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		<updated>2026-10-22T20:24:15Z</updated>
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	<entry>
		<id>https://mobile.aau.at/selforganized-wiki/index.php?title=Design_Patterns_for_engineering_SOS&amp;diff=633</id>
		<title>Design Patterns for engineering SOS</title>
		<link rel="alternate" type="text/html" href="https://mobile.aau.at/selforganized-wiki/index.php?title=Design_Patterns_for_engineering_SOS&amp;diff=633"/>
				<updated>2010-07-14T08:06:58Z</updated>
		
		<summary type="html">&lt;p&gt;Khumme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Design Patterns for SOS? ==&lt;br /&gt;
* The idea of reuse existing, proven solutions seems to be interesting, but...&lt;br /&gt;
* Focus on mechanisms that cause systems to be SOS&lt;br /&gt;
* Use a pattern at design time, so that a SOS runtime behaviour shows up&lt;br /&gt;
* The usage of design patterns depends on the nature of the desired system &lt;br /&gt;
** Categorize types of SOS and assign possible design patterns, which are useful for which type&lt;br /&gt;
* Checklist seems currently to be more appropriate, we know what is necessary to get SOS&lt;br /&gt;
** Checklist for basic properties of SOS: Adaptivity, Emergence, Autonomy, Decentralisation, Cognition, Feedback, Multiple intercations&lt;br /&gt;
* Runtime effects to show up: spatial temporal structures, multiple stability, parameter bifurcation&lt;br /&gt;
&lt;br /&gt;
== Design Patterns ==&lt;br /&gt;
* Achitectural patterns&lt;br /&gt;
** Observer-Controller Architecture (Organic Computing)&lt;br /&gt;
** MAPE (Monitor, Analyze, Process, Execute) Cycle (IBM Autonomic Computing)&lt;br /&gt;
* Patterns for (interaction) mechanisms&lt;br /&gt;
** Artificial Hormone System (moving/placing resources/load balancing)&lt;br /&gt;
** Ant foraging (reliably find shortest routes)&lt;br /&gt;
** Pulse-coupled oscillators&lt;br /&gt;
** Plain diffusion, replication, chemotaxis, and stigmergy, …&lt;br /&gt;
&lt;br /&gt;
* Patterns of coordination&lt;br /&gt;
** Stigmergy&lt;br /&gt;
*** Using a shared medium/memory for aggregation&lt;br /&gt;
*** Decoupled coordination and communication style&lt;br /&gt;
*** Links exist to distributed system's work on &amp;quot;Virtual Shared Memory&amp;quot;, Tuple Spaces, Blackboard approaches&lt;br /&gt;
*** Examples: Ant systems, Wikipedia, etc.&lt;br /&gt;
** &amp;quot;Local Gradient&amp;quot;&lt;br /&gt;
*** Agents perceive relation to other agents, aggregate relations, communicate their information, and adapt their actions&lt;br /&gt;
*** Highly dynamic (dependent on agent availability, location, time), real-time&lt;br /&gt;
*** Examples: Swarms and packs (coordinated flight of bird swarms, hunting behaviour of packs, etc.)&lt;br /&gt;
** Combine positive/negative feedback w. balance, evolution&lt;br /&gt;
*** Including approaches for stopping / re-starting evolution process&lt;br /&gt;
* Control Theory -&amp;gt; Feedback loop&lt;br /&gt;
* Coupling between local interactions and global behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related Work on Design Patterns ==&lt;br /&gt;
&lt;br /&gt;
In software engineering: ''a design pattern is a general reusable solution to a commonly occurring problem in software design. A design pattern is not a finished design that can be transformed directly into code. It is a description or template for how to solve a problem that can be used in many different situations'' [http://en.wikipedia.org/wiki/Design_pattern_%28computer_science%29]&lt;br /&gt;
* Design Patterns for Self-organising Systems, Gardelli et al.&lt;br /&gt;
* Design Patterns from Biology for Distributed Computing, Babaoglu et al.&lt;br /&gt;
* Design patterns for decentralised coordination in self-organising, De Wolf et al.&lt;/div&gt;</summary>
		<author><name>Khumme</name></author>	</entry>

	<entry>
		<id>https://mobile.aau.at/selforganized-wiki/index.php?title=Design_Patterns_for_engineering_SOS&amp;diff=631</id>
		<title>Design Patterns for engineering SOS</title>
		<link rel="alternate" type="text/html" href="https://mobile.aau.at/selforganized-wiki/index.php?title=Design_Patterns_for_engineering_SOS&amp;diff=631"/>
				<updated>2010-07-14T08:05:23Z</updated>
		
		<summary type="html">&lt;p&gt;Khumme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Design Patterns for SOS? ==&lt;br /&gt;
* The idea of reuse existing, proven solutions seems to be interesting, but...&lt;br /&gt;
* Focus on mechanisms that cause systems to be SOS&lt;br /&gt;
* Use a pattern at design time, so that a SOS runtime behaviour shows up&lt;br /&gt;
* The usage of design patterns depends on the nature of the desired system &lt;br /&gt;
** Categorize types of SOS and assign possible design patterns, which are useful for which type&lt;br /&gt;
* Checklist seems currently to be more appropriate, we know what is necessary to get SOS&lt;br /&gt;
** Checklist for basic properties of SOS: Adaptivity, Emergence, Autonomy, Decentralisation, Cognition, Feedback, Multiple intercations&lt;br /&gt;
* Runtime effects to show up: spatial temporal structures, multiple stability, parameter bifurcation&lt;br /&gt;
&lt;br /&gt;
== Design Patterns ==&lt;br /&gt;
* Achitectural patterns&lt;br /&gt;
** Observer-Controller Architecture (Organic Computing)&lt;br /&gt;
** MAPE (Monitor, Analyze, Process, Execute) Cycle (IBM Autonomic Computing)&lt;br /&gt;
* Patterns for (interaction) mechanisms&lt;br /&gt;
** Artificial Hormone System (moving/placing resources/load balancing)&lt;br /&gt;
** Ant foraging (reliably find shortest routes)&lt;br /&gt;
** Pulse-coupled oscillators&lt;br /&gt;
** Plain diffusion, replication, chemotaxis, and stigmergy, …&lt;br /&gt;
&lt;br /&gt;
* Patterns of coordination&lt;br /&gt;
** Stigmergy&lt;br /&gt;
*** Using a shared medium/memory for aggregation&lt;br /&gt;
*** Decoupled coordination and communication style&lt;br /&gt;
*** Links exist to distributed system's work on &amp;quot;Virtual Shared Memory&amp;quot;, Tuple Spaces, Blackboard approaches&lt;br /&gt;
*** Examples: Ant systems, Wikipedia, etc.&lt;br /&gt;
** &amp;quot;Local Gradient&amp;quot;&lt;br /&gt;
*** Agents perceive relation to other agents, aggregate relations, and adapt their actions based on this information&lt;br /&gt;
*** Highly dynamic (agent availability, location dependence, real-time)&lt;br /&gt;
*** Examples: Swarms and packs (coordinated flight of bird swarms, hunting behaviour of packs, etc.)&lt;br /&gt;
** Combine positive/negative feedback w. balance, evolution&lt;br /&gt;
*** Including approaches for stopping / re-starting evolution process&lt;br /&gt;
* Control Theory -&amp;gt; Feedback loop&lt;br /&gt;
* Coupling between local interactions and global behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related Work on Design Patterns ==&lt;br /&gt;
&lt;br /&gt;
In software engineering: ''a design pattern is a general reusable solution to a commonly occurring problem in software design. A design pattern is not a finished design that can be transformed directly into code. It is a description or template for how to solve a problem that can be used in many different situations'' [http://en.wikipedia.org/wiki/Design_pattern_%28computer_science%29]&lt;br /&gt;
* Design Patterns for Self-organising Systems, Gardelli et al.&lt;br /&gt;
* Design Patterns from Biology for Distributed Computing, Babaoglu et al.&lt;br /&gt;
* Design patterns for decentralised coordination in self-organising, De Wolf et al.&lt;/div&gt;</summary>
		<author><name>Khumme</name></author>	</entry>

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