A real-life test bed for multi-agent monitoring of road network performance

2009 ◽  
Vol 5 (4) ◽  
pp. 357 ◽  
Author(s):  
Jos Vrancken ◽  
Michel Dos Santos Soares
Sensors ◽  
2018 ◽  
Vol 18 (7) ◽  
pp. 2339 ◽  
Author(s):  
Cristian Ramirez-Atencia ◽  
David Camacho

Unmanned Aerial Vehicles (UAVs) have become very popular in the last decade due to some advantages such as strong terrain adaptation, low cost, zero casualties, and so on. One of the most interesting advances in this field is the automation of mission planning (task allocation) and real-time replanning, which are highly useful to increase the autonomy of the vehicle and reduce the operator workload. These automated mission planning and replanning systems require a Human Computer Interface (HCI) that facilitates the visualization and selection of plans that will be executed by the vehicles. In addition, most missions should be assessed before their real-life execution. This paper extends QGroundControl, an open-source simulation environment for flight control of multiple vehicles, by adding a mission designer that permits the operator to build complex missions with tasks and other scenario items; an interface for automated mission planning and replanning, which works as a test bed for different algorithms, and a Decision Support System (DSS) that helps the operator in the selection of the plan. In this work, a complete guide of these systems and some practical use cases are provided


2016 ◽  
Vol 2016 ◽  
pp. 1-16
Author(s):  
Pragasen Mudali ◽  
Matthew Olusegun Adigun

Topology Control has been shown to provide several benefits to wireless ad hoc and mesh networks. However these benefits have largely been demonstrated using simulation-based evaluations. In this paper, we demonstrate the negative impact that the PlainTC Topology Control prototype has on topology stability. This instability is found to be caused by the large number of transceiver power adjustments undertaken by the prototype. A context-based solution is offered to reduce the number of transceiver power adjustments undertaken without sacrificing the cumulative transceiver power savings and spatial reuse advantages gained from employing Topology Control in an infrastructure wireless mesh network. We propose the context-based PlainTC+ prototype and show that incorporating context information in the transceiver power adjustment process significantly reduces topology instability. In addition, improvements to network performance arising from the improved topology stability are also observed. Future plans to add real-time context-awareness to PlainTC+ will have the scheme being prototyped in a software-defined wireless mesh network test-bed being planned.


2021 ◽  
Vol 334 ◽  
pp. 02009
Author(s):  
Maxim Sharov ◽  
Alexey Levashev ◽  
Alexander Mikhailov

In the frame of the project «Criteria of traffic control quality and effectiveness in Russian Federation» the Transportation Laboratory of ISTU was invoved into elaboration of network performance appraisal. Two alternative congestion measures were considered. The ratio of peak period to free flow travel times was proposed as a test criterion of urban highway network reliability.


2020 ◽  
Vol 21 (3) ◽  
pp. 1180-1190
Author(s):  
Mariska van Essen ◽  
Oskar Eikenbroek ◽  
Tom Thomas ◽  
Eric van Berkum

Author(s):  
Shaun Downey ◽  
Darryl Charles

This paper reports on the creation of an application capable of producing intelligent character behavior based on distribution of Artificial Intelligence. To develop, test and experiment on applied Artificial Intelligence, computer games are quickly becoming the ideal simulation test bed for the implementation of computer generated AI. The application of Artificial Intelligence algorithms create immersive game-play where human players can interact with non-player characters and interactions with the environment helps shape the way in which games are played. A-Star pathfinding utilizes a heuristic function implementing cost of moving through a virtual world, this actively affects how an agent responds to a situation and can alter its decision making. This paper describes the implementation of the A-Star algorithm combined with gameplay mechanics used to simulate multi-agent communication within a randomly generated game-world.


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