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slides update 2

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docs/briscola_chiamata/bc-pres.tex
··· 81 81 \frame{ 82 82 \frametitle{Briscola Chiamata} 83 83 84 - An italian card game of 5 players, 8 cards each (no cards undealt), 2 teams 84 + An italian cards game: 85 + \begin{itemize} 86 + \item 40 cards, 120 points 87 + \item 5 players 88 + \item 8 cards each (no cards undealt) 89 + \item 2 teams (possible settings: 3-2 or 4-1) 90 + \end{itemize} 85 91 86 92 %Players look at cards and start bidding to be attempt to be the winner of the round. 87 93 %Highest bidder then names a card (which he usually doesnt have) and the owner of that card becomes part of his team (only he knows... for now). ··· 105 111 \frametitle{Why is suitable for multi-agents system?} 106 112 107 113 \begin{itemize} 108 - \item Uncertainity (nobody knows who are its team's partners) 114 + \item Uncertainty (nobody knows who are its team's partners) 109 115 \item Sociality (needed in order to discover team settings) 110 116 \begin{itemize} 111 117 \item Cooperation (inside the team once partners are discovered) ··· 130 136 \end{itemize} 131 137 } 132 138 133 - \part{System Specification} 139 + \part{Analysis and Design Specification} 134 140 \frame{\partpage} 135 141 136 142 \frame{ 143 + \frametitle{Analysis and Design Specification} 144 + 145 + We followed the Prometheus methodology that consists of 3 phases: 146 + 147 + \vskip 2.0ex 148 + 149 + \begin{itemize} 150 + \item System Specification: actors, actions, percepts, goals and scenarios 151 + \vskip 2.0ex 152 + \item High-level/Architectural Specification: overall structure of the system 153 + \vskip 2.0ex 154 + \item Detailed Specification: internals of each agent 155 + \end{itemize} 156 + } 157 + 158 + \frame{ 137 159 \frametitle{System Specification} 138 160 139 161 \begin{itemize} 140 - \item Analysis overview diagram: the interactions between the system and the environment 162 + \item Analysis overview diagram: interactions between the system and the environment 141 163 \vskip 2.0ex 142 - \item Scenarios diagram: the dynamics of the game 164 + \item Scenarios diagram: dynamics of the game 143 165 \vskip 2.0ex 144 166 \item Goals overview diagram: how goals can be decomposed into subgoals 145 167 \vskip 2.0ex ··· 191 213 \end{center} 192 214 } 193 215 194 - \part{High-level/Architectural Design} 195 - \frame{\partpage} 196 - 197 216 \frame{ 198 217 \frametitle{High-level/Architectural Specification} 199 218 ··· 202 221 \vskip 2.0ex 203 222 \item Agent-role grouping diagram: group the roles into agent types 204 223 \vskip 2.0ex 205 - \item Agent acquaintance diagram: how agents interact with each's other 224 + \item Agent acquaintance diagram: how agents interact with each other's 206 225 \vskip 2.0ex 207 226 \item System overview diagram: all agents in the system, along with their interface and interaction 208 227 \end{itemize} ··· 254 273 \end{center} 255 274 256 275 } 257 - 258 - \part{Detailed Design} 259 - \frame{\partpage} 260 276 261 277 \frame{ 262 278 \frametitle{Detailed Design} ··· 348 364 \begin{itemize} 349 365 \item The prototype was built in two languages: 350 366 \begin{itemize} 351 - \item Ennvironment was coded in Java (extension of a \texttt{apapl.Environment} class). 367 + \item Environment was coded in Java (extension of a \texttt{apapl.Environment} class). 352 368 \item Agents were coded in 2APL (founded in Prolog). 353 369 \end{itemize} 354 - 355 370 \item 2APL has little information on building environments so code inspection of an example was performed. 356 371 \item The GUI was designed apart and then inserted into the environment. 357 372 \end{itemize} ··· 360 375 361 376 \frame{ 362 377 \frametitle{Prototype: concepts} 363 - \begin{itemize} 364 - \item The prototype is an approach of our Prometheus design of Briscola Chimiata applied to 2APL. 365 - \item We want ot test the develop of a real problem using 2APL platform. 378 + \begin{itemize} 379 + % For Marcos: The prototype is a first instantiation of the design using 2APL platform 380 + \item The prototype is an approach of our Prometheus design of Briscola Chiamata applied to 2APL. 381 + % For Marcos: The purpose is to evaluate the 2APL platform with a real problem, not developing a full working card game 382 + \item We want to test the develop of a real problem using 2APL platform. 366 383 \item Cover all the scenarios, with the minimum functionalities. 367 384 \item The GUI allows the designer of the agents to view how the agents play. 368 - %\item By showing the game steps at human eye sight speed, one could see the game in action instead of staring at a console. 369 - \item Fancy graphics were never intended, it is marely a visual aid, not an actual game to be played. 385 + \item Fancy graphics were never intended, it is merely a visual aid, not an actual game to be played. 370 386 \end{itemize} 371 387 } 372 388 373 389 \frame{ 374 - \frametitle{Prototype : The future} 390 + \frametitle{Prototype: future} 375 391 \begin{itemize} 376 - \item Make agents more intelligent, adding learning algorithms or adding reputation models. 377 - \item Personalize the strategies of each player, making competition. 378 - \item Allow human players to join, using and interface agent. 379 - %% Marcos: I comment this, because 2APL allows to use JADE, so other agents can be in other computers... 392 + \item Make agents more ``intelligent'', adding learning algorithms or implementing reputation models. 393 + \item Personalize agent's game strategies of each player, making a true competition of players. 394 + \item Allow human players to join the system. 395 + %% Marcos: I comment this, because 2APL allows to use JADE, so other agents can be in other computers................. 380 396 % \item Or even more interesting, by adding the required libraries, one could potentially play on a server and have agents designed by different people play each other. 381 397 % \item Due to lack of community this feature is unlikely to be added. 382 398 \end{itemize}