Managing Variable and Cooperative Time Behavior

K. Bellman, C. Landauer, Phyllis R. Nelson
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引用次数: 25

Abstract

This paper is about the requirements and architectural considerations that provide a SORT system with processes for observing, modeling, simulating, predicting, deciding, and acting in an external environment. For our purposes, ``real time'' (RT) means coordinated with an external source of time or with sequences of events over which the system has no direct control. It is this unpredictability in the timing of responses that is the hardest constraint on a real-time system design, especially when it is known a priori that the system cannot keep up with all important events, and that ``as fast as possible'' is not appropriate for some external interactions. We will describe a testbed that we are developing as a student team project at California State Polytechnic University, Pomona (Cal Poly Pomona) to experiment with SORT strategies, and a set of games that we will use to benchmark performance. Then we will describe some useful technical background from several areas: reasoning and representation processes, situation theory, levels of meaningfulness in knowledge, and activity loops. Finally, we show how these concepts apply to SORT agent knowledge and coordination. Our contribution here is to outline a set of problems (in the form of cooperative games) that we hope others in the community will adopt as one method for benchmarking models, methods, strategies, and other processes used in SORT systems.
管理可变和合作时间行为
本文是关于为SORT系统提供用于在外部环境中观察、建模、模拟、预测、决定和行动的过程的需求和体系结构考虑。就我们的目的而言,“实时”(RT)意味着与外部时间源或系统无法直接控制的事件序列协调。这种响应时间的不可预测性是实时系统设计中最困难的约束,特别是当已知系统无法跟上所有重要事件,并且“尽可能快”不适合某些外部交互时。我们将描述我们正在开发的一个测试平台,作为加州州立理工大学波莫纳分校(Cal Poly Pomona)的一个学生团队项目,用于试验SORT策略,以及我们将用于基准性能的一组游戏。然后,我们将从几个领域描述一些有用的技术背景:推理和表示过程、情境理论、知识的意义水平和活动循环。最后,我们将展示这些概念如何应用于SORT代理知识和协调。我们在这里的贡献是概述了一系列问题(以合作游戏的形式),我们希望社区中的其他人能够采用这些问题作为基准测试模型、方法、策略和SORT系统中使用的其他过程的一种方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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