db_connect: Could not connect to paper db at "wotug@dragon.kent.ac.uk"
db_connect: Could not connect to paper db at "wotug@dragon.kent.ac.uk"
@InProceedings{Welch09b,
title = "{E}ngineering {E}mergence: an occam-pi {A}dventure",
db_connect: Could not connect to paper db at "wotug@dragon.kent.ac.uk"
author= "Welch, Peter H. and Wallnau, Kurt and Klein, Mark",
db_connect: Could not connect to paper db at "wotug@dragon.kent.ac.uk"
editor= "Welch, Peter H. and Roebbers, Herman and Broenink, Jan F. and Barnes, Frederick R. M. and Ritson, Carl G. and Sampson, Adam T. and Stiles, G. S. and Vinter, Brian",
db_connect: Could not connect to paper db at "wotug@dragon.kent.ac.uk"
pages = "403--403",
booktitle= "{C}ommunicating {P}rocess {A}rchitectures 2009",
isbn= "978-1-60750-065-0",
year= "2009",
month= "nov",
abstract= "Future systems will be too complex to design and implement
explicitly.
Instead, we will have to learn to engineer
complex behaviours
indirectly: through the discovery and
application of local rules of
behaviour, applied to simple
process components, from which desired
behaviours
predictably emerge through dynamic interactions
between
massive numbers of instances. This talk considers
such indirect
engineering of emergence using a
process-oriented architecture.
Different varieties of
behaviour may emerge within a single
application, with
interactions between them provoking ever-richer
patterns
almost social systems. We will illustrate with a study
based
on Reynolds' boids: emergent behaviours include flocking
(of
course), directional migration (with waves), fear and
panic (of
hawks), orbiting (points of interest), feeding
frenzy (when in a large
enough flock), turbulent flow and
maze solving. With this kind of
engineering, a new problem
shows up: the suppression of the emergence
of undesired
behaviours. The panic reaction within a flock to the
sudden
appearance of a hawk is a case in point. With our
present
rules, the flock loses cohesion and scatters too
quickly, making
individuals more vulnerable. What are the
rules that will make the
flock turn almost-as-one and
maintain most of its cohesion? There are
only the boids to
which these rules may apply (there being, of course,
no
design or programming entity corresponding to a flock).
More
importantly, how do we set about finding such rules in
the first
place? Our architecture and models are written in
occam-pi, whose
processes are sufficiently lightweight to
enable a sufficiently large
mass to run and be interacted
with for real-time experiments on
emergent behaviour. This
work is in collaboration with the Software
Engineering
Institute (at CMU) and is part of the CoSMoS project (at
the
Universities of Kent and York in the UK)."
}