique appelé GMAS. Ce modèle est basé sur une approche orientée comportement. Sa particularité est la vérification de l'applicabilité d'un comportement avant son exécution. Les critères de vérification sont principalement l'état courant du cadre applicatif et celui des interfaces d'action. L'adaptation vient ensuite par ajustement des comportements futurs en fonction des retours de la vérification. Le modèle d'architecture GMAS gère de manière indépendante les événements exceptionnels. Ce qui fait que les objectifs propres à l'agent ou au collectif n'ont pas à tenir compte de ces événements exceptionnels dans leur code source. La gestion des problèmes d'adaptation au niveau individuel et au niveau collectif est uniforme. Nous estimons qu'une adaptation collective passe par la prise en considération de l'individualité. Le but est d'avoir des agents flexibles une fois au niveau collectif. Pour cela, au niveau des composants individuels, l'instance de ce modèle constitue un modèle d'architecture interne. Au niveau de l'ensemble des composants, qui est le niveau global, GMAS offre un modèle de coordination de comportements collectifs basé sur la distribution des modalités opératoires. Avec ces trois propositions de modèle conceptuel : générique, pour le niveau local et pour le niveau global, nous évitons les situations néfastes lors de l'exécution. Nous implémentons chaque modèle sous forme de librairie Java pour montrer son efficacité.

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Thesis
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Ce sont : le Mailbox pour l'échange de message, l'Alias pour l'identité, le State pour l'état, le Skill pour les compétences, et l'Activity pour les activités. Ces supports encore appelés "facette" décrivent un agent dans l'espace d'interaction sociale
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Ubiquity. Nous nous intéressons particulièrement ici aux classes représentant un agent. La librairie est constituée de plusieurs packages. Nous nous intéressons uniquement ici au package gérant la représentation de l'agent dans le space. Pour tirer profit de la plateforme, Ubiquity offre des outils d'interaction aux agents. Pour cela, un agent est représenté par cinq supports. Ce sont : le Mailbox pour l'échange de message, l'Alias pour l'identité, le State pour l'état, le Skill pour les compétences, et l'Activity pour les activités. Ces supports encore appelés "facette" décrivent un agent dans l'espace d'interaction sociale. Dans notre travail, nous nous intéressons particulièrement aux comportements. Au lieu d'utiliser ces 5 facettes, nous en utilisons principalement deux : Alias, et Skill et Mailbox. L' objectif du comportement est décrit dans Skill. Le Mailbox intervient dans la réception et l'envoi des messages. Il remplit ici le rôle d'interface d'écoute et d'interface d'envoi également.
Pour cela, la librairie offre deux interfaces spécifiques pour cette interaction : Avatar et Participant. -L'interface Avatar représente l'ensemble des facettes définissant l'agent. Un agent est donc représenté par un et un seul Avatar dans le space
  • Dans Ubiquity
Dans Ubiquity, Les agents se voient et interagissent par des représentations particulières. Pour cela, la librairie offre deux interfaces spécifiques pour cette interaction : Avatar et Participant. -L'interface Avatar représente l'ensemble des facettes définissant l'agent. Un agent est donc représenté par un et un seul Avatar dans le space. Nous avons ici le même image que comme au sein d'un réseau social où les utilisateurs interagissent en utilisant un avatar virtuel.
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  • Carole Bernon
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  • Marie-Pierre Gleizes
  • Gauthier Picard
Carole Bernon, Valérie Camps, Marie-Pierre Gleizes, and Gauthier Picard. Tools for self-organizing applications engineering. In Giovanna Di Marzo Serugendo, Anthony Karageorgos, Omer F. Rana, and Franco Zambonelli, editors, Engineering Self-Organising Systems, Nature-Inspired Approaches to Software Engineering [revised and extended papers presented at the Engineering Self-Organising Applications Workshop, ESOA 2003, held at AAMAS 2003 in Melbourne, Australia, in July 2003 and selected invited papers from leading researchers in self-organisation], volume 2977 of Lecture Notes in Computer Science, pages 283-298. Springer, 2003.
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  • Jacques Ferber
  • Jean-Pierre Müller
Jacques Ferber and Jean-Pierre Müller. Influences and reaction : a model of situated multiagent systems. In Proceedings of Second International Conference on Multi-Agent Systems (ICMAS-96), pages 72-79, 1996.
The MADKIT agent platform architecture
  • Olivier Gutknecht
  • Jacques Ferber
Olivier Gutknecht and Jacques Ferber. The MADKIT agent platform architecture. In Thomas Wagner and Omer F. Rana, editors, Infrastructure for Agents, Multi-Agent Systems, and Scalable Multi-Agent Systems, International Workshop on Infrastructure for Multi-Agent Systems, Barcelona, Spain, June 3-7, 2000, Revised Papers, volume 1887 of Lecture Notes in Computer Science, pages 48-55. Springer, 2000.
Systèmes complexes à base de Multi-Agents situés
  • Salima Hassas
Salima Hassas. Systèmes complexes à base de Multi-Agents situés. 2003.
Challenges in development of real time multi-robot system using behaviour based agents
  • Aleksis Liekna
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