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Modeling Dynamic ynamic E Engineering ngineering Design esign P - - PowerPoint PPT Presentation

th International Bi 7 th 7 International Bi- -Conference Workshop on Conference Workshop on Agent gent- -O Oriented riented I Information nformation S Systems @ E ystems @ E R 2005 2005 A R Modeling D Modeling Dynamic


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CADENCE CONFIDENTIAL

Modeling Modeling D

Dynamic ynamic E Engineering ngineering D Design esign P Processes in PSI rocesses in PSI

Vadim Vadim Ermolayev Ermolayev

Zaporozhye National University, Ukraine Natalya Keberle Oleg Karsayev Saint Petersburg I nstitute for I nform atics and Autom ation, RAS, Russia Vladimir Samoylov Eyck Jentzsch Cadence Design System s Gm bH, Germ any Wolf-Ekkehard Matzke

  • Thursday, October 27, 2005

7 7th

th International Bi

International Bi-

  • Conference Workshop on

Conference Workshop on

A Agent gent-

  • O

Oriented riented I Information nformation S Systems @ E R ystems @ E R’ ’2005 2005

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The Outlook

  • What is a Dynamic Engineering Design Process?
  • What makes EDP Dynamic?
  • The focus: How to assess (and increase) the Productivity
  • f a …?
  • What do we need to model a DEDP and a Design

System?

– Actors and Teams – Tasks, Activities, and Dependencies – Goals, Design Artifacts

  • Some results obtained so far in PSI
  • Conclusions and future work
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What is a D Dynamic E Engineering D Design P Process?

  • A DEDP is the process of aiming

a weakly defined engineering design workflow to achieve its goal in an optimal way in the terms of:

–Result Quality and –Gained Productivity

  • A DEDP is dynamic because:

–In PSI we consider that workflow formation occurs at the run time –Reasons/Factors: to be discussed

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Factors Providing Dynamics

  • Different Actors have different knowledge and capabilities

wrt the parts of a DEDP

– Requires distributed planning at run time

  • Task decomposition is performed subjectively and partially

– Implies Resulting Activities may be sequenced and conveyed differently - distributed scheduling at run time

  • No of Activity Iterations is not pre-defined (quality checks, bad

results at prior or intermediate steps)

– Implies: run-time re-planning and re-scheduling

  • Activity duration depends on the available Capacity of the

Actor (different)

– Implies run-time re-scheduling

  • Actors are not assigned in advance - Contracted when

needed (runtime)

– Requires Negotiation Mechanisms

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DEDP Productivity Assessment

  • Definition: Productivity is the amount of output created (in terms of

goods produced or services rendered) per unit input used* (by a system in a process)

  • Productivity of? A System? A Unit? An Organization?

A Process?

  • Who does the work? How DEDPs are related to a System?
  • How to measure (& compare) inputs (often money) and outputs

(sometimes the knowledge which is negative)

– E.g.: Is it productive to spend 20MY for getting clear understanding that the approach was fake? INPUT

OUTPUT

System

*Wikipedia, http://www.wikipedia.org/

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How DEDPs are Related to a System?

– Through the Environment

. . . . .

Environment

U U U U U U

DE DP DE DP DE DP

Sensor Input Action Action Output Output

Agent

Design System Action Output is NOT the OUTPUT in the Productivity model The OUTPUT is the Design Value Assessment of the Action Output Design System

Design Engineering Design Support

Design Support Engineering Design Technology

Libraries, Design Kits, Design IP EDA Software & Integration Computing Infrastructure

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Productivity Questions:

the Answers

  • Productivity of the System AND the Units within the

System (white box)

– An Organization is the subclass of a System – A Unit is the subclass of a System – A System is the COLLECTION of Units

  • The Unit (and, sometimes, the whole System) does the work
  • Use the Utilitarian approach: measure in UTILITY
  • E.g. A: YES

YES YES YES – productive if having this knowledge saves 25MY for the System

– I.e.: the UTILITY gained by the System is more than the UTILITY spent by the System

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DEDP Productivity Assessment

  • Use the Utilitarian approach: measure in UTILITY
  • The main point in Utilities is that they are

RELATIVE

  • Corollary:

– Productivities are RELATIVE and – System Laws (social aspect) should be accounted in the Assessment

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Welfare-Based Productivity Measure

Utilitarian Approach

  • Productivity of a DEDP:

– Assessed as the accumulated productivity of the participants – Measured by the number of the accumulated Units of Welfare (UoW) – abstract UTILITY units

  • In these settings:

– An economically rational actor (a Unit or a System modeled by an agent or a MAS) is the locus of Utility accumulation – An actor receives the UoW for:

– Performing DEDP (sub-)tasks – Providing his Design Solutions (DS)

– Otherwise, an actor may outsource a (sub-)task, or require a DS and spend his UoW for that

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Actors and Teams Compared by

their Level of Welfare

  • An Actor may be considered more Productive

if he receives more and spends less UoW

  • In a long run (dozens of different DEDPs)

the relative Productivity of an actor may be reliably measured by the Level of his Welfare

  • The Productivity of an Organization or a Team

may also be assessed as the sum of the Welfare

  • f its members
  • Important:

– This productivity measure is invariant

invariant to the DEDPs

which were actually used to collect the Utility

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UoW may be Gained, Spent, or Lost

through Collaboration

  • Collaboration occurs when:

– An Actor assigns a (sub-)task to its sub-ordinate by directive – An Actor contracts another actor for a (sub-)task – A DS of the Actor is re-used in different DEDPs

  • Types of encounters:

– Directive assignments – Contracting negotiations

  • Mechanisms comprise the protocol, the strategy,

and the social norms

– Should be Utilitarian (decisions based on the UoW)

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DEDP Model:

the Building Blocks

  • Descriptive models (Ontologies) for:

– An Actor (Unit) – A Team (Set of Collaborative Units + Constraints + Binding Conventions) – A Process (Tasks, Activities, Dependencies) – DEDP objectives (comprising Design Artifacts)

  • Software Models (agent-based) of the same
  • Mechanisms to arrange Actors’ Collaboration:

– Protocols for different encounters – Behavior Strategies

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What do we Need to Model a DEDP?

(Mind dynamics factors, productivity measure and the “Units”)

Actor ? ? …

Task

Atomic Activities Task Task Goal Actor Design Artifact PLP Mechanism

assess allocate

manage

commitTo

execute isMaterialInputTo produce

dependOn

Software Tool Resource

Shared Shared Static Static Subjectively Subjectively Static Static Dynamic

Team

join

A DEDP is a dynamically and subjectively formed, planned and scheduled hierarchy of tasks, subtasks and atomic activities which may have dependencies A DEDP is a collaborative problem solving process

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What do we Need to Model a DEDP?

(Mind dynamics factors, productivity measure and the “Units”)

Actor ? ? …

Task

Atomic Activities Task Task Goal Actor Design Artifact PLP Mechanism

assess allocate

manage

commitTo

execute isMaterialInputTo produce

dependOn

Software Tool Resource

Shared Shared Static Static Subjectively Subjectively Static Static Dynamic

Team

join

A DEDP is performed by Actors which collaborate in Teams – earn and spend their UoW through

  • Managing

Tasks and

  • Execuitng

Activities The Teams are formed by using Contracting Mechanisms through negotiations

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What do we Need to Model a DEDP?

(Mind dynamics factors, productivity measure and the “Units”)

Actor ? ? …

Task

Atomic Activities Task Task Goal Actor Design Artifact PLP Mechanism

assess allocate

manage

commitTo

execute isMaterialInputTo produce

dependOn

Software Tool Resource

Shared Shared Static Static Subjectively Subjectively Static Static Dynamic

Team

join

Actors use Software Tools (as instruments) and other Resources to execute Activities UoW are spent for that A Resource may be a Design Solution – a Design Artifact which belongs to another Actor or Team

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What do we Need to Model a DEDP?

(Mind dynamics factors, productivity measure and the “Units”)

Actor ? ? …

Task

Atomic Activities Task Task Goal Actor Design Artifact PLP Mechanism

assess allocate

manage

commitTo

execute isMaterialInputTo produce

dependOn

Software Tool Resource

Shared Shared Static Static Subjectively Subjectively Static Static Dynamic

Team

join

Activities executed by the Team members result in some incremental portions of the Artifact under design The overall Goal of a(n Actor managing the) DEDP is to design the Artifact (e.g. a Chip)

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Task

Post-Effect Activity

Actor

capableToPerform

Self-Belief

…UoW…

Team

* *

Actors:

Self-Beliefs (Capabilities, Capacities), Team Members

Actors have various capabilities and capacities (Self-Beliefs) wrt Tasks and Activities Actors may form groups (Teams) to perform a DEDP

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Task

Post-Effect Activity

Actor

capableToPerform

Self-Belief

…UoW…

Team

  • Org. Role

Collaboration Role Role

plays plays requires * * * * * * * *

Actors:

Roles in Teams, DEDPs, Encounters

Actors play different Roles in these Teams The Role may be:

  • Organizational (e.g. Project Manager)
  • Collaboration (i.e., the role in the team-

forming encounter, e.g., the Initiator

  • f the Contracting Negotiation)
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Belief Task

Post-Effect Activity

Actor Task Manager Believed Performer

adjusts capableToPerform

Self-Belief

…UoW…

Team

  • Org. Role

Collaboration Role Role

plays plays requires * * * * * * * * * *

Actors:

Beliefs on Other Actors

Actors should have Beliefs on the others in their team or around:

  • To have an idea on what they

are capable to do

  • To have an assessment of how

much the fellows are credible

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Belief Negotiation Task

Post-Effect Activity

Actor Task Manager Believed Performer Activity Executor Contractor

negotiate

Negotiation Context

assigns/assignedBy Negotiation Set (…UoW) Mechanism/Strategy adjusts capableToPerform

Self-Belief

…UoW…

Team

  • Org. Role

Collaboration Role Role

plays plays requires * * * * * * * * * 1 * *

Actors:

Collaboration Mechanisms

Actors should have the mechanisms for communication and collaboration (Utilitarian)

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Belief Project Negotiation Task

Post-Effect Activity

Actor Task Manager Believed Performer Activity Executor Contractor

negotiate

Negotiation Context

assigns/assignedBy Negotiation Set (…UoW) Mechanism/Strategy adjusts capableToPerform

Self-Belief

…UoW…

Team

  • Org. Role

Collaboration Role Role

plays plays requires performs * * * * * * * * * 1 * *

Actors:

A Team per Project (DEDP): arbitrary Actor Combinations

Actors may take part in different DEDPs (Projects) at a time A Team is bijectively related to a Project An Actor may belong to different Teams at a time

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Belief Project Negotiation Task

Post-Effect Activity

Actor Task Manager Believed Performer Activity Executor Contractor

negotiate

Negotiation Context

assigns/assignedBy Negotiation Set (…UoW) Mechanism/Strategy executes

Execution Context

…UoW… Commitment adjusts capableToPerform

Self-Belief

…UoW…

Team

  • Org. Role

Collaboration Role Role

plays plays requires performs * * * * * * * * * * * 1 * *

Actors:

Commitments

Actors who belong to a Team have Commitments wrt the parts of the DEDP

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Belief Project Negotiation Policy Task

Post-Effect Activity

Actor Task Manager Believed Performer Activity Executor Contractor

negotiate

Negotiation Context

assigns/assignedBy Negotiation Set (…UoW) Mechanism/Strategy executes adjusts capableToPerform

Self-Belief

…UoW…

Team

  • Org. Role

Collaboration Role Role

plays plays requires performs uses * * * * * * * * * * * 1 * *

Execution Context

…UoW… Commitment

Actors:

System Laws as Policies

Actors pledge to follow some system laws (team- or

  • rganization-level

conventions) Actors’ activities are constrained by Policies

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Belief Project Negotiation Software Tool Design Artifact Resource Policy Task

Post-Effect Activity

Actor Task Manager Believed Performer Activity Executor Contractor

negotiate

Negotiation Context

assigns/assignedBy Negotiation Set (…UoW) Mechanism/Strategy executes

Execution Context

UoW consumes uses adjusts capableToPerform

Self-Belief

…UoW… resultsIn

Team

  • Org. Role

Collaboration Role Role

plays plays requires performs uses * * * * * * * * * * * 1 * *

Actors:

The Goal and the Price to Pay (UoW)

Actors execute Activities to design Artifacts, Actors consume Resources and use Software Tools (spend the UoW)

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DEDP: Tasks and Activities

. . . . .

Environment

DE DP DE DP DE DP

System

U U U U U U

Actors:

  • Different Spheres
  • f Influence over

the Environment

  • Different Roles
  • Different beliefs
  • n Tasks
  • Different

Capabi- lities Everybody believes: At the lowest level of granularity Tasks are composed of Atomic Activities (similar to everybody)

SHARED KNOWLEDGE

Subjective Beliefs: Task Manager: I’m offering the Task which I Believe to be Atomic (not interested in the details) Contractor: In my Beliefs the Task you offer comprises several Sub-Tasks and Activities. I can Perform some Sub-Tasks and can Execute some of the Activities

SUBJECTIVE KNOWLEDGE

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Tasks-n-Activities

Basic Building Blocks. Material In-Out-s

Design Artifact Activity

resultsIn * designedBy * appliedTo * isSourceFor *

Role

subsumes * inFrameOf *

Actor ActivityPerformer Software Tool Resource ExecutionContext

uses uses executes 1..* executedBy 1

An Activity – the basic building block (for everybody), defined by the Design Technology (SHARED and STATIC) An Activity is Executed on its Material Inputs (Design Artifacts) and Produces Material Outputs (Design Artifacts)

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Tasks-n-Activities:

A Task – a Hierarchical Combination of Activities

Design Artifact Task Activity TaskByActor

...UoW… resultsIn * designedBy * appliedTo * isSourceFor *

Role

subsumes * inFrameOf * comprises * isPartOf * comprises * isPartOf *

Actor TaskManager Contractor ActivityPerformer Actor Software Tool Resource ExecutionContext

uses uses commitsToPerform 1..* manages 1..* managedBy 1 executes 1..* executedBy 1 assignedTo * mayBePerformedBy * capableToPerform *

A Task is the hierarchical (Sub-Tasks) combination of Activities This combination may be believed different believed different by different Actors

  • In the simplest case a Task comprises the only Activity

A Task comprising more than the only Activity is not Executed but Managed and has NO Material Inputs and Material Outputs A DEDP is the Design Artifact transformation process modeled as the Task managed By the certain Actor (the Task Manager)

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Task Dependencies

Strong and Weak Dependencies

  • t1 is strongly dependent of t2

– t1 can’t be started before the Results of t2 become available – The Results of a Task are the Material Outputs of all Activities executed in a Task

  • t1 is weakly dependent of t2

– If the results of t2 are available t1 may be performed for less UoW (means quicker, with better quality, fewer iterations, …)

  • t1 is independent of t2

– In all other cases

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Task Dependencies are Subjective

Partial Local Plans (PLP)

  • Actors have different Beliefs of Task

Dependencies

  • Actors Plan and Schedule managed Tasks

autonomously

– Do not use the knowledge of other Actors

  • t1 is strongly dependent of t2 implies:

– All the Material Outputs of t2 Activities are available and will be used as the Material Inputs by the Activities of t1 – The Pre-condition of t1 is the event of the appearance

  • f the Material Inputs produced in t2 (Eventual Output)

– Eventual Input of t1 is the Eventual Output of t2

  • Similarly for weak dependencies
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Task Post-Effects

  • Only some Eventual Outputs become Eventual

Inputs

  • An Eventual Output is the sub-class of

a Post-Effect

  • A Post-Effect is the abstraction of the changes

implied by the performance of a Task onto the Environment:

– E.g., deadline violation causes re-scheduling, penalties, the changes in the Beliefs of an Actor on the

  • ther Actors
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Tasks-n-Activities:

Dependencies and Partial Local Plans

Partial Local Plan

generates dependsOn triggers

Design Artifact Task Activity TaskByActor

...UoW…

Pre-Condition Event Input Output Post-Effect

resultsIn * designedBy * appliedTo * isSourceFor * 1..* generatedBy 1 causedBy * causes * * trigeredBy * influences * * composedOf * isPartOf *

Role

subsumes * inFrameOf * comprises * isPartOf * comprises * isPartOf *

Actor Belief TaskManager Contractor ActivityPerformer Actor Software Tool Resource ExecutionContext

uses uses commitsToPerform 1..* manages 1..* managedBy 1 executes 1..* executedBy 1 assignedTo * formedBy * adjusts * mayBePerformedBy * capableToPerform *

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A Design Artifact

  • Describes the Material Output(s) of an Activity, the

Activities of a Task, …, of a Task, … of a DEDP

  • Grounds it to SES Design Domain

– E.g., by structuring a Design Artifact as appropriate for SES – E.g., by stating that a Design Artifact in this Domain is further on materialized in a Chip

  • Reflects the project-oriented nature of a DEDP:

– States that a Design Artifact is stored as the Project Memory Element – A Project Memory Element (but not a Design Artifact) is used as the Material Input for an Activity

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Project-oriented nature of Design Structure appropriately for SES Design Materialization in a Chip Activity: Material Inputs and Outputs

A Design Artifact

Activity ProjectMemory

has *

Test DesignArtifact

  • Re-useCost(UoW)

usedToVerify *

Project ProjectMemory Element

uses

Functional Block Verification Runset Interface TestBench Digital Interface Analog Interface Chip

verifiedBy * materializationOf * materializedIn *

  • f

* comprises * isPartOf * resultsIn * producedBy * storedAs * recordOf 1 materialInputFor * componentOf * contains *

Task

componentOf * comprises *

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PSI Results

  • DEDP Modeling Framework
  • DEDP Ontologies in OWL
  • USED in 2 Research

Prototypes

– Simplified Simulator Prototype – Advanced Simulator Prototype

  • 2 Test Cases (simplified)

stored to the Test-Bed

– Configurable multimedia encoder (digital) – Controlled amplifier (analog)

  • Evaluation experiments
  • n the initial test-bed

performed

Research E valuation Industrial Product

MF

SSP

2004 2005 Beyond …

ASP

NF QF AF UP

TBC TBC TBC PPE PAS

OS

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Conclusions

  • Done:

– Descriptive framework for modeling DEDPs – The family of DEDP ontologies

– Used in the design of the research prototypes of DEDP Simulator – Used in framing the data and the knowledge on PSI Test-bed – 2 cases

  • Future work:

– Ongoing: Evaluation by a real-life design project of Cadence – Harmonization (e.g., by checking consistency with DOLCE)

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CADENCE CONFIDENTIAL

Shall be Happy Shall be Happy to Answer to Answer your Questions your Questions

Thursday, October 27, 2005

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CADENCE CONFIDENTIAL

BACK BACK-

  • UP SLIDE

S UP SLIDE S

Thursday, October 27, 2005

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P Productivity S Simulation I Initiative

Project Lines and Partners

Research E valuation Industrial Product

MF SSP 2004 2005 Beyond … ASP NF QF AF UP UC TBC TBC TBC PPE PAS Industrial Sponsors Governmental Funding

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Factors affecting DEDP Dynamics:

Subjective Knowledge on Activities

  • Different Agents have

different knowledge and capabilities wrt a DEDP

– Agent X may treat an Activity A as atomic – i.e. non decomposable – Agent Y may treat A as composite – i.e. a Task

  • X and Y (if assigned) will

perform A in different ways (with different levels

  • f distress)
  • Requires distributed

planning

A

X Y

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Factors affecting DEDP Dynamics:

Composition is Subjective and Partial

  • Activity composition is

performed subjectively and partially:

– Subjectively: Agents X and Y may have different knowledge

  • n how to compose a Task of

Activities – Partially: Activities may also (further, e.g., by Actor Z) appear to be Tasks

  • Implication: Activities

may be sequenced and conveyed differently

  • Requires distributed

scheduling at run time Y X Z

A

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Factors affecting DEDP Dynamics:

No of Activity Loops is not Predefined -

  • Can not be determined in advance:

– Quality checks – Poor results at prior

  • r intermediate steps
  • Increasing No of Loops

implies increased duration (same price)

  • Associated penalties

may be triggered

  • Requires run-time

re-planning and re-scheduling

Quality is bad Because this result was bad D

Please refine for the same price Please MIND the Deadline

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. . . . .

Factors affecting DEDP Dynamics:

Activity duration depends on the available capacity

  • Mr. S is highly

productive wrt A

  • Mr. W:

– Can also be highly productive wrt A – But spends his capacity to several other DEDPs

  • B, though allocated,

remains idle for different time (cant be pre-determined)

  • Requires run-time

re-scheduling

A A S B B W

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Factors affecting DEDP Dynamics:

Actors are contracted when needed (runtime)

  • Actors are often not

assigned in advance to perform certain activities

  • An actor is contracted

by the Task Manager when s/he decides to assign or to out-source the activity

  • Contracting decision is

done and taken through negotiations

to be out-sourced No! S broke his leg yesterday No! W is too good and costs a lot

YES! Y

is the most productive choice wrt capability and price

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Utilities are Relative …

  • Utility is not money (but it is a useful analogy)
  • Utility functions are just a way of representing

an agent's preferences

  • They do not simply equate to money
  • Suppose “You have all and I have nothing” (recall “The

Bodyguard”) – say, more rationally, € 1 000 compared to €5 000 000:

– A generous donator coming with 1 000 000 – For me the utility will be enormous – a raise in 1 000 times – And for you – just something more

  • Typical relationship between

utility & money – on the chart

Utility Money

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More Information

  • ER’2005 tutorial “Modeling and Simulation of Dynamic

Engineering Design Processes”

– Abstract: http://eva.zsu.zp.ua/psi-public/psi-tutorial-abstract.pdf – Presentation slides: http://eva.zsu.zp.ua/psi-public/psi-tutorial.pdf

  • The Overview of the SOTA in Agent-Based Design

Modeling …

– Ermolayev, V. et al: Agent-Based Dynamic Engineering Design Process Modeling Framework. Technical Report. Cadence Design Systems, GmbH, 29 p., 2004,

– http://eva.zsu.zp.ua/psi-public/SOTA-TR-PSI-2-2004.pdf

  • PSI DEDP Modeling Framework

– Ermolayev, V. et al: Agent-Based Dynamic Engineering Design Process Modeling Framework. Technical Report. Cadence Design Systems, GmbH, 29 p., 2004,

– http://eva.zsu.zp.ua/eva_personal/PS/PSI-DEDP-MF-v10-Feb-2004.pdf

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Modeling DE DP DE DPin PSI

  • PSI. AOIS@E

R’2005

To Read More

  • PSI Papers

– Matzke, W.-E.: Engineering Design Performance Management – from Alchemy to Science through ISTa. In: R. Kashek, H. C. Mayr,

  • S. Liddle (Eds.): Information Systems Technology and its

Applications (ISTA’05) 4th Int. Conf. 23-25 May 2005, Palmerston North, New Zealand GI LNI vol P-63, pp. 154-179, 2005 – Gorodetsky, V., Ermolayev, V., Matzke, W.-E., Jentzsch, E., Karsayev, O., Keberle, N., Samoylov, V.: Agent-Based Framework for Simulation and Support of Dynamic Engineering Design Processes in PSI. In: Pechouchek, M., Petta, P., Varga, L. Z. (Eds.)

  • Proc. 4th Int. Central and Eastern European Conf. on Multi-Agent

Systems (CEEMAS'05), 15-17 September 2005, Budapest, Hungary, LNAI 3690, pp. 511-520, 2005 – Ermolayev,V., Keberle, N., Matzke, W.-E., Vladimirov, V.: A Strategy for Automated Meaning Negotiation in Distributed Information Retrieval. In: Y. Gil et al. (Eds.): ISWC 2005, LNCS 3729, pp. 201 – 215, 2005