Programming Multi-Agent Systems 7th International Workshop, ProMAS 2009, Budapest, Hungary, May 10-15, 2009. Revised Selected Papers /

The earliest work on agents may be traced at least to the ?rst conceptualization of the actor model by Carl Hewitt. In a paper in an AI conference in the early 1970s, Hewitt described actors as entities with knowledge and goals. Research on actors continued to focus on AI with the development of the...

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Λεπτομέρειες βιβλιογραφικής εγγραφής
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Άλλοι συγγραφείς: Braubach, Lars (Επιμελητής έκδοσης), Briot, Jean-Pierre (Επιμελητής έκδοσης), Thangarajah, John (Επιμελητής έκδοσης)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Berlin, Heidelberg : Springer Berlin Heidelberg, 2010.
Σειρά:Lecture Notes in Computer Science, 5919
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
Πίνακας περιεχομένων:
  • Communication Models
  • Programming Multiagent Systems without Programming Agents
  • Elements of a Business-Level Architecture for Multiagent Systems
  • A Computational Semantics for Communicating Rational Agents Based on Mental Models
  • Formal Models
  • Multi-Agent Systems: Modeling and Verification Using Hybrid Automata
  • Probabilistic Behavioural State Machines
  • Golog Speaks the BDI Language
  • Organizations and Environments
  • A Middleware for Modeling Organizations and Roles in Jade
  • An Open Architecture for Service-Oriented Virtual Organizations
  • Formalising the Environment in MAS Programming: A Formal Model for Artifact-Based Environments
  • Analysis and Debugging
  • Debugging BDI-Based Multi-Agent Programs
  • Space-Time Diagram Generation for Profiling Multi Agent Systems
  • Infrastructure for Forensic Analysis of Multi-Agent Based Simulations
  • Agent Architectures
  • Representing Long-Term and Interest BDI Goals
  • Introducing Relevance Awareness in BDI Agents
  • Modularity and Compositionality in Jason
  • Applications
  • A MultiAgent System for Monitoring Boats in Marine Reserves
  • Agent-Oriented Control in Real-Time Computer Games.