LDP/LDP/howto/linuxdoc/AI-Alife-HOWTO.sgml

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<!doctype linuxdoc system>
<article>
<title>GNU/Linux AI &amp; Alife HOWTO
<author>by <htmlurl url="mailto:jae@NOSPAM-zhar.net" name="John Eikenberry">
<date>v1.4, 23 June 2000
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<abstract>
This howto mainly contains information about, and links to,
various AI related software libraries, applications, etc.
that work on the GNU/Linux platform. All of it is (at least)
free for personal use.
The new master page for this document is
<htmlurl url="http://zhar.net/gnu-linux/howto/" name="http://zhar.net/gnu-linux/howto/">
</abstract>
<toc>
<sect>Introduction
<p>
<sect1>Purpose
<p>
The GNU/Linux OS has evolved from its origins in hackerdom to a full
blown UNIX, capable of rivaling any commercial UNIX. It now provides
an inexpensive base to build a great workstation. It has shed its
hardware dependencies, having been ported to DEC Alphas, Sparcs,
PowerPCs, and many others. This potential speed boost along with its
networking support will make it great for workstation clusters. As a
workstation it allows for all sorts of research and development,
including artificial intelligence and artificial life.
The purpose of this Mini-Howto is to provide a source to find out
about various software packages, code libraries, and anything else
that will help someone get started working with (and find resources
for) artificial intelligence, artificial life, etc. All done with
GNU/Linux specifically in mind.
<sect1>Where to find this software
<p>
All this software should be available via the net (ftp || http). The
links to where to find it will be provided in the description of each
package. There will also be plenty of software not covered on these
pages (which is usually platform independent) located on one of the
resources listed on the <htmlurl url="http://zhar.net/gnu-linux/howto/links/"
name="links section"> of the Master Site (given above).
<sect1>Updates and comments
<p>
If you find any mistakes, know of updates to one of the items below,
or have problems compiling and of the applications, please mail me at:
<htmlurl url="mailto:jae@NOSPAM-zhar.net" name="jae@NOSPAM-zhar.net"> and I'll see what I
can do.
If you know of any AI/Alife applications, class libraries,
etc. <bf>Please</bf> <htmlurl url="mailto:jae@NOSPAM-zhar.net" name=" email me"> about
them. Include your name, ftp and/or http sites where they can be
found, plus a brief overview/commentary on the software (this info
would make things a lot easier on me... but don't feel obligated ;).
I know that keeping this list up to date and expanding it will take quite
a bit of work. So please be patient (I do have other projects). I hope you
will find this document helpful.
<sect1>Copyright/License
<p>
Copyright (c) 1996-2000 John A. Eikenberry
LICENSE
This document may be reproduced and distributed in whole or in part, in
any medium physical or electronic, provided that this license notice is
displayed in the reproduction. Commercial redistribution is permitted and
encouraged. Thirty days advance notice, via email to the author, of
redistribution is appreciated, to give the authors time to provide updated
documents.
A. REQUIREMENTS OF MODIFIED WORKS
All modified documents, including translations, anthologies, and partial
documents, must meet the following requirements:
<p><itemize>
<item>The modified version must be labeled as such.
<item>The person making the modifications must be identified.
<item>Acknowledgement of the original author must be retained.
<item>The location of the original unmodified document be identified.
<item>The original author's name(s) may not be used to assert or imply
endorsement of the resulting document without the original author's
permission.
</itemize>
In addition it is requested (not required) that:
<itemize>
<item>The modifications (including deletions) be noted.
<item>The author be notified by email of the modification in advance of
redistribution, if an email address is provided in the document.
</itemize>
As a special exception, anthologies of LDP documents may include a single
copy of these license terms in a conspicuous location within the anthology
and replace other copies of this license with a reference to the single
copy of the license without the document being considered "modified" for
the purposes of this section.
Mere aggregation of LDP documents with other documents or programs on the
same media shall not cause this license to apply to those other works.
All translations, derivative documents, or modified documents that
incorporate this document may not have more restrictive license terms
than these, except that you may require distributors to make the resulting
document available in source format.
<sect>Traditional Artificial Intelligence
<p>
Traditional AI is based around the ideas of logic, rule
systems, linguistics, and the concept of rationality. At its
roots are programming languages such as Lisp and Prolog.
Expert systems are the largest successful example of this
paradigm. An expert system consists of a detailed knowledge
base and a complex rule system to utilize it. Such systems
have been used for such things as medical diagnosis support
and credit checking systems.
<sect1>AI class/code libraries
<p>
These are libraries of code or classes for use in programming within
the artificial intelligence field. They are not meant as stand alone
applications, but rather as tools for building your own applications.
<descrip>
<label id="ACL2">
<tag/ACL2/
<itemize>
<item>Web site: <htmlurl
url="http://ww.telent.net/cliki/ACL2"
name="www.telent.net/cliki/ACL2">
</itemize>
ACL2 (A Computational Logic for Applicative Common Lisp) is a theorem
prover for industrial applications. It is both a mathematical logic and
a system of tools for constructing proofs in the logic. ACL2 works
with GCL (GNU Common Lisp).
<label id="AI Search II">
<tag/AI Search II/
<itemize>
<item>WEB site: <htmlurl
url="http://www.bell-labs.com/topic/books/ooai-book/"
name="www.bell-labs.com/topic/books/ooai-book/">
</itemize>
Submitted by: <htmlurl url="mailto:peter@NOSPAM-icce.rug.nl" name="Peter M. Bouthoorn">
Basically, the library offers the programmer a set of search
algorithms that may be used to solve all kind of different
problems. The idea is that when developing problem solving software
the programmer should be able to concentrate on the representation of
the problem to be solved and should not need to bother with the
implementation of the search algorithm that will be used to actually
conduct the search. This idea has been realized by the implementation
of a set of search classes that may be incorporated in other software
through <bf>C++</bf>'s features of derivation and inheritance. The
following search algorithms have been implemented:
- depth-first tree and graph search.
- breadth-first tree and graph search.
- uniform-cost tree and graph search.
- best-first search.
- bidirectional depth-first tree and graph search.
- bidirectional breadth-first tree and graph search.
- AND/OR depth tree search.
- AND/OR breadth tree search.
This library has a corresponding book, "<htmlurl
url="http://www.bell-labs.com/topic/books/ooai-book/"
name="Object-Oriented Artificial Instelligence, Using C++">".
<label id="Chess In List">
<tag/Chess In Lisp (CIL)/
<itemize>
<item>FTP site: <htmlurl url="ftp://chess.onenet.net/pub/chess/uploads/projects/" name="chess.onenet.net/pub/chess/uploads/projects/">
</itemize>
The CIL (Chess In Lisp) foundation is a Common Lisp
implementaion of all the core functions needed for development
of chess applications. The main purpose of the CIL project is
to get AI researchers interested in using Lisp to work in the
chess domain.
<label id="DAI">
<tag/DAI/
<itemize>
<item>Web site: <htmlurl url="http://starship.skyport.net/crew/gandalf/DNET/AI/" name="starship.skyport.net/crew/gandalf/DNET/AI">
</itemize>
A library for the Python programming language that provides an
object oriented interface to the CLIPS expert system tool. It
includes an interface to COOL (CLIPS Object Oriented Language)
that allows:
<itemize> <item>Investigate COOL classes</item>
<item>Create and manipulate with COOL instances</item>
<item>Manipulate with COOL message-handler's</item>
<item>Manipulate with Modules</item>
</itemize>
<label id="Nyquist">
<tag/Nyquist/
<itemize>
<item>Web site: <htmlurl url="http://www.cs.cmu.edu/afs/cs.cmu.edu/project/music/web/music.html" name="www.cs.cmu.edu/afs/cs.cmu.edu/project/music/web/music.html">
</itemize>
The Computer Music Project at CMU is developing computer music
and interactive performance technology to enhance human musical
experience and creativity. This interdisciplinary effort draws
on Music Theory, Cognitive Science, Artificial Intelligence and
Machine Learning, Human Computer Interaction, Real-Time Systems,
Computer Graphics and Animation, Multimedia, Programming
Languages, and Signal Processing. A paradigmatic example of
these interdisciplinary efforts is the creation of interactive
performances that couple human musical improvisation with
intelligent computer agents in real-time.
<label id="PDKB">
<tag/PDKB/
<itemize>
<item>Web site: <htmlurl
url="http://lynx.eaze.net/~pdkb/web/"
name="lynx.eaze.net/~pdkb/web/">
<item>SourceForge site: <htmlurl
url="http://sourceforge.net/project/?group_id=1449"
name="sourceforge.net/project/?group_id=1449">
</itemize>
Public Domain Knowledge Bank (PDKB) is an Artificial Intelligence
Knowledge Bank of common sense rules and facts. It is based on the Cyc
Upper Ontology and the MELD language.
<label id="Python Fuzzy Logic Module">
<tag/Python Fuzzy Logic Module/
<itemize>
<item>FTP site: <htmlurl
url="ftp://ftp.csh.rit.edu/pub/members/retrev/"
name="ftp://ftp.csh.rit.edu/pub/members/retrev/">
</itemize>
A simple python module for fuzzy logic. The file is 'fuz.tar.gz' in
this directory. The author plans to also write a simple genetic
algorithm and a neural net library as well. Check the 00_index file in
this directory for release info.
<label id="Screamer">
<tag/Screamer/
<itemize>
<item>Web site: <htmlurl url="http://www.cis.upenn.edu/&tilde;screamer-tools/home.html" name="www.cis.upenn.edu/&tilde;screamer-tools/home.html">
</itemize>
Screamer is an extension of Common Lisp that adds support for
nondeterministic programming. Screamer consists of two
levels. The basic nondeterministic level adds support for
backtracking and undoable side effects. On top of this
nondeterministic substrate, Screamer provides a comprehensive
constraint programming language in which one can formulate and
solve mixed systems of numeric and symbolic
constraints. Together, these two levels augment Common Lisp with
practically all of the functionality of both Prolog and
constraint logic programming languages such as CHiP and CLP(R).
Furthermore, Screamer is fully integrated with Common
Lisp. Screamer programs can coexist and interoperate with other
extensions to Common Lisp such as CLOS, CLIM and Iterate.
<label id="ThoughtTreasure">
<tag/ThoughtTreasure/
<itemize>
<item>Web site: <htmlurl
url="http://www.signiform.com/tt/htm/tt.htm"
name="www.signiform.com/tt/htm/tt.htm">
</itemize>
ThoughtTreasure is a project to create a database of commonsense rules
for use in any application. It consists of a database of a little over
100K rules and a C API to integrate it with your applications. Python,
Perl, Java and TCL wrappers are already available.
</descrip>
<sect1>AI software kits, applications, etc.
<p>
These are various applications, software kits, etc. meant for research
in the field of artificial intelligence. Their ease of use will vary,
as they were designed to meet some particular research interest more
than as an easy to use commercial package.
<descrip>
<label id="ASA">
<tag/ASA - Adaptive Simulated Annealing/
<itemize>
<item>Web site: <htmlurl url="http://www.ingber.com/&num;ASA-CODE" name="www.ingber.com/&num;ASA-CODE">
<item>FTP site: <htmlurl url="ftp://ftp.ingber.com/" name="ftp.ingber.com/">
</itemize>
ASA (Adaptive Simulated Annealing) is a powerful global
optimization C-code algorithm especially useful for nonlinear and/or
stochastic systems.
ASA is developed to statistically find the best global fit of a
nonlinear non-convex cost-function over a D-dimensional space. This
algorithm permits an annealing schedule for 'temperature' T decreasing
exponentially in annealing-time k, T = T&lowbar;0 exp(-c k&circ;1/D).
The introduction of re-annealing also permits adaptation to changing
sensitivities in the multi-dimensional parameter-space. This annealing
schedule is faster than fast Cauchy annealing, where T = T&lowbar;0/k,
and much faster than Boltzmann annealing, where T = T&lowbar;0/ln k.
<label id="Babylon">
<tag/Babylon/
<itemize>
<item>FTP site: <htmlurl url="ftp://ftp.gmd.de/gmd/ai-research/Software/Babylon/" name="ftp.gmd.de/gmd/ai-research/Software/Babylon/">
</itemize>
BABYLON is a modular, configurable, hybrid environment for
developing expert systems. Its features include objects, rules with
forward and backward chaining, logic (Prolog) and constraints. BABYLON
is implemented and embedded in Common Lisp.
<label id="CLEARS">
<tag/CLEARS/
<itemize>
<item>Web site: <htmlurl url="http://www.coli.uni-sb.de/&tilde;clears/"
name="www.coli.uni-sb.de/&tilde;clears/">
</itemize>
The CLEARS system is an interactive graphical environment for
computational semantics. The tool allows exploration and
comparison of different semantic formalisms, and their
interaction with syntax. This enables the user to get an idea of
the range of possibilities of semantic construction, and also
where there is real convergence between theories.
<label id="CLIG">
<tag/CLIG/
<itemize>
<item>Web site: <htmlurl url="http://www.ags.uni-sb.de/~konrad/clig.html" name="www.ags.uni-sb.de/~konrad/clig.html">
</itemize>
CLIG is an interactive, extendible grapher for visualizing linguistic
data structures like trees, feature structures, Discourse
Representation Structures (DRS), logical formulas etc. All of these can
be freely mixed and embedded into each other. The grapher has been
designed both to be stand-alone and to be used as an add-on for
linguistic applications which display their output in a graphical
manner.
<label id="CLIPS">
<tag/CLIPS/
<itemize>
<item>Web site: <htmlurl url="http://www.jsc.nasa.gov/&tilde;clips/CLIPS.html" name="www.jsc.nasa.gov/&tilde;clips/CLIPS.html">
<item>FTP site: <htmlurl url="ftp://cs.cmu.edu/afs/cs.cmu.edu/project/ai-repository/ai/areas/expert/systems/clips" name="cs.cmu.edu/afs/cs.cmu.edu/project/ai-repository/ai/areas/expert/systems/clips">
</itemize>
CLIPS is a productive development and delivery expert system tool
which provides a complete environment for the construction of rule
and/or object based expert systems.
CLIPS provides a cohesive tool for handling a wide variety of
knowledge with support for three different programming paradigms:
rule-based, object-oriented and procedural. Rule-based programming
allows knowledge to be represented as heuristics, or "rules of thumb,"
which specify a set of actions to be performed for a given
situation. Object-oriented programming allows complex systems to be
modeled as modular components (which can be easily reused to model
other systems or to create new components). The procedural
programming capabilities provided by CLIPS are similar to capabilities
found in languages such as C, Pascal, Ada, and LISP.
<label id="EMA-XPS">
<tag/EMA-XPS - A Hybrid Graphic Expert System Shell/
<itemize>
<item>Web site: <htmlurl url="http://wmwap1.math.uni-wuppertal.de:80/EMA-XPS/" name="wmwap1.math.uni-wuppertal.de:80/EMA-XPS/">
</itemize>
EMA-XPS is a hybrid graphic expert system shell based on the
ASCII-oriented shell Babylon 2.3 of the German National Research
Center for Computer Sciences (GMD). In addition to Babylon's AI-power
(object oriented data representation, forward and backward chained
rules - collectible into sets, horn clauses, and constraint networks)
a graphic interface based on the X11 Window System and the OSF/Motif
Widget Library has been provided.
<label id="Fool-Fox">
<tag/FOOL &amp; FOX/
<itemize>
<item>FTP site: <htmlurl url="ftp://ntia.its.bldrdoc.gov/pub/fuzzy/prog/" name="ntia.its.bldrdoc.gov/pub/fuzzy/prog/">
</itemize>
FOOL stands for the Fuzzy Organizer OLdenburg. It is a result from
a project at the University of Oldenburg. FOOL is a graphical user
interface to develop fuzzy rulebases. FOOL will help you to invent
and maintain a database that specifies the behavior of a
fuzzy-controller or something like that.
FOX is a small but powerful fuzzy engine which reads this database,
reads some input values and calculates the new control value.
<label id="FUF-SURGE">
<tag/FUF and SURGE/
<itemize>
<item>Web site: <htmlurl url="http://www.dfki.de/lt/registry/generation/fuf.html" name="www.dfki.de/lt/registry/generation/fuf.html">
<item>FTP site: <htmlurl url="ftp://ftp.cs.columbia.edu:/pub/fuf/" name="ftp.cs.columbia.edu/pub/fuf/">
</itemize>
FUF is an extended implementation of the formalism of functional
unification grammars (FUGs) introduced by Martin Kay specialized to
the task of natural language generation. It adds the following
features to the base formalism:
<itemize>
<item>Types and inheritance.
<item>Extended control facilities (goal freezing, intelligent backtracking).
<item>Modular syntax.
</itemize>
These extensions allow the development of large grammars which can be
processed efficiently and can be maintained and understood more
easily. SURGE is a large syntactic realization grammar of English
written in FUF. SURGE is developed to serve as a black box syntactic
generation component in a larger generation system that encapsulates a
rich knowledge of English syntax. SURGE can also be used as a platform
for exploration of grammar writing with a generation perspective.
<label id="Grammar Workbench">
<tag/The Grammar Workbench/
<itemize>
<item>Web site: <htmlurl url="http://www.cs.kun.nl/agfl/GWB.html" name="www.cs.kun.nl/agfl/GWB.html">
</itemize>
The Grammar Workbench, or GWB for short, is an environment for the
comfortable development of Affix Grammars in the AGFL-formalism. Its
purposes are:
<itemize>
<item>to allow the user to input, inspect and modify a grammar;
<item>to perform consistency checks on the grammar;
<item>to compute grammar properties;
<item>to generate example sentences;
<item>to assist in performing grammar transformations.
</itemize>
<label id="GSM Suite">
<tag/GSM Suite/
<itemize>
<item>Web site: <htmlurl url="http://www.slip.net/&tilde;andrewm/gsm/" name="www.slip.net/&tilde;andrewm/gsm/">
</itemize>
The GSM Suite is a set of programs for using Finite State
Machines in a graphical fashion. The suite consists of programs
that edit, compile, and print state machines. Included in the
suite is an editor program, gsmedit, a compiler, gsm2cc, that
produces a C++ implementation of a state machine, a PostScript
generator, gsm2ps, and two other minor programs. GSM is licensed
under the GNU Public License and so is free for your use under
the terms of that license.
<label id="Illuminator">
<tag/Illuminator/
<itemize>
<item>Web site: <htmlurl url="http://documents.cfar.umd.edu/resources/source/illuminator.html" name="documents.cfar.umd.edu/resources/source/illuminator.html">
</itemize>
Illuminator is a toolset for developing OCR and Image
Understanding applications. Illuminator has two major parts: a
library for representing, storing and retrieving OCR
information, heretofore called dafslib, and an X-Windows "DAFS"
file viewer, called illum. Illuminator and DAFS lib were
designed to supplant existing OCR formats and become a standard
in the industry. They particularly are extensible to handle more
than just English.
The features of this release:
<itemize>
<item>5 magnification levels for images</item>
<item>flagged characters and words</item>
<item>unicode support -- American, British, French, German, Greek, Italian, MICR, Norwegian, Russian, Spanish, Swedish, keyboards </item>
<item>reads DAFS, TIFF's, PDA's (image only)</item>
<item>save to DAFS, ASCII/UTF or Unicode</item>
<item>Entity Viewer - shows properties, character choices, bounding boxes image fragment for a selected entity, change type, change content, hierarchy mode</item>
</itemize>
<label id="Jess">
<tag/Jess, the Java Expert System Shell/
<itemize>
<item>Web site: <htmlurl url="http://herzberg.ca.sandia.gov/jess/" name="herzberg.ca.sandia.gov/jess/">
</itemize>
Jess is a clone of the popular CLIPS expert system shell written
entirely in Java. With Jess, you can conveniently give your
applets the ability to 'reason'. Jess is compatible with all
versions of Java starting with version 1.0.2. Jess implements
the following constructs from CLIPS: defrules, deffunctions,
defglobals, deffacts, and deftemplates.
<label id="learn">
<tag/learn/
<itemize>
<item>FTP site: <htmlurl url="http://sunsite.unc.edu/pub/Linux/apps/cai/" name="sunsite.unc.edu/pub/Linux/apps/cai/">
</itemize>
Learn is a vocable learning program with memory model.
<label id="Otter">
<tag/Otter: An Automated Deduction System/
<itemize>
<item>Web site: <htmlurl url="http://www-unix.mcs.anl.gov/AR/otter/"
name="www-unix.mcs.anl.gov/AR/otter/">
</itemize>
Our current automated deduction system Otter is designed to prove
theorems stated in first-order logic with equality. Otter's
inference rules are based on resolution and paramodulation, and it
includes facilities for term rewriting, term orderings, Knuth-Bendix
completion, weighting, and strategies for directing and restricting
searches for proofs. Otter can also be used as a symbolic
calculator and has an embedded equational programming system.
<label id="NICOLE">
<tag/NICOLE/
<itemize>
<item>Web site: <htmlurl
url="http://nicole.sourceforge.net/"
name="nicole.sourceforge.net">
</itemize>
It is an attempt to simulate a conversation by learning how words are
related to other words. A Human communicates with NICOLE via the
keyboard and NICOLE responds back with its own sentences which are
automatically generated, based on what NICOLE has stored in it's
database. Each new sentence that has been typed in, and NICOLE doesn't
know about it, it is included into NICOLE's database, thus extending
the knowledge base of NICOLE.
<label id="PVS">
<tag/PVS/
<itemize>
<item>Web site: <htmlurl url="http://pvs.csl.sri.com/" name="pvs.csl.sri.com/">
</itemize>
PVS is a verification system: that is, a specification language
integrated with support tools and a theorem prover. It is
intended to capture the state-of-the-art in mechanized formal
methods and to be sufficiently rugged that it can be used for
significant applications. PVS is a research prototype: it
evolves and improves as we develop or apply new capabilities,
and as the stress of real use exposes new requirements.
<label id="RIPPER">
<tag/RIPPER/
<itemize>
<item>Web site: <htmlurl url="http://www.research.att.com/&tilde;wcohen/ripperd.html" name="www.research.att.com/&tilde;wcohen/ripperd.html">
</itemize>
Ripper is a system for fast effective rule induction. Given a set
of data, Ripper will learn a set of rules that will predict the
patterns in the data. Ripper is written in ASCI C and comes with
documentation and some sample problems.
<label id="SNePS">
<tag/SNePS/
<itemize>
<item>Web site: <htmlurl url="http://www.cs.buffalo.edu/pub/sneps/WWW/" name="www.cs.buffalo.edu/pub/sneps/WWW/">
<item>FTP site: <htmlurl url="ftp://ftp.cs.buffalo.edu/pub/sneps/" name="ftp.cs.buffalo.edu/pub/sneps/">
</itemize>
The long-term goal of The SNePS Research Group is the design and
construction of a natural-language-using computerized cognitive
agent, and carrying out the research in artificial intelligence,
computational linguistics, and cognitive science necessary for
that endeavor. The three-part focus of the group is on knowledge
representation, reasoning, and natural-language understanding
and generation. The group is widely known for its development of
the SNePS knowledge representation/reasoning system, and Cassie,
its computerized cognitive agent.
<label id="Soar">
<tag/Soar/
<itemize>
<item>Web site: <htmlurl url="http://bigfoot.eecs.umich.edu/~soar/" name="bigfoot.eecs.umich.edu/~soar/">
<item>FTP site: <htmlurl url="ftp://cs.cmu.edu/afs/cs/project/soar/public/Soar6/" name="cs.cmu.edu/afs/cs/project/soar/public/Soar6/">
</itemize>
Soar has been developed to be a general cognitive architecture.
We intend ultimately to enable the Soar architecture to:
<itemize>
<item>work on the full range of tasks expected of an
intelligent agent, from highly routine to extremely difficult,
open-ended problems
<item>represent and use appropriate forms of knowledge, such as
procedural, declarative, episodic, and possibly iconic
<item>employ the full range of problem solving methods
<item>interact with the outside world and
<item>learn about all aspects of the tasks and its performance on them.
</itemize>
In other words, our intention is for Soar to support all the
capabilities required of a general intelligent agent.
http://wwwis.cs.utwente.nl:8080/~tcm/index.html
<label id="TCM">
<tag/TCM/
<itemize>
<item>Web site: <htmlurl url="http://wwwis.cs.utwente.nl:8080/~tcm/index.html" name="wwwis.cs.utwente.nl:8080/~tcm/index.html">
<item>FTP site: <htmlurl url="ftp://ftp.cs.vu.nl/pub/tcm/" name="ftp.cs.vu.nl/pub/tcm/">
</itemize>
TCM (Toolkit for Conceptual Modeling) is our suite of graphical
editors. TCM contains graphical editors for Entity-Relationship
diagrams, Class-Relationship diagrams, Data and Event Flow
diagrams, State Transition diagrams, Jackson Process Structure
diagrams and System Network diagrams, Function Refinement trees
and various table editors, such as a Function-Entity table
editor and a Function Decomposition table editor. TCM is easy
to use and performs numerous consistency checks, some of them
immediately, some of them upon request.
<label id="WEKA">
<tag/WEKA/
<itemize>
<item>Web site: <htmlurl url="http://www.cs.waikato.ac.nz/&tilde;ml/" name="lucy.cs.waikato.ac.nz/&tilde;ml/">
</itemize>
WEKA (Waikato Environment for Knowledge Analysis) is an
state-of-the-art facility for applying machine learning
techniques to practical problems. It is a comprehensive software
"workbench" that allows people to analyse real-world data. It
integrates different machine learning tools within a common
framework and a uniform user interface. It is designed to
support a "simplicity-first" methodology, which allows users to
experiment interactively with simple machine learning tools
before looking for more complex solutions.
</descrip>
<sect>Connectionism
<p>
Connectionism is a technical term for a group of related
techniques. These techniques include areas such as Artificial
Neural Networks, Semantic Networks and a few other similar
ideas. My present focus is on neural networks (though I am
looking for resources on the other techniques). Neural
networks are programs designed to simulate the workings of the
brain. They consist of a network of small mathematical-based
nodes, which work together to form patterns of information.
They have tremendous potential and currently seem to be having
a great deal of success with image processing and robot
control.
<sect1>Connectionist class/code libraries
<p>
These are libraries of code or classes for use in programming within
the Connectionist field. They are not meant as stand alone
applications, but rather as tools for building your own applications.
<descrip>
<label id="ANSI-C ANN">
<tag/ANSI-C Neural Networks/
<itemize>
<item>Web site: <htmlurl url="http://www.geocities.com/CapeCanaveral/1624/" name="www.geocities.com/CapeCanaveral/1624/">
</itemize>
This site contains ANSC-C source code for 8 types of neural
nets, including:
<itemize>
<item>Adaline Network </item>
<item>Backpropagation</item>
<item>Hopfield Model</item>
<item>(BAM) Bidirectional Associative Memory</item>
<item>Boltzmann Machine</item>
<item>Counterpropagation</item>
<item>(SOM) Self-Organizing Map</item>
<item>(ART1) Adaptive Resonance Theory</item>
</itemize>
They were designed to help turn the theory of a particular
network model into the design for a simulator implementation ,
and to help with embeding an actual application into a
particular network model.
<label id="BELIEF">
<tag/BELIEF/
<itemize>
<item>Web site: <htmlurl url="http://www.cs.cmu.edu/afs/cs/project/ai-repository/ai/areas/reasonng/probabl/belief/" name="www.cs.cmu.edu/afs/cs/project/ai-repository/ai/areas/reasonng/probabl/belief/">
</itemize>
BELIEF is a Common Lisp implementation of the Dempster and Kong
fusion and propagation algorithm for Graphical Belief Function
Models and the Lauritzen and Spiegelhalter algorithm for
Graphical Probabilistic Models. It includes code for
manipulating graphical belief models such as Bayes Nets and
Relevance Diagrams (a subset of Influence Diagrams) using both
belief functions and probabilities as basic representations of
uncertainty. It uses the Shenoy and Shafer version of the
algorithm, so one of its unique features is that it supports
both probability distributions and belief functions. It also
has limited support for second order models (probability
distributions on parameters).
<label id="bpnn.py">
<tag/bpnn.py/
<itemize>
<item>Web site: <htmlurl
url="http://www.enme.ucalgary.ca/~nascheme/python/"
name="www.enme.ucalgary.ca/~nascheme/python/">
</itemize>
A simple back-propogation ANN in Python.
<label id="CONICAL">
<tag/CONICAL/
<itemize>
<item>Web site: <htmlurl url="http://strout.net/conical/" name="strout.net/conical/">
</itemize>
CONICAL is a C++ class library for building simulations common
in computational neuroscience. Currently its focus is on
compartmental modeling, with capabilities similar to GENESIS and
NEURON. A model neuron is built out of compartments, usually
with a cylindrical shape. When small enough, these open-ended
cylinders can approximate nearly any geometry. Future classes
may support reaction-diffusion kinetics and more. A key feature
of CONICAL is its cross-platform compatibility; it has been
fully co-developed and tested under Unix, DOS, and Mac OS.
<label id="IDEAL">
<tag/IDEAL/
<itemize>
<item>Web site: <htmlurl url="http://www.rpal.rockwell.com/ideal.html" name="www.rpal.rockwell.com/ideal.html">
</itemize>
IDEAL is a test bed for work in influence diagrams and
Bayesian networks. It contains various inference algorithms
for belief networks and evaluation algorithms for influence
diagrams. It contains facilities for creating and editing
influence diagrams and belief networks.
IDEAL is written in pure Common Lisp and so it will run in
Common Lisp on any platform. The emphasis in writing IDEAL has
been on code clarity and providing high level programming
abstractions. It thus is very suitable for experimental
implementations which need or extend belief network
technology.
At the highest level, IDEAL can be used as a subroutine
library which provides belief network inference and influence
diagram evaluation as a package. The code is documented in a
detailed manual and so it is also possible to work at a lower
level on extensions of belief network methods.
IDEAL comes with an optional graphic interface written in
CLIM. If your Common Lisp also has CLIM, you can run the
graphic interface.
<label id="Matrix Class">
<tag/Matrix Class/
<itemize>
<item>FTP site: <htmlurl url="ftp://ftp.cs.ucla.edu/pub/" name="ftp.cs.ucla.edu/pub/">
</itemize>
A simple, fast, efficient C++ Matrix class designed for
scientists and engineers. The Matrix class is well suited for
applications with complex math algorithms. As an demonstration
of the Matrix class, it was used to implement the backward error
propagation algorithm for a multi-layer feed-forward artificial
neural network.
<label id="nunu">
<tag/nunu/
<itemize>
<item>Web site: <htmlurl url="http://ruby.ddiworld.com/jreed/web/software/nn.html" name="ruby.ddiworld.com/jreed/web/software/nn.html">
</itemize>
nunu is a multi-layered, scriptable, back-propagation neural network.
It is build to be used for intensive computation problems scripted
in shell scripts. It is written in C++ using the STL. nn is based
on material from the "Introduction to the Theory of Neural
Computation" by John Hertz, Anders Krogh, and Richard G. Palmer,
chapter 6.
<label id="Pulcinella">
<tag/Pulcinella/
<itemize>
<item>Web site: <htmlurl url="http://iridia.ulb.ac.be/pulcinella/Welcome.html" name="iridia.ulb.ac.be/pulcinella/Welcome.html">
</itemize>
Pulcinella is written in CommonLisp, and appears as a library of
Lisp functions for creating, modifying and evaluating valuation
systems. Alternatively, the user can choose to interact with
Pulcinella via a graphical interface (only available in Allegro
CL). Pulcinella provides primitives to build and evaluate
uncertainty models according to several uncertainty calculi,
including probability theory, possibility theory, and
Dempster-Shafer's theory of belief functions; and the
possibility theory by Zadeh, Dubois and Prade's. A User's Manual
is available on request.
<label id="S-ElimBel">
<tag/S-ElimBel/
<itemize>
<item>Web site (???): <htmlurl url="http://www.spaces.uci.edu/thiery/elimbel/" name="www.spaces.uci.edu/thiery/elimbel/">
</itemize>
S-ElimBel is an algorithm that computes the belief in a
Bayesian network, implemented in MIT-Scheme. This algorithm has
the particularity of being rather easy to understand. Moreover,
one can apply it to any kind of Bayesian network - it being
singly connected or muliply connected. It is, however, less
powerful than the standard algorithm of belief propagation.
Indeed, the computation has to be reconducted entirely for each
new evidence added to the network. Also, one needs to run the
algorithm as many times as one has nodes for which the belief is
wanted.
<label id="Baysian Modeling">
<tag/Software for Flexible Bayesian Modeling/
<itemize>
<item>Web site: <htmlurl url="http://www.cs.utoronto.ca/&tilde;radford/fbm.software.html" name="www.cs.utoronto.ca/&tilde;radford/fbm.software.html">
</itemize>
This software implements flexible Bayesian models for regression
and classification applications that are based on multilayer
perceptron neural networks or on Gaussian processes. The
implementation uses Markov chain Monte Carlo methods. Software
modules that support Markov chain sampling are included in the
distribution, and may be useful in other applications.
<label id="Spiderweb2">
<tag/Spiderweb2/
<itemize>
<item>Web site: <htmlurl
url="http://www.cs.nyu.edu/&tilde;klap7794/spiderweb2.html"
name="www.cs.nyu.edu/&tilde;klap7794/spiderweb2.html">
</itemize>
A C++ artificial neual net library. Spiderweb2 is a complete
rewrite of the original Spiderweb library, it has grown into a
much more flexible and object-oriented system. The biggest
change is that each neuron object is responsible for its own
activations and updates, with the network providing only the
scheduling aspect. This is a very powerful change, and it allows
easy modification and experimentation with various network
architectures and neuron types.
<label id="SPI">
<tag/Symbolic Probabilistic Inference (SPI)/
<itemize>
<item>FTP site: <htmlurl url="ftp://ftp.engr.orst.edu/pub/dambrosi/spi/" name="ftp.engr.orst.edu/pub/dambrosi/spi/">
<item>Paper (ijar-94.ps): <htmlurl url="ftp://ftp.engr.orst.edu/pub/dambrosi/" name="ftp.engr.orst.edu/pub/dambrosi/">
</itemize>
Contains Common Lisp function libraries to implement SPI type baysean nets.
Documentation is very limited.
Features:
<itemize> Probabilities, Local Expression Language Utilities, Explanation,
Dynamic Models, and a TCL/TK based GUI.
</itemize>
<label id="TresBel">
<tag/TresBel/
<itemize>
<item>FTP site: <htmlurl url="ftp://iridia.ulb.ac.be/pub/hongxu/software/" name="iridia.ulb.ac.be/pub/hongxu/software/">
</itemize>
Libraries containing (Allegro) Common Lisp code for Belief Functions
(aka. Dempster-Shafer evidential reasoning) as a representation
of uncertainty. Very little documentation. Has a limited GUI.
<label id="C++ ANNs">
<tag/Various (C++) Neural Networks/
<itemize>
<item>Web site: <htmlurl url="http://www.dontveter.com/nnsoft/nnsoft.html" name="www.dontveter.com/nnsoft/nnsoft.html">
</itemize>
Example neural net codes from the book, <htmlurl
url="http://www.dontveter.com/basisofai/basisofai.html" name="The
Pattern Recognition Basics of AI">.
These are simple example codes of these various
neural nets. They work well as a good starting point for simple
experimentation and for learning what the code is like behind the
simulators. The types of networks available on this site are:
(implemented in C++)
<itemize> <item>The Backprop Package
<item>The Nearest Neighbor Algorithms
<item>The Interactive Activation Algorithm
<item>The Hopfield and Boltzman machine Algorithms
<item>The Linear Pattern Classifier
<item>ART I
<item>Bi-Directional Associative Memory
<item>The Feedforward Counter-Propagation Network
</itemize>
</descrip>
<sect1>Connectionist software kits/applications
<p>
These are various applications, software kits, etc. meant for research
in the field of Connectionism. Their ease of use will vary, as they
were designed to meet some particular research interest more than as
an easy to use commercial package.
<descrip>
<label id="Aspirin-MIGRANES">
<tag/Aspirin - MIGRAINES/ (am6.tar.Z on ftp site)
<itemize>
<item>FTP site: <htmlurl url="ftp://sunsite.unc.edu/pub/academic/computer-science/neural-networks/programs/Aspirin/" name="sunsite.unc.edu/pub/academic/computer-science/neural-networks/programs/Aspirin/">
</itemize>
The software that we are releasing now is for creating,
and evaluating, feed-forward networks such as those used with the
backpropagation learning algorithm. The software is aimed both at
the expert programmer/neural network researcher who may wish to tailor
significant portions of the system to his/her precise needs, as well
as at casual users who will wish to use the system with an absolute
minimum of effort.
<label id="DDLab">
<tag/DDLab/
<itemize>
<item>Web site: <htmlurl url="http://www.santafe.edu/&tilde;wuensch/ddlab.html" name="www.santafe.edu/&tilde;wuensch/ddlab.html">
<item>FTP site: <htmlurl url="ftp://ftp.santafe.edu/pub/wuensch/" name="ftp.santafe.edu/pub/wuensch/">
</itemize>
DDLab is an interactive graphics program for research into the
dynamics of finite binary networks, relevant to the study of
complexity, emergent phenomena, neural networks, and aspects of
theoretical biology such as gene regulatory networks. A network
can be set up with any architecture between regular CA (1d or
2d) and "random Boolean networks" (networks with arbitrary
connections and heterogeneous rules). The network may also have
heterogeneous neighborhood sizes.
<label id="GENESIS">
<tag/GENESIS/
<itemize>
<item>Web site: <htmlurl url="http://www.bbb.caltech.edu/GENESIS/" name="www.bbb.caltech.edu/GENESIS/">
<item>FTP site: <htmlurl url="ftp://genesis.bbb.caltech.edu/pub/genesis/" name="genesis.bbb.caltech.edu/pub/genesis/">
</itemize>
GENESIS (short for GEneral NEural SImulation System) is a
general purpose simulation platform which was developed to
support the simulation of neural systems ranging from complex
models of single neurons to simulations of large networks made
up of more abstract neuronal components. GENESIS has provided
the basis for laboratory courses in neural simulation at both
Caltech and the Marine Biological Laboratory in Woods Hole, MA,
as well as several other institutions. Most current GENESIS
applications involve realistic simulations of biological neural
systems. Although the software can also model more abstract
networks, other simulators are more suitable for backpropagation
and similar connectionist modeling.
<label id="JavaBayes">
<tag/JavaBayes/
<itemize>
<item>Web site: <htmlurl url="http://www.cs.cmu.edu/People/javabayes/index.html/" name="www.cs.cmu.edu/People/javabayes/index.html/">
</itemize>
The JavaBayes system is a set of tools, containing a
graphical editor, a core inference engine and a parser.
JavaBayes can produce:
<itemize>
<item> the marginal distribution for any variable in a network.
<item> the expectations for univariate functions (for example,
expected value for variables).
<item> configurations with maximum a posteriori probability.
<item> configurations with maximum a posteriori expectation for
univariate functions.
</itemize>
<label id="Jbpe">
<tag/Jbpe/
<itemize>
<item>Web site: <htmlurl url="http://cs.felk.cvut.cz/~koutnij/studium/jbpe.html" name="cs.felk.cvut.cz/~koutnij/studium/jbpe.html">
</itemize>
Jbpe is a back-propagation neural network editor/simulator.
Features
<itemize>
<item>Standart back-propagation networks creation.
<item>Saving network as a text file, which can be edited and loaded
back.
<item>Saving/loading binary file
<item>Learning from a text file (with structure specified below),
number of learning periods / desired network energy can be
specified as a criterion.
<item>Network recall
</itemize>
<label id="NN Generator">
<tag/Neural Network Generator/
<itemize>
<item>Web site: <htmlurl url="http://www.idsia.ch/&tilde;rafal/research.html" name="www.idsia.ch/&tilde;rafal/research.html">
<item>FTP site: <htmlurl url="ftp://ftp.idsia.ch/pub/rafal/" name=" >ftp.idsia.ch/pub/rafal">
</itemize>
The Neural Network Generator is a genetic algorithm for the
topological optimization of feedforward neural networks. It
implements the Semantic Changing Genetic Algorithm and the
Unit-Cluster Model. The Semantic Changing Genetic Algorithm is
an extended genetic algorithm that allows fast dynamic
adaptation of the genetic coding through population
analysis. The Unit-Cluster Model is an approach to the
construction of modular feedforward networks with a ''backbone''
structure.
NOTE: To compile this on Linux requires one change in the Makefiles.
You will need to change '-ltermlib' to '-ltermcap'.
<label id="Neureka ANS">
<tag/Neureka ANS (nn&#47;xnn)/
<itemize>
<item>Web site: <htmlurl url="http://www.bgif.no/neureka/" name="www.bgif.no/neureka/">
<item>FTP site: <htmlurl url="ftp://ftp.ii.uib.no/pub/neureka/" name="ftp.ii.uib.no/pub/neureka/">
</itemize>
nn is a high-level neural network specification language. The
current version is best suited for feed-forward nets, but
recurrent models can and have been implemented, e.g. Hopfield
nets, Jordan/Elman nets, etc. In nn, it is easy to change
network dynamics. The nn compiler can generate C code or
executable programs (so there must be a C compiler available),
with a powerful command line interface (but everything may also
be controlled via the graphical interface, xnn). It is possible
for the user to write C routines that can be called from inside
the nn specification, and to use the nn specification as a
function that is called from a C program. Please note that no
programming is necessary in order to use the network models that
come with the system (`netpack').
xnn is a graphical front end to networks generated by the nn
compiler, and to the compiler itself. The xnn graphical
interface is intuitive and easy to use for beginners, yet
powerful, with many possibilities for visualizing network data.
NOTE: You have to run the install program that comes with this
to get the license key installed. It gets put (by default) in
/usr/lib. If you (like myself) want to install the package
somewhere other than in the /usr directory structure (the
install program gives you this option) you will have to set up
some environmental variables (NNLIBDIR & NNINCLUDEDIR are
required). You can read about these (and a few other optional
variables) in appendix A of the documentation (pg 113).
<label id="NEURON">
<tag/NEURON/
<itemize>
<item>Web site: <htmlurl url="http://www.neuron.yale.edu/neuron.html" name="www.neuron.yale.edu/neuron.html">
<item>FTP site: <htmlurl url="ftp://ftp.neuron.yale.edu/neuron/unix/" name="ftp.neuron.yale.edu/neuron/unix/">
</itemize>
NEURON is an extensible nerve modeling and simulation
program. It allows you to create complex nerve models by
connecting multiple one-dimensional sections together to form
arbitrary cell morphologies, and allows you to insert multiple
membrane properties into these sections (including channels,
synapses, ionic concentrations, and counters). The interface was
designed to present the neural modeler with a intuitive
environment and hide the details of the numerical methods used
in the simulation.
<label id="PDP++">
<tag/PDP++/
<itemize>
<item>Web site: <htmlurl url="http://www.cnbc.cmu.edu/PDP++/" name="www.cnbc.cmu.edu/PDP++/">
<item>FTP site (US): <htmlurl url="ftp://cnbc.cmu.edu/pub/pdp++/" name="cnbc.cmu.edu/pub/pdp++/">
<item>FTP site (Europe): <htmlurl url="ftp://unix.hensa.ac.uk/mirrors/pdp++/" name="unix.hensa.ac.uk/mirrors/pdp++/">
</itemize>
As the field of Connectionist modeling has grown, so has the need
for a comprehensive simulation environment for the development and
testing of Connectionist models. Our goal in developing PDP++ has been
to integrate several powerful software development and user interface
tools into a general purpose simulation environment that is both user
friendly and user extensible. The simulator is built in the C++
programming language, and incorporates a state of the art script
interpreter with the full expressive power of C++. The graphical user
interface is built with the Interviews toolkit, and allows full access
to the data structures and processing modules out of which the
simulator is built. We have constructed several useful graphical
modules for easy interaction with the structure and the contents of
neural networks, and we've made it possible to change and adapt many
things. At the programming level, we have set things up in such a way
as to make user extensions as painless as possible. The programmer
creates new C++ objects, which might be new kinds of units or new
kinds of processes; once compiled and linked into the simulator, these
new objects can then be accessed and used like any other.
<label id="RNS">
<tag/RNS/
<itemize>
<item>Web site: <htmlurl url="http://www.cs.cmu.edu/afs/cs/project/ai-repository/ai/areas/neural/systems/rns/" name="www.cs.cmu.edu/afs/cs/project/ai-repository/ai/areas/neural/systems/rns/">
</itemize>
RNS (Recurrent Network Simulator) is a simulator for recurrent
neural networks. Regular neural networks are also supported. The
program uses a derivative of the back-propagation algorithm, but
also includes other (not that well tested) algorithms.
Features include
<itemize>
<item>freely choosable connections, no restrictions besides memory
or CPU constraints
<item>delayed links for recurrent networks
<item>fixed values or thresholds can be specified for weights
<item>(recurrent) back-propagation, Hebb, differential Hebb, simulated
annealing and more
<item>patterns can be specified with bits, floats, characters, numbers,
and random bit patterns with Hamming distances can be chosen for you
<item>user definable error functions
<item>output results can be used without modification as input
</itemize>
<label id="Python ANN">
<tag/Simple Neural Net (in Python)/
<itemize>
<item>Web site: <htmlurl
url="http://starship.python.net/crew/amk/unmaintained/"
name="starship.python.net/crew/amk/unmaintained/">
</itemize>
Simple neural network code, which implements a class for 3-level
networks (input, hidden, and output layers). The only learning
rule implemented is simple backpropagation. No documentation (or
even comments) at all, because this is simply code that I use to
experiment with. Includes modules containing sample datasets
from Carl G. Looney's NN book. Requires the Numeric
extensions.
<label id="SCNN">
<tag/SCNN/
<itemize>
<item>Web site: <htmlurl url="http://apx00.physik.uni-frankfurt.de/e&lowbar;ag&lowbar;rt/SCNN/" name="apx00.physik.uni-frankfurt.de/e&lowbar;ag&lowbar;rt/SCNN/">
</itemize>
SCNN is an universal simulating system for Cellular Neural
Networks (CNN). CNN are analog processing neural networks
with regular and local interconnections, governed by a set of
nonlinear ordinary differential equations. Due to their local
connectivity, CNN are realized as VLSI chips, which operates
at very high speed.
<label id="Python Smantic Nets">
<tag/Semantic Networks in Python/
<itemize>
<item>Web site: <htmlurl
url="http://strout.net/info/coding/python/ai/index.html" name="strout.net/info/coding/python/ai/index.html">
</itemize>
The semnet.py module defines several simple classes for
building and using semantic networks. A semantic network is a
way of representing knowledge, and it enables the program to
do simple reasoning with very little effort on the part of the
programmer.
The following classes are defined:
<itemize>
<item><bf>Entity</bf>: This class represents a noun; it is
something which can be related to other things, and about
which you can store facts.
<item><bf>Relation</bf>: A Relation is a type of relationship
which may exist between two entities. One special relation,
"IS&lowbar;A", is predefined because it has special meaning (a sort
of logical inheritance).
<item><bf>Fact</bf>: A Fact is an assertion that a relationship
exists between two entities.
</itemize>
<p>
With these three object types, you can very quickly define knowledge
about a set of objects, and query them for logical conclusions.
<label id="SNNS">
<tag/SNNS/
<itemize>
<item>Web site: <htmlurl url="http://www.informatik.uni-stuttgart.de/ipvr/bv/projekte/snns/" name="www.informatik.uni-stuttgart.de/ipvr/bv/projekte/snns/">
<item>FTP site: <htmlurl url="ftp://ftp.informatik.uni-stuttgart.de/pub/SNNS/" name="ftp.informatik.uni-stuttgart.de/pub/SNNS/">
</itemize>
Stuttgart Neural Net Simulator (version 4.1). An awesome neural
net simulator. Better than any commercial simulator I've seen. The
simulator kernel is written in C (it's fast!). It supports over 20
different network architectures, has 2D and 3D X-based graphical
representations, the 2D GUI has an integrated network editor, and can
generate a separate NN program in C. SNNS is very powerful, though
a bit difficult to learn at first. To help with this it comes with
example networks and tutorials for many of the architectures.
ENZO, a supplementary system allows you to evolve your networks with
genetic algorithms.
There is a <htmlurl
url="http://cgi.debian.org/cgi-bin/search_packages.pl?keywords=snns&amp;searchon=names&amp;version=stable&amp;release=all"
name="debian package of SNNS"> available. So just get it
(and use <htmlurl url="http://kitenet.net/programs/alien/" name="alien">
to convert it to RPM if you need to).
<label id="SPRLIB-ANNLIB">
<tag/SPRLIB&#47;ANNLIB/
<itemize>
<item>Web site: <htmlurl url="http://www.ph.tn.tudelft.nl/&tilde;sprlib/" name="www.ph.tn.tudelft.nl/&tilde;sprlib/">
</itemize>
SPRLIB (Statistical Pattern Recognition Library) was developed
to support the easy construction and simulation of pattern
classifiers. It consist of a library of functions (written in C)
that can be called from your own program. Most of the well-known
classifiers are present (k-nn, Fisher, Parzen, ....), as well as
error estimation and dataset generation routines.
ANNLIB (Artificial Neural Networks Library) is a neural network
simulation library based on the data architecture laid down by
SPRLIB. The library contains numerous functions for creating,
training and testing feed-forward networks. Training algorithms
include back-propagation, pseudo-Newton, Levenberg-Marquardt,
conjugate gradient descent, BFGS.... Furthermore, it is possible
- due to the datastructures' general applicability - to build
Kohonen maps and other more exotic network architectures using
the same data types.
<label id="TOOLDIAG">
<tag/TOOLDIAG/
<itemize>
<item>Web site: <htmlurl url="http://www.inf.ufes.br/&tilde;thomas/www/home/tooldiag.html" name="www.inf.ufes.br/&tilde;thomas/www/home/tooldiag.html">
<item>FTP site: <htmlurl url="ftp://ftp.inf.ufes.br/pub/tooldiag/" name="ftp.inf.ufes.br/pub/tooldiag/">
</itemize>
TOOLDIAG is a collection of methods for statistical pattern
recognition. The main area of application is classification. The
application area is limited to multidimensional continuous
features, without any missing values. No symbolic features
(attributes) are allowed. The program in implemented in the 'C'
programming language and was tested in several computing
environments.
</descrip>
<sect>Evolutionary Computing
<p>
Evolutionary computing is actually a broad term for a vast
array of programming techniques, including genetic algorithms,
complex adaptive systems, evolutionary programming, etc.
The main thrust of all these techniques is the idea of
evolution. The idea that a program can be written that will
<it>evolve</it> toward a certain goal. This goal can be
anything from solving some engineering problem to winning a
game.
<sect1>EC class/code libraries
<p>
These are libraries of code or classes for use in programming within
the evolutionary computation field. They are not meant as stand alone
applications, but rather as tools for building your own applications.
<descrip>
<label id="daga">
<tag/daga/
<itemize>
<item>Web site: <htmlurl url="http://GARAGe.cps.msu.edu/software/software-index.html" name="GARAGe.cps.msu.edu/software/software-index.html">
</itemize>
daga is an experimental release of a 2-level genetic algorithm
compatible with the GALOPPS GA software. It is a meta-GA which
dynamically evolves a population of GAs to solve a problem presented to
the lower-level GAs. When multiple GAs (with different operators,
parameter settings, etc.) are simultaneously applied to the same
problem, the ones showing better performance have a higher probability
of surviving and "breeding" to the next macro-generation (i.e.,
spawning new "daughter"-GAs with characteristics inherited from the
parental GA or GAs. In this way, we try to encourage good
problem-solving strategies to spread to the whole population of GAs.
<label id="EO">
<tag/EO/
<itemize>
<item>Web site: <htmlurl
url="http://geneura.ugr.es/~jmerelo/EO.html"
name="geneura.ugr.es/~jmerelo/EO.html">
</itemize>
EO is a templates-based, ANSI-C++ compliant evolutionary
computation library. It contains classes for any kind of
evolutionary computation (specially genetic algorithms) you might
come up to. It is component-based, so that if you don't find the
class you need in it, it is very easy to subclass existing
abstract or concrete class.
<label id="Fortran GA">
<tag/FORTRAN GA/
<itemize>
<item>Web site: <htmlurl url="http://www.staff.uiuc.edu/&tilde;carroll/ga.html" name="www.staff.uiuc.edu/&tilde;carroll/ga.html">
</itemize>
This program is a FORTRAN version of a genetic algorithm driver.
This code initializes a random sample of individuals with
different parameters to be optimized using the genetic algorithm
approach, i.e. evolution via survival of the fittest. The
selection scheme used is tournament selection with a shuffling
technique for choosing random pairs for mating. The routine
includes binary coding for the individuals, jump mutation, creep
mutation, and the option for single-point or uniform crossover.
Niching (sharing) and an option for the number of children per
pair of parents has been added. More recently, an option for
the use of a micro-GA has been added.
<label id="GAGS">
<tag/GAGS/
<itemize>
<item>Web site: <htmlurl url="http://kal-el.ugr.es/gags.html" name="kal-el.ugr.es/gags.html">
<item>FTP site: <htmlurl url="ftp://kal-el.ugr.es/GAGS/" name="kal-el.ugr.es/GAGS/">
</itemize>
Genetic Algorithm application generator and class library
written mainly in C++.
As a class library, and among other thing, GAGS includes:
<itemize>
<item>A <em>chromosome hierarchy</em> with variable length
chromosomes. <em>Genetic operators</em>: 2-point crossover,
uniform crossover, bit-flip mutation, transposition (gene
interchange between 2 parts of the chromosome), and
variable-length operators: duplication, elimination, and
random addition.
<item><em>Population level operators</em> include steady state, roulette
wheel and tournament selection.
<item><em>Gnuplot wrapper</em>: turns gnuplot into a
<tt>iostreams</tt>-like class.
<item>Easy sample file loading and configuration file parsing.
</itemize>
As an application generator (written in <tt>PERL</tt>),
you only need to supply it with an ANSI-C or C++ fitness
function, and it creates a C++ program that uses the above
library to 90&percnt; capacity, compiles it, and runs it, saving
results and presenting fitness thru <tt>gnuplot</tt>.
<label id="GALib">
<tag/GAlib: Matthew's Genetic Algorithms Library/
<itemize>
<item>Web Site: <htmlurl url="http://lancet.mit.edu/ga/" name="lancet.mit.edu/ga/">
<item>FTP site: <htmlurl url="ftp://lancet.mit.edu/pub/ga/" name="lancet.mit.edu/pub/ga/">
<item>Register GAlib at: <htmlurl url="http://lancet.mit.edu/ga/Register.html" name="lancet.mit.edu/ga/Register.html">
</itemize>
GAlib contains a set of C++ genetic algorithm objects. The
library includes tools for using genetic algorithms to do
optimization in any C++ program using any representation and genetic
operators. The documentation includes an extensive overview of how
to implement a genetic algorithm as well as examples illustrating
customizations to the GAlib classes.
<label id="GALOPPS">
<tag/GALOPPS/
<itemize>
<item>Web site: <htmlurl url="http://GARAGe.cps.msu.edu/software/software-index.html" name="GARAGe.cps.msu.edu/software/software-index.html">
<item>FTP site: <htmlurl url="ftp://garage.cps.msu.edu/pub/GA/galopps/" name="garage.cps.msu.edu/pub/GA/galopps/">
</itemize>
GALOPPS is a flexible, generic GA, in 'C'. It was based upon
Goldberg's Simple Genetic Algorithm (SGA) architecture, in order to
make it easier for users to learn to use and extend.
GALOPPS extends the SGA capabilities several fold:
<itemize>
<item> (optional) A new Graphical User Interface, based on TCL/TK, for
Unix users, allowing easy running of GALOPPS 3.2 (single or multiple
subpopulations) on one or more processors. GUI writes/reads
"standard" GALOPPS input and master files, and displays graphical
output (during or after run) of user-selected variables.
<item> 5 selection methods: roulette wheel, stochastic remainder
sampling, tournament selection, stochastic universal sampling,
linear-ranking-then-SUS.
<item> Random or superuniform initialization of "ordinary"
(non-permutation) binary or non-binary chromosomes; random
initialization of permutation-based chromosomes; or user-supplied
initialization of arbitrary types of chromosomes.
<item> Binary or non-binary alphabetic fields on value-based
chromosomes, including different user-definable field sizes.
<item> 3 crossovers for value-based representations: 1-pt, 2-pt, and
uniform, all of which operate at field boundaries if a non-binary
alphabet is used.
<item> 4 crossovers for order-based reps: PMX, order-based, uniform
order-based, and cycle.
<item> 4 mutations: fast bitwise, multiple-field, swap and random
sublist scramble.
<item> Fitness scaling: linear scaling, Boltzmann scaling, sigma
truncation, window scaling, ranking.
<item><bf>Plus</bf> a whole lot more....
</itemize>
<label id="GAS">
<tag/GAS/
<itemize>
<item>Web site: <htmlurl url="http://starship.python.net/crew/gandalf/" name="starship.skyport.net/crew/gandalf">
<item>FTP site: <htmlurl url="ftp://ftp.coe.uga.edu/users/jae/ai/" name="ftp.coe.uga.edu/users/jae/ai">
</itemize>
GAS means "Genetic Algorithms Stuff".
GAS is freeware.
Purpose of GAS is to explore and exploit artificial evolutions.
Primary implementation language of GAS is Python. The GAS
software package is meant to be a Python framework for applying
genetic algorithms. It contains an example application where it
is tried to breed Python program strings. This special problem
falls into the category of Genetic Programming (GP), and/or
Automatic Programming. Nevertheless, GAS tries to be useful for
other applications of Genetic Algorithms as well.
<label id="GECO">
<tag/GECO/
<itemize>
<item>FTP site: <htmlurl url="ftp://ftp.aic.nrl.navy.mil/pub/galist/src/" name="ftp://ftp.aic.nrl.navy.mil/pub/galist/src/">
</itemize>
GECO (Genetic Evolution through Combination of Objects), an
extendible object-oriented tool-box for constructing genetic algorithms
(in Lisp). It provides a set of extensible classes and methods
designed for generality. Some simple examples are also provided to
illustrate the intended use.
<label id="GPdata">
<tag/GPdata/
<itemize>
<item>FTP site: <htmlurl url="ftp://ftp.cs.bham.ac.uk/pub/authors/W.B.Langdon/gp-code/" name="ftp.cs.bham.ac.uk/pub/authors/W.B.Langdon/gp-code/">
<item>Documentation (GPdata-icga-95.ps): <htmlurl url="ftp://cs.ucl.ac.uk/genetic/papers/" name="cs.ucl.ac.uk/genetic/papers/">
</itemize>
GPdata-3.0.tar.gz (C++) contains a version of Andy Singleton's
GP-Quick version 2.1 which has been extensively altered to support:
<itemize>
<item>Indexed memory operation (cf. teller)
<item>multi tree programs
<item>Adfs
<item>parameter changes without recompilation
<item>populations partitioned into demes
<item>(A version of) pareto fitness
</itemize>
This ftp site also contains a small C++ program (ntrees.cc) to
calculate the number of different there are of a given length and
given function and terminal set.
<label id="Java GP - gpjpp">
<tag/gpjpp Genetic Programming in Java/
<itemize>
<item>&#91;Dead Link] Web site:
http://www.turbopower.com/&tilde;kimk/gpjpp.asp
<item>Anyone who knows where to find gpjpp, please let me know.
</itemize>
gpjpp is a Java package I wrote for doing research in genetic
programming. It is a port of the gpc++ kernel written by Adam
Fraser and Thomas Weinbrenner. Included in the package are
four of Koza's standard examples: the artificial ant, the
hopping lawnmower, symbolic regression, and the boolean
multiplexer. Here is a partial list of its features:
<itemize>
<item>graphic output of expression trees
<item>efficient diversity checking
<item>Koza's greedy over-selection option for large populations
<item>extensible GPRun class that encapsulates most details of a
genetic programming test
<item>more robust and efficient streaming code, with automatic checkpoint
and restart built into the GPRun class
<item>an explicit complexity limit that can be set on each GP
<item>additional configuration variables to allow more testing without
recompilation
<item>support for automatically defined functions (ADFs)
<item>tournament and fitness proportionate selection
<item>demetic grouping
<item>optional steady state population
<item>subtree crossover
<item>swap and shrink mutation
</itemize>
<label id="GP Kernel">
<tag/GP Kernel/
<itemize>
<item>Web site (???): <htmlurl url="http://www.emk.e-technik.th-darmstadt.de/&tilde;thomasw/gp.html" name="www.emk.e-technik.th-darmstadt.de/&tilde;thomasw/gp.html">
</itemize>
The GP kernel is a C++ class library that can be used to apply
genetic programming techniques to all kinds of problems. The
library defines a class hierarchy. An integral component is the
ability to produce automatically defined functions as found in
Koza's "Genetic Programming II". Technical documentation
(postscript format) is included. There is also a short
introduction into genetic programming.
Functionality includes; Automatically defined functions (ADFs),
tournament and fitness proportionate selection, demetic grouping,
optional steady state genetic programming kernel, subtree crossover,
swap and shrink mutation, a way of changing every parameter of the
system without recompilation, capacity for multiple populations,
loading and saving of populations and genetic programs, standard
random number generator, internal parameter checks.
<label id="lil-gp">
<tag/lil-gp/
<itemize>
<item>Web site: <htmlurl
url="http://GARAGe.cps.msu.edu/software/software-index.html#lilgp" name="GARAGe.cps.msu.edu/software/software-index.html#lilgp">
<item>FTP site: <htmlurl url="ftp://garage.cps.msu.edu/pub/GA/lilgp/" name="garage.cps.msu.edu/pub/GA/lilgp/">
</itemize>
<tag/patched lil-gp */
<itemize>
<item>Web site: <htmlurl
url="http://www.cs.umd.edu/users/seanl/gp/"
name="www.cs.umd.edu/users/seanl/gp/">
</itemize>
lil-gp is a generic 'C' genetic programming tool. It was written
with a number of goals in mind: speed, ease of use and support for a
number of options including:
<itemize>
<item> Generic 'C' program that runs on UNIX workstations
<item> Support for multiple population experiments, using arbitrary and
user settable topologies for exchange, for a single processor (i.e.,
you can do multiple population gp experiments on your PC).
<item> lil-gp manipulates trees of function pointers which are allocated
in single, large memory blocks for speed and to avoid swapping.
</itemize>
* The patched lil-gp kernel is strongly-typed, with modifications on
multithreading, coevolution, and other tweaks and features.
<label id="PGAPack">
<tag/PGAPack/ Parallel Genetic Algorithm Library
<itemize>
<item>Web site: <htmlurl url="http://www.mcs.anl.gov/&tilde;levine/PGAPACK/" name="www.mcs.anl.gov/&tilde;levine/PGAPACK/">
<item>FTP site: <htmlurl url="ftp://ftp.mcs.anl.gov/pub/pgapack/" name="ftp.mcs.anl.gov/pub/pgapack/">
</itemize>
PGAPack is a general-purpose, data-structure-neutral, parallel
genetic algorithm library. It is intended to provide most capabilities
desired in a genetic algorithm library, in an integrated, seamless,
and portable manner. Key features are in PGAPack V1.0 include:
<itemize>
<item>Callable from Fortran or C.
<item>Runs on uniprocessors, parallel computers, and workstation networks.
<item>Binary-, integer-, real-, and character-valued native data types.
<item>Full extensibility to support custom operators and new data types.
<item>Easy-to-use interface for novice and application users.
<item>Multiple levels of access for expert users.
<item>Parameterized population replacement.
<item>Multiple crossover, mutation, and selection operators.
<item>Easy integration of hill-climbing heuristics.
<item>Extensive debugging facilities.
<item>Large set of example problems.
<item>Detailed users guide.
</itemize>
<label id="PIPE">
<tag/PIPE/
<itemize>
<item>Web site: <htmlurl url="http://www.idsia.ch/&tilde;rafal/research.html" name="www.idsia.ch/&tilde;rafal/research.html">
<item>FTP site: <htmlurl url="ftp://ftp.idsia.ch/pub/rafal/" name="ftp.idsia.ch/pub/rafal">
</itemize>
Probabilistic Incremental Program Evolution (PIPE) is a novel
technique for automatic program synthesis. The software is written in C. It
<itemize>
<item>is easy to install (comes with an automatic installation tool).
<item>is easy to use: setting up PIPE&lowbar;V1.0 for different problems
requires a minimal amount of programming. User-written, application-
independent program parts can easily be reused.
<item>is efficient: PIPE&lowbar;V1.0 has been tuned to speed up performance.
<item>is portable: comes with source code (optimized for SunOS 5.5.1).
<item>is extensively documented(!) and contains three example applications.
<item>supports statistical evaluations: it facilitates running multiple
experiments and collecting results in output files.
<item>includes testing tool for testing generalization of evolved programs.
<item>supports floating point and integer arithmetic.
<item>has extensive output features.
<item>For lil-gp users: Problems set up for lil-gp 1.0 can be easily ported to PIPE&lowbar;v1.0.
The testing tool can also be used to process programs evolved by
lil-gp 1.0.
</itemize>
<label id="Sugal">
<tag/Sugal/
<itemize>
<item>Web site: <htmlurl url="http://www.trajan-software.demon.co.uk/sugal.htm" name="www.trajan-software.demon.co.uk/sugal.htm">
</itemize>
Sugal &lsqb;soo-gall&rsqb; is the SUnderland Genetic ALgorithm system. The aim of
Sugal is to support research and implementation in Genetic Algorithms on a
common software platform. As such, Sugal supports a large number of variants
of Genetic Algorithms, and has extensive features to support customization
and extension.
</descrip>
<sect1>EC software kits/applications
<p>
These are various applications, software kits, etc. meant for research
in the field of evolutionary computing. Their ease of use will vary, as they
were designed to meet some particular research interest more than as
an easy to use commercial package.
<descrip>
<label id="ADATE">
<tag/ADATE/
<itemize>
<item>Web site: <htmlurl url="http://www-ia.hiof.no/&tilde;rolando/adate&lowbar;intro.html" name="www-ia.hiof.no/&tilde;rolando/adate&lowbar;intro.html">
</itemize>
ADATE (Automatic Design of Algorithms Through Evolution) is a system for
automatic programming i.e., inductive inference of algorithms, which
may be the best way to develop artificial and general intelligence.
The ADATE system can automatically generate non-trivial and novel
algorithms. Algorithms are generated through large scale combinatorial
search that employs sophisticated program transformations and
heuristics. The ADATE system is particularly good at synthesizing
symbolic, functional programs and has several unique qualities.
<label id="esep-xesep">
<tag/esep & xesep/
<itemize>
<item>Web site(esep): <htmlurl url="http://www.iit.edu/&tilde;linjinl/esep.html" name="www.iit.edu/&tilde;linjinl/esep.html">
<item>Web site(xesep): <htmlurl url="http://www.iit.edu/&tilde;linjinl/xesep.html" name="www.iit.edu/&tilde;linjinl/xesep.html">
</itemize>
This is a new scheduler, called Evolution Scheduler, based on
Genetic Algorithms and Evolutionary Programming. It lives with
original Linux priority scheduler.This means you don't have to
reboot to change the scheduling policy. You may simply use the
manager program esep to switch between them at any time, and
esep itself is an all-in-one for scheduling status, commands,
and administration. We didn't intend to remove the original
priority scheduler; instead, at least, esep provides you with
another choice to use a more intelligent scheduler, which
carries out natural competition in an easy and effective way.
Xesep is a graphical user interface to the esep (Evolution
Scheduling and Evolving Processes). It's intended to show users
how to start, play, and feel the Evolution Scheduling and
Evolving Processes, including sub-programs to display system
status, evolving process status, queue status, and evolution
scheduling status periodically in as small as one mini-second.
<label id="Corewars">
<tag/Corewars/
<itemize>
<item>Web site: <htmlurl
url="http://corewars.sourceforge.net/"
name="corewars.sourceforge.net/">
<item>SourceForge site: <htmlurl
url="http://sourceforge.net/project/?group_id=3054"
name="sourceforge.net/project/?group_id=3054">
</itemize>
Corewars is a game which simulates a virtual machine with a number of
programs. Each program tries to crash the others. The program that
lasts the longest time wins. A number of sample programs are provided
and new programs can be written by the player. Screenshots are
available at the Corewars homepage.
<label id="Corewar VM">
<tag/Corewar VM/
<itemize>
<item>Web site: <htmlurl url="http://www.jedi.claranet.fr/"
name="www.jedi.claranet.fr/">
</itemize>
This is a virtual machine written in Java (so it is a virtual machine
for another virtual machine !) for a Corewar game.
<label id="FSM-Evolver">
<tag/FSM-Evolver/
<itemize>
<item>Web site (???): <htmlurl url="http://pages.prodigy.net/czarneckid/" name="pages.prodigy.net/czarneckid">
</itemize>
A Java (jdk-v1.0.2+) code library that is used to evolve finite
state machines. The problem included in the package is the
Artificial Ant problem. You should be able to compile the .java
files and then run: java ArtificialAnt.
<label id="GPsys">
<tag/GPsys/
<itemize>
<item>Web site: <htmlurl url="http://www.cs.ucl.ac.uk/staff/A.Qureshi/gpsys.html" name="www.cs.ucl.ac.uk/staff/A.Qureshi/gpsys.html">
</itemize>
GPsys (pronounced gipsys) is a Java (requires Java 1.1 or
later) based Genetic Programming system developed by Adil
Qureshi. The software includes documentation, source and
executables.
Feature Summary:
<itemize>
<item>Steady State engine
<item>ADF support
<item>Strongly Typed
<enum>
<item>supports generic functions and terminals
<item>has many built-in primitives
<item>includes indexed memory
</enum>
<item>Save/Load feature
<enum>
<item>can save/load current generation to/from a file
<item>data stored in GZIP compression format to minimise disk
requirements
<item>uses serialisable objects for efficiency
</enum>
<item>Fully Documented
<item>Example Problems
<enum>
<item>Lawnmower (including GUI viewer)
<item>Symbolic Regression
</enum>
<item>Totally Parameterised
<item>Fully Object Oriented and Extensible
<item>High Performance
<item>Memory Efficient
</itemize>
<label id="JGProg">
<tag/JGProg/
<itemize>
<item>Web site: <htmlurl
url="http://www.linuxstart.com/~groovyjava/JGProg/"
name="www.linuxstart.com/~groovyjava/JGProg/">
</itemize>
Genetic Programming (JGProg) is an open-source Java implementation of
a strongly-typed Genetic Programming experimentation platform. Two
example "worlds" are provided, in which a population evolves and
solves the problem.
</descrip>
<sect>Alife &amp; Complex Systems
<p>
Alife takes yet another approach to exploring the mysteries of
intelligence. It has many aspects similar to EC and Connectionism, but
takes these ideas and gives them a meta-level twist. Alife emphasizes the
development of intelligence through <it>emergent</it> behavior of
<it>complex adaptive systems</it>. Alife stresses the social or group
based aspects of intelligence. It seeks to understand life and survival. By
studying the behaviors of groups of 'beings' Alife seeks to discover the
way intelligence or higher order activity emerges from seemingly simple
individuals. Cellular Automata and Conway's Game of Life are probably the
most commonly known applications of this field. Complex Systems
(abbreviated CS) are very similar to alife in the way the are approached,
just more general in definition (ie. alife is a type of complex system).
Usually complex system software takes the form of a simulator.
<sect1>Alife &amp; CS class/code libraries
<p>
These are libraries of code or classes for use in programming within
the artificial life field. They are not meant as stand alone
applications, but rather as tools for building your own applications.
<descrip>
<label id="CASE">
<tag/CASE/
<itemize>
<item>Web site: <htmlurl url="http://www.iu.hioslo.no/&tilde;cell/" name="www.iu.hioslo.no/&tilde;cell/">
<item>FTP site: <htmlurl url="ftp://ftp.iu.hioslo.no/pub/" name="ftp.iu.hioslo.no/pub/">
</itemize>
CASE (Cellular Automaton Simulation Environment) is a C++
toolkit for visualizing discrete models in two dimensions:
so-called cellular automata. The aim of this project is to
create an integrated framework for creating generalized cellular
automata using the best, standardized technology of the day.
<label id="Neumann's Univ Constructor">
<tag/John von Neumann Universal Constructor/
<itemize>
<item>Web site: <htmlurl url="http://alife.santafe.edu/alife/software/jvn.html" name="alife.santafe.edu/alife/software/jvn.html">
<item>FTP site: <htmlurl url="ftp://alife.santafe.edu/pub/SOFTWARE/jvn/" name="alife.santafe.edu/pub/SOFTWARE/jvn/">
</itemize>
The universal constructor of John von Neumann is an extension of
the logical concept of universal computing machine. In the cellular
environment proposed by von Neumann both computing and constructive
universality can be achieved. Von Neumann proved that in his cellular
lattice both a Turing machine and a machine capable of producing any
other cell assembly, when fed with a suitable program, can be
embedded. He called the latter machine a ''universal
constructor'' and showed that, when provided with a program
containing its own description, this is capable of self-reproducing.
<label id="Swarm">
<tag/Swarm/
<itemize>
<item>Web site: <htmlurl url="http://www.santafe.edu/projects/swarm/" name=" www.santafe.edu/projects/swarm">
<item>FTP site: <htmlurl url="ftp://ftp.santafe.edu/pub/swarm/" name=" ftp.santafe.edu/pub/swarm">
</itemize>
The swarm Alife simulation kit. Swarm is a simulation environment
which facilitates development and experimentation with simulations
involving a large number of agents behaving and interacting within a
dynamic environment. It consists of a collection of classes and
libraries written in Objective-C and allows great flexibility in
creating simulations and analyzing their results. It comes with three
demos and good documentation.
Swarm 1.0 is out. It requires <it>libtclobjc</it> and <it>BLT 2.1</it>
(both available at the swarm site).
</descrip>
<sect1>Alife &amp; CS software kits, applications, etc.
<p>
These are various applications, software kits, etc. meant for research
in the field of artificial life. Their ease of use will vary, as they
were designed to meet some particular research interest more than as
an easy to use commercial package.
<descrip>
<label id="Avida">
<tag/Avida/
<itemize>
<item>Web site: <htmlurl
url="http://www.krl.caltech.edu/avida/home/software.html"
name="http://www.krl.caltech.edu/avida/home/software.html">
<item>Web site: <htmlurl
url="http://www.krl.caltech.edu/avida/pubs/nature99/"
name="www.krl.caltech.edu/avida/pubs/nature99/">
</itemize>
The computer program avida is an auto-adaptive genetic system designed
primarily for use as a platform in Artificial Life research. The avida
system is based on concepts similar to those employed by the tierra
program, that is to say it is a population of self-reproducing strings
with a Turing-complete genetic basis subjected to Poisson-random
mutations. The population adapts to the combination of an intrinsic
fitness landscape (self-reproduction) and an externally imposed
(extrinsic) fitness function provided by the researcher. By studying
this system, one can examine evolutionary adaptation, general traits of
living systems (such as self-organization), and other issues pertaining
to theoretical or evolutionary biology and dynamic systems.
<label id="BugsX">
<tag/BugsX/
<itemize>
<item>FTP site: <htmlurl url="ftp://ftp.de.uu.net/pub/research/ci/Alife/packages/bugsx/" name="ftp.de.uu.net/pub/research/ci/Alife/packages/bugsx/">
</itemize>
Display and evolve biomorphs. It is a program which draws the
biomorphs based on parametric plots of Fourier sine and cosine series
and let's you play with them using the genetic algorithm.
<label id="Cellular Automat Sim">
<tag/The Cellular Automata Simulation System/
<itemize>
<item>Web site: <htmlurl url="http://www.cs.runet.edu/&tilde;dana/ca/cellular.html" name="www.cs.runet.edu/&tilde;dana/ca/cellular.html">
</itemize>
The system consists of a compiler for the Cellang cellular
automata programming language, along with the corresponding
documentation, viewer, and various tools. Cellang has been
undergoing refinement for the last several years (1991-1995),
with corresponding upgrades to the compiler. Postscript
versions of the tutorial and language reference manual are
available for those wanting more detailed information. The most
important distinguishing features of Cellang, include support
for:
<itemize>
<item>any number of dimensions;
<item>compile time specification of each dimensions size;
cell neighborhoods of any size (though bounded at compile time) and
shape;
<item>positional and time dependent neighborhoods;
<item>associating multiple values (fields), including arrays,
with each cell;
<item>associating a potentially unbounded number of mobile
agents &lsqb; Agents are mobile entities based on a mechanism of
the same name in the Creatures system, developed by Ian
Stephenson (ian@ohm.york.ac.uk).&rsqb; with each cell; and
<item>local interactions only, since it is impossible to
construct automata that contain any global control or
references to global variables.
</itemize>
<label id="Cyphesis">
<tag/Cyphesis/
<itemize>
<item>Web site: <htmlurl
url="http://www.worldforge.org/website/servers/cyphesis/"
name="www.worldforge.org/website/servers/cyphesis/">
</itemize>
Cyphesis will be the AI Engine, or more plainly, the intelligence
behind Worldforge (WF). Cyphesis will aims to achieve 'live'
virtual worlds. Animals will have young, prey on each other and
eventually die. Plants grow, flower, bear fruit and even die just
as they do in real life. When completed, NPCs in Cyphesis will do
all sorts of interesting things like attempt to acomplish
ever-changing goals that NPCs set for themselves, gossip to PCs and
other NPCs, live, die and raise children. Cyphesis aims to make
NPCs act just like you and me.
<label id="dblife-dblifelib">
<tag/dblife &amp; dblifelib/
<itemize>
<item>FTP site: <htmlurl url="ftp://ftp.cc.gatech.edu/ac121/linux/games/amusements/life/" name="ftp.cc.gatech.edu/ac121/linux/games/amusements/life/">
</itemize>
<it>dblife:</it> Sources for a fancy Game of Life program for X11
(and curses). It is not meant to be incredibly fast (use xlife for
that:-). But it IS meant to allow the easy editing and viewing of
Life objects and has some powerful features. The related dblifelib
package is a library of Life objects to use with the program.
<it>dblifelib:</it> This is a library of interesting Life objects,
including oscillators, spaceships, puffers, and other weird things.
The related dblife package contains a Life program which can read the
objects in the Library.
<label id="Drone">
<tag/Drone/
<itemize>
<item>Web site: <htmlurl url="http://pscs.physics.lsa.umich.edu/Software/Drone/" name="pscs.physics.lsa.umich.edu/Software/Drone/">
</itemize>
Drone is a tool for automatically running batch jobs of a simulation
program. It allows sweeps over arbitrary sets of parameters, as well
as multiple runs for each parameter set, with a separate random seed
for each run. The runs may be executed either on a single computer or
over the Internet on a set of remote hosts. Drone is written in Expect
(an extension to the Tcl scripting language) and runs under Unix. It
was originally designed for use with the Swarm agent-based simulation
framework, but Drone can be used with any simulation program that
reads parameters from the command line or from an input file.
<label id="EBISS">
<tag/EBISS/
<itemize>
<item>Web site: <htmlurl url="http://www.ebiss.org/english/"
name="www.ebiss.org/english/">
</itemize>
EBISS is a multi-disciplinary, open, collaborative project aimed
at investigating social problems by means of computational
modeling and social simulations. During the past four years we
have been developing SARA, a multi-agent gaming simulation
platform providing for easy construction of simulations and gamings.
We believe that in order to have a break-through in the difficult
task of understanding real-world complex social
problems, we need to gather researchers and experts with different
backgrounds not only in discussion forums, but in a
tighter cooperative task of building and sharing common
experimental platforms.
<label id="EcoLab">
<tag/EcoLab/
<itemize>
<item>Web site: <htmlurl url="http://parallel.acsu.unsw.edu.au/rks/ecolab.html" name="parallel.acsu.unsw.edu.au/rks/ecolab.html">
</itemize>
EcoLab is a system that implements an abstract ecology model. It
is written as a set of Tcl/Tk commands so that the model
parameters can easily be changed on the fly by means of editing
a script. The model itself is written in C++.
<label id="Game Of Life">
<tag/Game Of Life (GOL)/
<itemize>
<item>Web site: <htmlurl url="http://www.arrakeen.demon.co.uk/downloads.html" name="www.arrakeen.demon.co.uk/downloads.html">
<item>FTP site: <htmlurl
url="ftp://metalab.unc.edu/pub/Linux/science/ai/life/" name="metalab.unc.edu/pub/Linux/science/ai/life">
</itemize>
GOL is a simulator for conway's game of life (a simple cellular
automata), and other simple rule sets. The emphasis here is on
speed and scale, in other words you can setup large and fast
simulations.
<label id="gLife">
<tag/gLife/
<itemize>
<item>Web site: <htmlurl
url="http://glife.sourceforge.net/"
name="glife.sourceforge.net">
<item>SourceForge site: <htmlurl
url="http://sourceforge.net/project/?group_id=748"
name="sourceforge.net/project/?group_id=748">
</itemize>
This program is similiar to "Conway's Game of Life" but yet it is very
different. It takes "Conway's Game of Life" and applies it to a society
(human society). This means there is a very different (and much larger)
ruleset than in the original game. Things need to be taken into account
such as the terrain, age, sex, culture, movement, etc
<label id="Grany-3">
<tag/Grany-3/
<itemize>
<item>Web site: <htmlurl
url="http://altern.org/gcottenc/html/grany.html"
name="altern.org/gcottenc/html/grany.html">
</itemize>
Grany-3 is a full-featured cellular automaton simulator,
made in C++ with Gtk--, flex++/bison++, doxygen and gettext, useful to
granular media physicists.
<label id="Langton's Ant">
<tag/Langton's Ant/
<itemize>
<item>Web site: <htmlurl url="http://theory.org/software/ant/"
name="theory.org/software/ant/">
</itemize>
Langton's Ant is an example of a finite-state cellular automata. The
ant (or ants) start out on a grid. Each cell is either black or white.
If the ant is on a black square, it turns right 90 and moves forward
one unit. If the ant is on a white square, it turns left 90 and moves
forward one unit. And when the ant leaves a square, it inverts the
color. The neat thing about Langton's Ant is that no matter what
pattern field you start it out on, it eventually builds a "road," which
is a series of 117 steps that repeat indefinitely, each time leaving
the ant displaced one pixel vertically and horizontally.
<label id="LEE">
<tag/LEE/
<itemize>
<item>Web site: <htmlurl url="http://dollar.biz.uiowa.edu/~fil/LEE/" name="dollar.biz.uiowa.edu/~fil/LEE/">
<item>FTP site: <htmlurl url="ftp://dollar.biz.uiowa.edu/pub/fil/LEE/" name="dollar.biz.uiowa.edu/pub/fil/LEE/">
</itemize>
LEE (Latent Energy Environments) is both an Alife model and a
software tool to be used for simulations within the framework of that
model. We hope that LEE will help understand a broad range of issues
in theoretical, behavioral, and evolutionary biology. The LEE tool
described here consists of approximately 7,000 lines of C code and
runs in both Unix and Macintosh platforms.
<label id="Net-Life - ZooLife">
<tag/Net-Life &amp; ZooLife/
<itemize>
<item>FTP site: <htmlurl url="ftp://ftp.coe.uga.edu/users/jae/alife/" name="ftp.coe.uga.edu/users/jae/alife/">
</itemize>
*(netlife-2.0.tar.gz contains both Net-Life and ZooLife)
<it>Net-Life</it> is a simulation of artificial-life, with neural "brains"
generated via slightly random techniques. Net-Life uses artificial
neural nets and evolutionary algorithms to breed artificial organisms
that are similar to single cell organisms. Net-life uses asexual
reproduction of its fittest individuals with a chance of mutation
after each round to eventually evolve successful life-forms.
<it>ZooLife</it> is a simulation of artificial-life. ZooLife uses
probabilistic methods and evolutionary algorithms to breed
artificial organisms that are similar to plant/animal zoo
organisms. ZooLife uses asexual reproduction with a chance of
mutation.
<label id="POSES++">
<tag/POSES++/
<itemize>
<item>Web site: <htmlurl url="http://www.tu-chemnitz.de/ftp-home/pub/Local/simulation/poses++/www/index.html" name="www.tu-chemnitz.de/ftp-home/pub/Local/simulation/poses++/www/index.html">
</itemize>
The POSES++ software tool supports the development and
simulation of models. Regarding the simulation technique models
are suitable reproductions of real or planned systems for their
simulative investigation.
<p>
In all industrial sectors or branches POSES++ can model and
simulate any arbitrary system which is based on a discrete and
discontinuous behaviour. Also continuous systems can mostly be
handled like discrete systems e.g., by quantity discretion and
batch processing.
<label id="Primordial Soup">
<tag/Primordial Soup/
<itemize>
<item>Web site: <htmlurl url="http://alife.santafe.edu/alife/software/psoup.html" name="alife.santafe.edu/alife/software/psoup.html">
</itemize>
Primordial Soup is an artificial life program. Organisms in the
form of computer software loops live in a shared memory space
(the "soup") and self-reproduce. The organisms mutate and
evolve, behaving in accordance with the principles of Darwinian
evolution.
The program may be started with one or more organisms seeding
the soup. Alternatively, the system may be started "sterile",
with no organisms present. Spontaneous generation of
self-reproducing organisms has been observed after runs as short
as 15 minutes.
<label id="Tierra">
<tag/Tierra/
<itemize>
<item>Web site: <htmlurl url="http://www.hip.atr.co.jp/&tilde;ray/tierra/tierra.html" name="www.hip.atr.co.jp/&tilde;ray/tierra/tierra.html">
<item>FTP site: <htmlurl url="ftp://alife.santafe.edu/pub/SOFTWARE/Tierra/" name="alife.santafe.edu/pub/SOFTWARE/Tierra/">
<item>Alternate <item>FTP site: <htmlurl url="ftp://ftp.cc.gatech.edu/ac121/linux/science/biology/" name="ftp.cc.gatech.edu/ac121/linux/science/biology/">
</itemize>
Tierra's written in the C programming language. This source code
creates a virtual computer and its operating system, whose
architecture has been designed in such a way that the executable
machine codes are evolvable. This means that the machine code can be
mutated (by flipping bits at random) or recombined (by swapping
segments of code between algorithms), and the resulting code remains
functional enough of the time for natural (or presumably artificial)
selection to be able to improve the code over time.
<label id="TIN">
<tag/TIN/
<itemize>
<item>FTP site: <htmlurl url="ftp://ftp.coe.uga.edu/users/jae/alife/" name="ftp.coe.uga.edu/users/jae/alife/">
</itemize>
This program simulates primitive life-forms, equipped with some
basic instincts and abilities, in a 2D environment consisting of
cells. By mutation new generations can prove their success, and thus
passing on "good family values".
The brain of a TIN can be seen as a collection of processes, each
representing drives or impulses to behave a certain way, depending on
the state/perception of the environment ( e.g. presence of food,
walls, neighbors, scent traces) These behavior process currently are
: eating, moving, mating, relaxing, tracing others, gathering food and
killing. The process with the highest impulse value takes control, or
in other words: the tin will act according to its most urgent need.
<label id="XLIFE">
<tag/XLIFE/
<itemize>
<item>FTP site: <htmlurl url="ftp://ftp.cc.gatech.edu/ac121/linux/games/amusements/life/" name="ftp.cc.gatech.edu/ac121/linux/games/amusements/life/">
</itemize>
This program will evolve patterns for John Horton Conway's game
of Life. It will also handle general cellular automata with the
orthogonal neighborhood and up to 8 states (it's possible to recompile
for more states, but very expensive in memory). Transition rules and
sample patterns are provided for the 8-state automaton of E. F. Codd,
the Wireworld automaton, and a whole class of `Prisoner's Dilemma'
games.
<label id="Xtoys">
<tag/Xtoys/
<itemize>
<item>Web site: <htmlurl url="http://penguin.phy.bnl.gov/www/xtoys.html" name="penguin.phy.bnl.gov/www/xtoys.html">
</itemize>
xtoys contains a set of cellular automata simulators for X windows.
Programs included are:
<itemize>
<item> xising --- a two dimensional Ising model simulator,
<item> xpotts --- the two dimensional Potts model,
<item> xautomalab --- a totalistic cellular automaton simulator,
<item> xsand --- for the Bak, Tang, Wiesenfeld sandpile model,
<item> xwaves --- demonstrates three different wave equations,
<item> schrodinger --- play with the Scrodinger equation in an adjustable potential.
</itemize>
</descrip>
<sect>Autonomous Agents
<p>
Also known as intelligent software agents or just agents, this
area of AI research deals with simple applications of small
programs that aid the user in his/her work. They can be mobile
(able to stop their execution on one machine and resume it on
another) or static (live in one machine). They are usually
specific to the task (and therefore fairly simple) and meant
to help the user much as an assistant would. The most popular
(ie. widely known) use of this type of application to date are
the web robots that many of the indexing engines
(eg. webcrawler) use.
<descrip>
<label id="AgentK">
<tag/AgentK/
<itemize>
<item>FTP site: <htmlurl url="ftp://ftp.csd.abdn.ac.uk/pub/wdavies/agentk" name="ftp.csd.abdn.ac.uk/pub/wdavies/agentk">
</itemize>
This package synthesizes two well-known agent paradigms:
Agent-Oriented Programming, Shoham (1990), and the Knowledge Query
&amp; Manipulation Language, Finin (1993). The initial implementation
of AOP, Agent-0, is a simple language for specifying agent
behaviour. KQML provides a standard language for inter-agent
communication. Our integration (which we have called Agent-K)
demonstrates that Agent-0 and KQML are highly compatible. Agent-K
provides the possibility of inter-operable (or open) software agents,
that can communicate via KQML and which are programmed using the AOP
approach.
<label id="Agent">
<tag/Agent/
<itemize>
<item>FTP site: <htmlurl url="http://www.cpan.org/modules/by-category/23_Miscellaneous_Modules/Agent/"
name="www.cpan.org/modules/by-category/23_Miscellaneous_Modules/Agent/">
</itemize>
The Agent is a prototype for an Information Agent system. It is
both platform and language independent, as it stores contained
information in simple packed strings. It can be packed and shipped
across any network with any format, as it freezes itself in its
current state.
<label id="D'Agent">
<tag/D'Agent (was AGENT TCL)/
<itemize>
<item>Web site: <htmlurl
url="http://agent.cs.dartmouth.edu/software/agent2.0/"
name="agent.cs.dartmouth.edu/software/agent2.0/">
<item>FTP site: <htmlurl url="ftp://ftp.cs.dartmouth.edu/pub/agents/" name="ftp.cs.dartmouth.edu/pub/agents/">
</itemize>
A transportable agent is a program that can migrate from machine
to machine in a heterogeneous network. The program chooses when and
where to migrate. It can suspend its execution at an arbitrary point,
transport to another machine and resume execution on the new machine.
For example, an agent carrying a mail message migrates first to a
router and then to the recipient's mailbox. The agent can perform
arbitrarily complex processing at each machine in order to ensure that
the message reaches the intended recipient.
<label id="Aglets">
<tag/Aglets Workbench/
<itemize>
<item>Web site: <htmlurl url="http://www.trl.ibm.co.jp/aglets/" name="www.trl.ibm.co.jp/aglets/">
</itemize>
An aglet is a Java object that can move from one host on the
Internet to another. That is, an aglet that executes on one host can
suddenly halt execution, dispatch to a remote host, and resume
execution there. When the aglet moves, it takes along its program code
as well as its state (data). A built-in security mechanism makes it
safe for a computer to host untrusted aglets. The Java Aglet API
(J-AAPI) is a proposed public standard for interfacing aglets and
their environment. J-AAPI contains methods for initializing an aglet,
message handling, and dispatching, retracting,
deactivating/activating, cloning, and disposing of the aglet. J-AAPI
is simple, flexible, and stable. Application developers can write
platform-independent aglets and expect them to run on any host that
supports J-AAPI.
<label id="A.L.I.C.E.">
<tag/A.L.I.C.E./
<itemize>
<item>Web site: <htmlurl
url="http://www.alicebot.org/"
name="www.alicebot.org">
</itemize>
The ALICE software implements AIML (Artificial Intelligence Markup
Language), a non-standard evolving markup language for creating chat
robots. The primary design feature of AIML is minimalism. Compared with
other chat robot languages, AIML is perhaps the simplest. The pattern
matching language is very simple, for example permitting only one
wild-card ('*') match character per pattern. AIML is an XML language,
implying that it obeys certain grammatical meta-rules. The choice of
XML syntax permits integration with other tools such as XML editors.
Another motivation for XML is its familiar look and feel, especially to
people with HTML experience.
<label id="Ara">
<tag/Ara/
<itemize>
<item>Web site: <htmlurl url="http://www.uni-kl.de/AG-Nehmer/Projekte/Ara/index&lowbar;e.html" name="www.uni-kl.de/AG-Nehmer/Projekte/Ara/index&lowbar;e.html">
</itemize>
Ara is a platform for the portable and secure execution of
mobile agents in heterogeneous networks. Mobile agents in this
sense are programs with the ability to change their host machine
during execution while preserving their internal state. This
enables them to handle interactions locally which otherwise had
to be performed remotely. Ara's specific aim in comparison to
similar platforms is to provide full mobile agent functionality
while retaining as much as possible of established programming
models and languages.
<label id="Bee-gent">
<tag/Bee-gent/
<itemize>
<item>Web site: <htmlurl
url="http://www2.toshiba.co.jp/beegent/index.htm"
name="www2.toshiba.co.jp/beegent/index.htm">
</itemize>
Bee-gent is a new type of development framework in that it is a 100%
pure agent system. As opposed to other systems which make only some use
of agents, Bee-gent completely "Agentifies" the communication that
takes place between software applications. The applications become
agents, and all messages are carried by agents. Thus, Bee-gent allows
developers to build flexible open distributed systems that make optimal
use of existing applications.
<label id="Bots">
<tag/Bots/
<itemize>
<item>Web site: <htmlurl
url="http://utenti.tripod.it/Claudio1977/bots.html"
name="utenti.tripod.it/Claudio1977/bots.html">
</itemize>
Another AI-robot battle simulation. Utilizing probablistic logic as a
machine learning technique. Written in C++ (with C++ bots).
<label id="Cadaver">
<tag/Cadaver/
<itemize>
<item>Web site: <htmlurl
url="http://www.erikyyy.de/cadaver/"
name="www.erikyyy.de/cadaver/">
</itemize>
Cadaver is a simulated world of cyborgs and nature in realtime. The
battlefield consists of forests, grain, water, grass, carcass (of
course) and lots of other things. The game server manages the game and
the rules. You start a server and connect some clients. The clients
communicate with the server using a very primitive protocol. They can
order cyborgs to harvest grain, attack enemies or cut forest. The game
is not intended to be played by humans! There is too much to control.
Only for die-hards: Just telnet to the server and you can enter
commands by hand. Instead the idea is that you write artificial
intelligence clients to beat the other artificial intelligences. You
can choose a language (and operating system) of your choice to do that
task. It is enough to write a program that communicates on standard
input and standard output channels. Then you can use programs like
"socket" to connect your clients to the server. It is NOT needed to
write TCP/IP code, although i did so :) The battle shall not be boring,
and so there is the so called spyboss client that displays the action
graphically on screen.
<label id="Dunce">
<tag/Dunce/
<itemize>
<item>Web site: <htmlurl url="http://www.boswa.com/boswabits/"
name="www.boswa.com/boswabits/">
</itemize>
Dunce is a simple chatterbot (conversational AI) and a language for
programming such chatterbots. It uses a basic regex pattern matching
and a semi-neural rule/response firing mechanism (with excitement/decay
cycles).
Dunce is listed about halfway down the page.
<label id="FishMarket">
<tag/FishMarket/
<itemize>
<item>Web site: <htmlurl
url="http://www.iiia.csic.es/Projects/fishmarket/newindex.html"
name="www.iiia.csic.es/Projects/fishmarket/">
</itemize>
FM - The FishMarket project conducted at the Artificial Intelligence
Research Institute (IIIA-CSIC) attempts to contribute in that direction
by developing FM, an agent-mediated electronic auction house which has
been evolved into a test-bed for electronic auction markets. The
framework, conceived and implemented as an extension of FM96.5 (a
Java-based version of the Fishmarket auction house), allows to define
trading scenarios based on fish market auctions (Dutch auctions). FM
provides the framework wherein agent designers can perform controlled
experimentation in such a way that a multitude of experimental market
scenarios--that we regard as tournament scenarios due to the
competitive nature of the domain-- of varying degrees of realism and
complexity can be specified, activated, and recorded; and trading
(buyer and seller) heterogeneous (human and software) agents compared,
tuned and evaluated.
<label id="Hive">
<tag/Hive/
<itemize>
<item>Web site: <htmlurl url="http://www.hivecell.net/"
name="www.hivecell.net/">
</itemize>
Hive is a Java software platform for creating distributed applications.
Using Hive, programmers can easily create systems that connect and use
data from all over the Internet. At its heart, Hive is an environment
for distributed agents to live, communicating and moving to fulfill
applications. We are trying to make the Internet alive.
<label id="Jade">
<tag/Jade/
<itemize>
<item>Web site: <htmlurl
url="http://sharon.cselt.it/projects/jade/"
name="sharon.cselt.it/projects/jade/">
</itemize>
JADE (Java Agent DEvelopment Framework) is a software framework fully
implemented in Java language. It simplifies the implementation of
multi-agent systems through a middle-ware that claims to comply with
the FIPA specifications and through a set of tools that supports the
debugging and deployment phase. The agent platform can be distributed
across machines (which not even need to share the same OS) and the
configuration can be controlled via a remote GUI. The configuration can
be even changed at run-time by moving agents from one machine to
another one, as and when required.
<label id="JAFMAS">
<tag/JAFMAS/
<itemize>
<item>Web site: <htmlurl url="http://www.ececs.uc.edu/&tilde;abaker/JAFMAS/" name="www.ececs.uc.edu/&tilde;abaker/JAFMAS">
</itemize>
JAFMAS provides a framework to guide the coherent development of
multiagent systems along with a set of classes for agent
deployment in Java. The framework is intended to help beginning
and expert developers structure their ideas into concrete agent
applications. It directs development from a speech-act
perspective and supports multicast and directed communication,
KQML or other speech-act performatives and analysis of
multiagent system coherency and consistency.
Only four of the provided Java classes must be extended for any
application. Provided examples of the N-Queens and Supply Chain
Integration use only 567 and 1276 lines of additional code
respectively for implementation.
<label id="JAM Agent">
<tag/JAM Agent/
<itemize>
<item>Web site: <htmlurl url="http://members.home.net/marcush/IRS/"
name="members.home.net/marcush/IRS/">
</itemize>
JAM supports both top-down, goal-based reasoning and bottom-up
data-driven reasoning. JAM selects goals and plans based on maximal
priority if metalevel reasoning is not used, or user-developed
metalevel reasoning plans if they exist. JAM's conceptualization of
goals and goal achievement is more classically defined (UMPRS is more
behavioral performance-based than truly goal-based) and makes the
distinction between plans to achieve goals and plans that simply encode
behaviors. Goal-types implemented include achievement (attain a
specified world state), maintenance (re-attain a specified world
state), and performance. Execution of multiple simultaneous goals are
supported, with suspension and resumption capabilities for each goal
(i.e., intention) thread. JAM plans have explicit precondition and
runtime attributes that restrict their applicability, a postcondition
attribute, and a plan attributes section for specifying
plan/domain-specific plan features. Available plan constructs include:
sequencing, iteration, subgoaling, atomic (i.e., non-interruptable)
plan segments, n-branch deterministic and non-deterministic conditional
execution, parallel execution of multiple plan segments, goal-based or
world state-based synchronization, an explicit failure-handling
section, and Java primitive function definition through building it
into JAM as well as the invocation of predefined (i.e., legacy) class
members via Java's reflection capabilities without having to build it
into JAM.
<label id="JATLite">
<tag/JATLite/
<itemize>
<item>Web site: <htmlurl url="http://java.stanford.edu/java&lowbar;agent/html/" name="java.stanford.edu/java&lowbar;agent/html/">
</itemize>
JATLite is providing a set of java packages which makes easy to
build multi-agent systems using Java. JATLite provides only
light-weight, small set of packages so that the developers can
handle all the packages with little efforts. For flexibility
JATLite provides four different layers from abstract to Router
implementation. A user can access any layer we are
providing. Each layer has a different set of assumptions. The
user can choose an appropriate layer according to the
assumptions on the layer and user's application. The
introduction page contains JATLite features and the set of
assumptions for each layer.
<label id="JATLiteBeans">
<tag/JATLiteBeans/
<itemize>
<item>Web site: <htmlurl
url="http://waitaki.otago.ac.nz/JATLiteBean/"
name="waitaki.otago.ac.nz/JATLiteBean/">
</itemize>
<itemize>
<item>Improved, easier-to-use interface to JATLite features
including KQML message parsing, receiving, and sending.
<item>Extensible architecture for message handling and agent
"thread of control" management
<item>Useful functions for parsing of simple KQML message content
<item>JATLiteBean supports automatic advertising of agent
capabilities to facilitator agents
<item>Automatic, optional, handling of the "forward" performative
<item>Generic configuration file parser
<item>KQML syntax checker
</itemize>
<label id="Java Agent Template">
<tag/Java(tm) Agent Template/
<itemize>
<item>Web site: <htmlurl url="http://cdr.stanford.edu/ABE/JavaAgent.html" name="cdr.stanford.edu/ABE/JavaAgent.html">
</itemize>
The JAT provides a fully functional template, written entirely in
the Java language, for constructing software agents which communicate
peer-to-peer with a community of other agents distributed over the
Internet. Although portions of the code which define each agent are
portable, JAT agents are not migratory but rather have a static
existence on a single host. This behavior is in contrast to many other
"agent" technologies. (However, using the Java RMI, JAT agents could
dynamically migrate to a foreign host via an agent resident on that
host). Currently, all agent messages use KQML as a top-level protocol
or message wrapper. The JAT includes functionality for dynamically
exchanging "Resources", which can include Java classes (e.g. new
languages and interpreters, remote services, etc.), data files and
information inlined into the KQML messages.
<label id="Java-To-Go">
<tag/Java-To-Go/
<itemize>
<item>Web site: <htmlurl url="http://ptolemy.eecs.berkeley.edu/dgm/javatools/java-to-go/" name="ptolemy.eecs.berkeley.edu/dgm/javatools/java-to-go/">
</itemize>
Java-To-Go is an experimental infrastructure that assists in the
development and experimentation of mobile agents and agent-based
applications for itinerative computing (itinerative computing:
the set of applications that requires site-to-site
computations. The main emphasis here is on a easy-to-setup
environment that promotes quick experimentation on mobile
agents.
<label id="Kafka">
<tag/Kafka/
<itemize>
<item>Web site: <htmlurl url="http://www.fujitsu.co.jp/hypertext/free/kafka/" name="www.fujitsu.co.jp/hypertext/free/kafka/">
</itemize>
Kafka is yet another agent library designed for constructing
multi-agent based distributed applications. Kafka is a
flexible, extendable, and easy-to-use java class library for
programmers who are familiar with distributed programming. It
is based on Java's RMI and has the following added features:
<itemize>
<item>Runtime Reflection:
Agents can modify their behaviour (program codes) at
runtime. The behaviour of the agent is represented by an
abstract class Action. It is useful for remote maintenance or
installation services.
<item>Remote Evaluation:
Agents can receive and evaluate program codes (classes)
with or without the serialized object. Remote evaluation is a
fundamental function of a mobile agent and is thought to be a
push model of service delivery.
<item>Distributed Name Service:
Agents have any number of logical names that don't contain the host
name. These names can be managed by the distributed directories.
<item>Customizable security policy:
a very flexible, customizable, 3-layered security model is
implemented in Kafka.
<item>100&percnt; Java and RMI compatible:
Kafka is written completely in Java. Agent is a Java RMI
server object itself. So, agents can directly communicate with
other RMI objects.
</itemize>
<label id="Khepera Sim">
<tag/Khepera Simulator/
<itemize>
<item>Web site: <htmlurl url="http://diwww.epfl.ch/lami/team/michel/khep-sim/index.html" name="diwww.epfl.ch/lami/team/michel/khep-sim/">
</itemize>
Khepera Simulator is a public domain software package written by
<htmlurl url="http://diwww.epfl.ch/lami/team/michel/" name="Olivier MICHEL">
during the preparation of his Ph.D. thesis, at the Laboratoire I3S,
URA 1376 of CNRS and University of Nice-Sophia Antipolis, France. It
allows to write your own controller for the mobile robot Khepera using
C or C++ languages, to test them in a simulated environment and
features a nice colorful X11 graphical interface. Moreover, if you own
a Khepera robot, it can drive the real robot using the same control
algorithm. It is mainly oriented toward to researchers studying autonomous
agents.
<label id="lyntin">
<tag/lyntin/
<itemize>
<item>Web site: <htmlurl
url="http://lyntin.sourceforge.net/"
name="lyntin.sourceforge.net/">
</itemize>
Lyntin is an extensible Mud client and framework for the creation of
autonomous agents, or bots, as well as mudding in general. Lyntin is
centered around Python, a dynamic, object-oriented, and fun programming
language and based on TinTin++ a lovely mud client.
<label id="Mole">
<tag/Mole/
<itemize>
<item>Web site: <htmlurl url="http://mole.informatik.uni-stuttgart.de/" name="mole.informatik.uni-stuttgart.de/">
</itemize>
Mole is an agent system supporting mobile agents programmed in
Java. Mole's agents consist of a cluster of objects, which have
no references to the outside, and as a whole work on tasks given
by the user or another agent. They have the ability to roam a
network of "locations" autonomously. These "locations" are an
abstraction of real, existing nodes in the underlying
network. They can use location-specific resources by
communicating with dedicated agents representing these
services. Agents are able to use services provided by other
agents and to provide services as well.
<label id="Penguin!">
<tag/Penguin!/
<itemize>
<item>FTP site: <htmlurl url="http://www.perl.org/CPAN/modules/by-category/23&lowbar;Miscellaneous&lowbar;Modules/Penguin/FSG/" name="www.perl.org/CPAN/modules/by-category/23&lowbar;Miscellaneous&lowbar;Modules/Penguin/FSG/">
</itemize>
Penguin is a Perl 5 module. It provides you with a set of functions which
allow you to:
<itemize>
<item>send encrypted, digitally signed Perl code to a remote machine to be
executed.
<item>receive code and, depending on who signed it, execute it in an
arbitrarily secure, limited compartment.
</itemize>
The combination of these functions enable direct Perl coding of
algorithms to handle safe internet commerce, mobile
information-gathering agents, "live content" web browser helper
apps, distributed load-balanced computation, remote software
update, distance machine administration, content-based
information propagation, Internet-wide shared-data applications,
network application builders, and so on.
<label id="RealTimeBattle">
<tag/RealTimeBattle/
<itemize>
<item>Web site: <htmlurl
url="http://www.lysator.liu.se/realtimebattle/"
name="www.lysator.liu.se/realtimebattle/">
</itemize>
RealTimeBattle is a programming game, in which robots controlled by
programs are fighting each other. The goal is to destroy the enemies,
using the radar to examine the environment and the cannon to shoot.
<itemize>
<item>Game progresses in real time, with the robot programs
running as child processes to RealTimeBattle.
<item>The robots communicate with the main program using the
standard input and output.
<item>Robots can be constructed in almost any programming language.
<item>Maximum number of robots can compete simultaneously.
<item>A simple messaging language is used for communication, which
makes it easy to start constructing robots.
<item>Robots behave like real physical object.
<item>You can create your own arenas.
<item>Highly configurable.
</itemize>
<label id="Remembrance Agents">
<tag/Remembrance Agents/
<itemize>
<item>Web site: <htmlurl
url="http://rhodes.www.media.mit.edu/people/rhodes/RA/"
name="rhodes.www.media.mit.edu/people/rhodes/RA/">
</itemize>
Remembrance Agents are a set of applications that watch over a user's
shoulder and suggest information relevant to the current situation.
While query-based memory aids help with direct recall, remembrance
agents are an augmented associative memory. For example, the
word-processor version of the RA continuously updates a list of
documents relevant to what's being typed or read in an emacs buffer.
These suggested documents can be any text files that might be relevant
to what you are currently writing or reading. They might be old emails
related to the mail you are currently reading, or abstracts from papers
and newspaper articles that discuss the topic of your writing.
<label id="SimRobot">
<tag/SimRobot/
<itemize>
<item>Web site: <htmlurl url="http://www.informatik.uni-bremen.de/&tilde;simrobot/" name="www.informatik.uni-bremen.de/&tilde;simrobot/">
<item>FTP site: <htmlurl url="ftp://ftp.uni-bremen.de/pub/ZKW/INFORM/simrobot/" name="ftp.uni-bremen.de/pub/ZKW/INFORM/simrobot/">
</itemize>
SimRobot is a program for simulation of sensor based robots in a
3D environment. It is written in C++, runs under UNIX and X11 and
needs the graphics toolkit XView.
<itemize>
<item>Simulation of robot kinematics
<item>Hierarchically built scene definition via a simple definition
language
<item>Various sensors built in: camera, facette eye, distance
measurement, light sensor, etc.
<item>Objects defined as polyeders
<item>Emitter abstractly defined; can be interpreted e.g. as
light or sound
<item>Camera images computed according to the raytracing or
Z-buffer algorithms known from computer graphics
<item>Specific sensor/motor software interface for communicating
with the simulation
<item>Texture mapping onto the object surfaces: bitmaps in various
formats
<item>Comprehensive visualization of the scene: wire frame w/o
hidden lines, sensor and actor values
<item>Interactive as well as batch driven control of the agents
and operation in the environment
<item>Collision detection
<item>Extendability with user defined object types
<item>Possible socket communication to e.g. the Khoros image
processing software
</itemize>
<label id="Sulawesi">
<tag/Sulawesi/
<itemize>
<item>Web site: <htmlurl
url="http://wearables.essex.ac.uk/sulawesi/"
name="wearables.essex.ac.uk/sulawesi/">
</itemize>
A framework called Sulawesi has been designed and implemented to
tackle what has been considered to be important challenges in a
wearable user interface. The ability to accept input from any
number of modalities, and perform if necessary a translation to any
number of modal outputs. It does this primarily through a set
of proactive agents to act on the input.
<label id="TclRobots">
<tag/TclRobots/
<itemize>
<item>FTP site: <htmlurl url="ftp://ftp.neosoft.com/pub/tcl/sorted/games/tclrobots-2.0/" name="ftp.neosoft.com/pub/tcl/sorted/games/tclrobots-2.0/">
<item>Redhat Patch: <htmlurl url="ftp://ftp.coe.uga.edu/users/jae/ai/tclrobots-redhat.patch" name="ftp.coe.uga.edu/users/jae/ai/tclrobots-redhat.patch">
<item>RPMs (search at): <htmlurl url="http://rufus.w3.org/" name="http://rufus.w3.org/">
</itemize>
TclRobots is a programming game, similar to 'Core War'. To play
TclRobots, you must write a Tcl program that controls a robot. The
robot's mission is to survive a battle with other robots. Two, three,
or four robots compete during a battle, each running different
programs (or possibly the same program in different robots.) Each
robot is equipped with a scanner, cannon, drive mechanism. A single
match continues until one robot is left running. Robots may compete
individually, or combine in a team oriented battle. A tournament
can be run with any number of robot programs, each robot playing every
other in a round-robin fashion, one-on-one. A battle simulator is
available to help debug robot programs.
The TclRobots program provides a physical environment, imposing
certain game parameters to which all robots must adhere. TclRobots
also provides a view on a battle, and a controlling user interface.
TclRobots requirements: a wish interpreter built from Tcl 7.4 and Tk
4.0.
<label id="TKQML">
<tag/TKQML/
<itemize>
<item>Web site: <htmlurl url="http://www.csee.umbc.edu/tkqml/"
name="www.csee.umbc.edu/tkqml/">
</itemize>
TKQML is a KQML application/addition to Tcl/Tk, which allows Tcl
based systems to communicate easily with a powerful agent
communication language.
<label id="Tocoma Project">
<tag/The Tocoma Project/
<itemize>
<item>Web site: <htmlurl url="http://www.tacoma.cs.uit.no/"
name="www.tacoma.cs.uit.no/">
</itemize>
An agent is a process that may migrate through a computer network
in order to satisfy requests made by clients. Agents are an attractive
way to describe network-wide computations.
The TACOMA project focuses on operating system support for agents and
how agents can be used to solve problems traditionally addressed by
operating systems. We have implemented a series of prototype systems
to support agents.
TACOMA Version 1.2 is based on UNIX and TCP. The system supports
agents written in C, Tcl/Tk, Perl, Python, and Scheme (Elk). It is
implemented in C. This TACOMA version has been in public domain since
April 1996.
We are currently focusing on heterogeneity, fault-tolerance, security
and management issues. Also, several TACOMA applications are under
construction. We implemented StormCast 4.0, a wide-area network
weather monitoring system accessible over the internet, using TACOMA
and Java. We are now in the process of evaluating this application,
and plan to build a new StormCast version to be completed by June
1997.
<label id="UMPRS Agent">
<tag/UMPRS Agent/
<itemize>
<item>Web site: <htmlurl url="http://members.home.net/marcush/IRS/"
name="members.home.net/marcush/IRS/">
</itemize>
UMPRS supports top-down, goal-based reasoning and selects goals and
plans based on maximal priority. Execution of multiple simultaneous
goals are supported, with suspension and resumption capabilities for
each goal (i.e., intention) thread. UMPRS plans have an integrated
precondition/runtime attribute that constrain their applicability.
Available plan constructs include: sequencing, iteration, subgoaling,
atomic (i.e., non-interruptable) blocks, n-branch deterministic
conditional execution, explicit failure-handling section, and C++
primitive function definition.
<label id="ViSe">
<tag/Virtual Secretary Project (ViSe)/ (Tcl/Tk)
<itemize>
<item>Web site: <htmlurl url="http://www.cs.uit.no/DOS/Virt&lowbar;Sec/" name="www.cs.uit.no/DOS/Virt&lowbar;Sec">
</itemize>
The motivation of the Virtual Secretary project is to construct
user-model-based intelligent software agents, which could in
most cases replace human for secretarial tasks, based on modern
mobile computing and computer network. The project includes two
different phases: the first phase (ViSe1) focuses on information
filtering and process migration, its goal is to create a secure
environment for software agents using the concept of user
models; the second phase (ViSe2) concentrates on agents'
intelligent and efficient cooperation in a distributed
environment, its goal is to construct cooperative agents for
achieving high intelligence. (Implemented in Tcl/TclX/Tix/Tk)
<label id="VWORLD">
<tag/VWORLD/
<itemize>
<item>Web site: <htmlurl url="http://zhar.net/gnu-linux/projects/vworld/" name="zhar.net/gnu-linux/projects/vworld/">
</itemize>
Vworld is a simulated environment for research with autonomous
agents written in prolog. It is currently in something of an
beta stage. It works well with SWI-prolog, but should work with
Quitnus-prolog with only a few changes. It is being designed to
serve as an educational tool for class projects dealing with
prolog and autonomous agents. It comes with three demo worlds or
environments, along with sample agents for them. There are
two versions now. One written for SWI-prolog and one written for
LPA-prolog. Documentation is roughly done (with a
student/professor framework in mind), and a graphical interface
is planned.
<label id="WebMate">
<tag/WebMate/
<itemize>
<item>Web site: <htmlurl url="http://www.cs.cmu.edu/&tilde;softagents/webmate/" name="www.cs.cmu.edu/&tilde;softagents/webmate/">
</itemize>
WebMate is a personal agent for World-Wide Web browsing and
searching. It accompanies you when you travel on the internet
and provides you what you want.
Features include:
<itemize>
<item>Searching enhancement, including parallel search, searching
keywords refinement using our relevant keywords extraction technology,
relevant feedback, etc.
<item>Browsing assistant, including learning your current interesting,
recommending you new URLs according to your profile and selected
resources, monitoring bookmarks of Netscape or IE, sending the current
browsing page to your friends, etc.
<item>Offline browsing, including downloading the following pages from
the current page for offline browsing.
<item>Filtering HTTP header, including recording http header and all
the transactions between your browser and WWW servers, etc.
<item>Checking the HTML page to find the errors or dead links, etc.
<item>Programming in Java, independent of operating system, runing in
multi-thread.
</itemize>
<label id="Zeus">
<tag/Zeus/
<itemize>
<item>Web site: <htmlurl
url="http://www.labs.bt.com/projects/agents/zeus/"
name="www.labs.bt.com/projects/agents/zeus/">
</itemize>
The construction of multi-agent systems involves long development
times and requires solutions to some considerable technical
difficulties. This has motivated the development of the ZEUS
toolkit, which provides a library of software components and tools
that facilitate the rapid design, development and deployment of
agent system
</descrip>
<sect>Programming languages
<p>
While any programming language can be used for artificial
intelligence/life research, these are programming languages which
are used extensively for, if not specifically made for, artificial
intelligence programming.
<descrip>
<label id="Allegro CL">
<tag/Allegro CL/
<itemize>
<item>Web site: <htmlurl url="http://www.franz.com/" name="www.franz.com">
</itemize>
Franz Inc's free linux version of their lisp development
environment. You can download it or they will mail you a
CD free (you don't even have to pay for shipping). It is
generally considered to be one of the better lisp platforms.
<label id="APRIL">
<tag/APRIL/
<itemize>
<item>Web site: <htmlurl
url="http://sourceforge.net/project/?group_id=3173"
name="sourceforge.net/project/?group_id=3173">
</itemize>
APRIL is a symbolic programming language that is designed for writing
mobile, distributed and agent-based systems especially in an Internet
environment. It has advanced features such as a macro sub-language,
asynchronous message sending and receiving, code mobility, pattern
matching, higher-order functions and strong typing. The language is
compiled to byte-code which is then interpreted by the APRIL
runtime-engine. APRIL now requires the InterAgent Communications Model
(ICM) to be installed before it can be installed. [Ed. ICM can be found
at the same web site]
<label id="B-Prolog">
<tag/B-Prolog/
<itemize>
<item>Web site: <htmlurl url="http://www.sci.brooklyn.cuny.edu/~zhou/bprolog.html" name="www.sci.brooklyn.cuny.edu/~zhou/bprolog.html">
<item>Web site: <htmlurl url="http://www.cad.mse.kyutech.ac.jp/people/zhou/bprolog.html" name="www.cad.mse.kyutech.ac.jp/people/zhou/bprolog.html">
</itemize>
B-Prolog is a compact and complete CLP system that runs Prolog and
CLP(FD) programs. An emulator-based system, B-Prolog has a performance
comparable with SICStus-Prolog.
<itemize>
<item>In addition to Edinburgh-style programs, B-Prolog accepts
canonical-form programs that can be compiled into more compact
and faster code than standard Prolog programs.
<item>B-Prolog includes an interpreter and provides an interactive
interface through which users can consult, list, compile, load,
debug and run programs. The command editor facilitates reuse
old commands.
<item>B-Prolog provides a bi-directional interface with C and Java.>
resources in C and Java such as Graphics and sockets, and also
makes it possible for a Prolog program to be embadded in a C
and Java applications.
<item>B-Prolog supports most of the built-ins in ISO Prolog.
<item>B-Prolog supports the delaying (co-routining) mechanism,
which can be used to implement concurrency, test-and-generate
search algorithms, and most importantly constraint propagation
algorithms.
<item>B-Prolog has an efficient constraint compiler for constraints>
over finite-domains and Booleans.
<item>B-Prolog supports the tabling mechanism, which has proven
effective for applications including parsing, problem solving,
theorem proving, and deductive databases.
</itemize>
<label id="DHARMI">
<tag/DHARMI/
<itemize>
<item>Web site: <htmlurl
url="http://megazone.bigpanda.com/~wolf/DHARMI/"
name="http://megazone.bigpanda.com/~wolf/DHARMI/">
</itemize>
DHARMI is a high level spatial, tinker-toy like language who's
components are transparently administered by a background
process called the Habitat. As the name suggests, the language
was designed to make modelling prototypes and handle living
data. Programs can be modified while running. This is accomplished
by blurring the distinction between source code, program,
and data.
<label id="ECoLisp">
<tag/ECoLisp/
<itemize>
<item>Web site (???): <htmlurl url="http://www.di.unipi.it/&tilde;attardi/software.html" name="www.di.unipi.it/&tilde;attardi/software.html">
</itemize>
ECoLisp (Embeddable Common Lisp) is an implementation of
Common Lisp designed for being embeddable into C based
applications. ECL uses standard C calling conventions for Lisp
compiled functions, which allows C programs to easily call
Lisp functions and viceversa. No foreign function interface is
required: data can be exchanged between C and Lisp with no
need for conversion. ECL is based on a Common Runtime Support
(CRS) which provides basic facilities for memory managment,
dynamic loading and dumping of binary images, support for
multiple threads of execution. The CRS is built into a library
that can be linked with the code of the application. ECL is
modular: main modules are the program development tools (top
level, debugger, trace, stepper), the compiler, and CLOS. A
native implementation of CLOS is available in ECL: one can
configure ECL with or without CLOS. A runtime version of ECL
can be built with just the modules which are required by the
application. The ECL compiler compiles from Lisp to C, and
then invokes the GCC compiler to produce binaries.
<label id="ESTEREL">
<tag/ESTEREL/
<itemize>
<item>Web site: <htmlurl
url="http://www-sop.inria.fr/meije/esterel/"
name="www-sop.inria.fr/meije/esterel/">
</itemize>
Esterel is both a programming language, dedicated to programming
reactive systems, and a compiler which translates Esterel programs into
finite-state machines. It is particularly well-suited to programming
reactive systems, including real-time systems and control automata.
Only the binary is available for the language compiler. :P
<label id="Godel">
<tag/G&ouml;del/
<itemize>
<item>Web page: <htmlurl url="http://www.cs.bris.ac.uk/&tilde;bowers/goedel.html" name="www.cs.bris.ac.uk/&tilde;bowers/goedel.html">
</itemize>
G&ouml;del is a declarative, general-purpose programming language
in the family of logic programming languages. It is a strongly typed
language, the type system being based on many-sorted logic with
parametric polymorphism. It has a module system. G&ouml;del supports
infinite precision integers, infinite precision rationals, and also
floating-point numbers. It can solve constraints over finite domains
of integers and also linear rational constraints. It supports
processing of finite sets. It also has a flexible computation rule
and a pruning operator which generalizes the commit of the concurrent
logic programming languages. Considerable emphasis is placed on
G&ouml;del's meta- logical facilities which provide significant
support for meta-programs that do analysis, transformation,
compilation, verification, debugging, and so on.
<label id="LIFE">
<tag/LIFE/
<itemize>
<item>Web page: <htmlurl url="http://www.isg.sfu.ca/life" name="www.isg.sfu.ca/life">
</itemize>
LIFE (Logic, Inheritance, Functions, and Equations) is an
experimental programming language proposing to integrate three
orthogonal programming paradigms proven useful for symbolic
computation. From the programmer's standpoint, it may be perceived as
a language taking after logic programming, functional programming, and
object-oriented programming. From a formal perspective, it may be
seen as an instance (or rather, a composition of three instances) of a
Constraint Logic Programming scheme due to Hoehfeld and Smolka
refining that of Jaffar and Lassez.
<label id="CLisp">
<tag/CLisp (Lisp)/
<itemize>
<item>Web page: <htmlurl
url="http://clisp.sourceforge.net/"
name="clisp.sourceforge.net">
<item>FTP site: <htmlurl
url="ftp://clisp.cons.org/pub/lisp/clisp/source/"
name="clisp.cons.org/pub/lisp/clisp/source">
</itemize>
CLISP is a Common Lisp implementation by Bruno Haible and Michael
Stoll. It mostly supports the Lisp described by
<htmlurl
url="http://www.cs.cmu.edu/afs/cs.cmu.edu/project/ai-repository/ai/html/cltl/cltl2.html"
name="Common LISP: The Language (2nd edition)">
and the ANSI Common Lisp
standard. CLISP includes an interpreter, a byte-compiler, a large
subset of CLOS (Object-Oriented Lisp) , a foreign language interface
and, for some machines, a screen editor.
The user interface language (English, German, French) is chosen at
run time. Major packages that run in CLISP include CLX & Garnet.
CLISP needs only 2 MB of memory.
<label id="CMU CL">
<tag/CMU Common Lisp/
<itemize>
<item>Web page: <htmlurl
url="http://www.cons.org/cmucl/"
name="www.cons.org/cmucl/">
<item>Old Web page: <htmlurl
url="http://www.mv.com/users/pw/lisp/index.html"
name="www.mv.com/users/pw/lisp/index.html">
<item>FTP site: <htmlurl
url="ftp://ftp2.cons.org/pub/languages/lisp/cmucl/release/"
name="ftp2.cons.org/pub/languages/lisp/cmucl/release/">
<item>Linux Installation: <htmlurl
url="http://www.telent.net/lisp/howto.html"
name="www.telent.net/lisp/howto.html">
</itemize>
CMU Common Lisp is a public domain "industrial strength" Common
Lisp programming environment. Many of the X3j13 changes have been
incorporated into CMU CL. Wherever possible, this has been done so as
to transparently allow the use of either CLtL1 or proposed ANSI
CL. Probably the new features most interesting to users are SETF
functions, LOOP and the WITH-COMPILATION-UNIT macro.
<label id="Gnu-CL">
<tag/GCL (Lisp)/
<itemize>
<item>FTP site: <htmlurl
url="ftp://ftp.ma.utexas.edu/pub/gcl/"
name="ftp.ma.utexas.edu/pub/gcl/">
</itemize>
GNU Common Lisp (GCL) has a compiler and interpreter for Common
Lisp. It used to be known as Kyoto Common Lisp. It is very portable
and extremely efficient on a wide class of applications. It compares
favorably in performance with commercial Lisps on several large
theorem-prover and symbolic algebra systems. It supports the CLtL1
specification but is moving towards the proposed ANSI definition. GCL
compiles to C and then uses the native optimizing C compilers (e.g.,
GCC). A function with a fixed number of args and one value turns into
a C function of the same number of args, returning one value, so GCL
is maximally efficient on such calls. It has a conservative garbage
collector which allows great freedom for the C compiler to put Lisp
values in arbitrary registers.
It has a source level Lisp debugger for interpreted code, with display
of source code in an Emacs window. Its profiling tools (based on the
C profiling tools) count function calls and the time spent in each
function.
<label id="GNU Prolog">
<tag/GNU Prolog/
<itemize>
<item>Web site: <htmlurl url="http://pauillac.inria.fr/~diaz/gnu-prolog/" name="pauillac.inria.fr/~diaz/gnu-prolog/">
<item>Web site: <htmlurl url="http://www.gnu.org/software/prolog/prolog.html" name="www.gnu.org/software/prolog/prolog.html">
</itemize>
GNU Prolog is a free Prolog compiler with constraint solving over
finite domains developed by Daniel Diaz.
GNU Prolog accepts Prolog+constraint programs and produces native
binaries (like gcc does from a C source). The obtained executable is
then stand-alone. The size of this executable can be quite small since
GNU Prolog can avoid to link the code of most unused built-in
predicates. The performances of GNU Prolog are very encouraging
(comparable to commercial systems).
Beside the native-code compilation, GNU Prolog offers a classical
interactive interpreter (top-level) with a debugger.
The Prolog part conforms to the ISO standard for Prolog with many
extensions very useful in practice (global variables, OS interface,
sockets,...).
GNU Prolog also includes an efficient constraint solver over Finite
Domains (FD). This opens contraint logic pogramming to the user
combining the power of constraint programming to the declarativity of
logic programming.
<label id="Mercury">
<tag/Mercury/
<itemize>
<item>Web page: <htmlurl url="http://www.cs.mu.oz.au/research/mercury/" name="www.cs.mu.oz.au/research/mercury/">
</itemize>
Mercury is a new, purely declarative logic programming language.
Like Prolog and other existing logic programming languages, it is a
very high-level language that allows programmers to concentrate on the
problem rather than the low-level details such as memory management.
Unlike Prolog, which is oriented towards exploratory programming,
Mercury is designed for the construction of large, reliable, efficient
software systems by teams of programmers. As a consequence,
programming in Mercury has a different flavor than programming in
Prolog.
<label id="Mozart">
<tag/Mozart/
<itemize>
<item>Web page: <htmlurl url="http://www.mozart-oz.org/"
name="www.mozart-oz.org/">
</itemize>
The Mozart system provides state-of-the-art support in two areas: open
distributed computing and constraint-based inference. Mozart implements
Oz, a concurrent object-oriented language with dataflow synchronization.
Oz combines concurrent and distributed programming with logical
constraint-based inference, making it a unique choice for developing
multi-agent systems. Mozart is an ideal platform for both general-purpose
distributed applications as well as for hard problems requiring
sophisticated optimization and inferencing abilities. We have developed
applications in scheduling and time-tabling, in placement and
configuration, in natural language and knowledge representation,
multi-agent systems and sophisticated collaborative tools.
<label id="SWI Prolog">
<tag/SWI Prolog/
<itemize>
<item>Web page: <htmlurl url="http://www.swi.psy.uva.nl/projects/SWI-Prolog/" name="www.swi.psy.uva.nl/projects/SWI-Prolog/">
<item>FTP site: <htmlurl url="ftp://swi.psy.uva.nl/pub/SWI-Prolog/" name="swi.psy.uva.nl/pub/SWI-Prolog/">
</itemize>
SWI is a free version of prolog in the Edinburgh Prolog family
(thus making it very similar to Quintus and many other versions).
With: a large library of built in predicates, a module system, garbage
collection, a two-way interface with the C language, plus many other
features. It is meant as a educational language, so it's compiled code
isn't the fastest. Although it similarity to Quintus allows for easy
porting.
XPCE is freely available in binary form for the Linux version of SWI-prolog.
XPCE is an object oriented X-windows GUI development package/environment.
<label id="Kali Scheme">
<tag/Kali Scheme/
<itemize>
<item>Web site: <htmlurl url="http://www.neci.nj.nec.com/PLS/Kali.html" name="www.neci.nj.nec.com/PLS/Kali.html">
</itemize>
Kali Scheme is a distributed implementation of Scheme that
permits efficient transmission of higher-order objects such as
closures and continuations. The integration of distributed
communication facilities within a higher-order programming
language engenders a number of new abstractions and paradigms
for distributed computing. Among these are user-specified
load-balancing and migration policies for threads,
incrementally-linked distributed computations, agents, and
parameterized client-server applications. Kali Scheme supports
concurrency and communication using first-class procedures and
continuations. It integrates procedures and continuations into a
message-based distributed framework that allows any Scheme
object (including code vectors) to be sent and received in a
message.
<label id="RScheme">
<tag/RScheme/
<itemize>
<item>Web site:<htmlurl
url="http://www.rscheme.org/"
name="www.rscheme.org">
<item>FTP site: <htmlurl
url="ftp://ftp.rscheme.org/pub/rscheme/"
name="ftp.rscheme.org/pub/rscheme/">
</itemize>
RScheme is an object-oriented, extended version of the Scheme
dialect of Lisp. RScheme is freely redistributable, and offers
reasonable performance despite being extraordinarily portable.
RScheme can be compiled to C, and the C can then compiled with a
normal C compiler to generate machine code. By default, however,
RScheme compiles to bytecodes which are interpreted by a
(runtime) virtual machine. This ensures that compilation is fast
and keeps code size down. In general, we recommend using the
(default) bytecode code generation system, and only compiling
your time-critical code to machine code. This allows a nice
adjustment of space/time tradeoffs. (see web site for details)
<label id="Scheme 48">
<tag/Scheme 48/
<itemize>
<item>Web site: <htmlurl url="http://www.neci.nj.nec.com/homepages/kelsey/" name="www.neci.nj.nec.com/homepages/kelsey/">
</itemize>
Scheme 48 is a Scheme implementation based on a virtual machine
architecture. Scheme 48 is designed to be straightforward, flexible,
reliable, and fast. It should be easily portable to 32-bit
byte-addressed machines that have POSIX and ANSI C support. In
addition to the usual Scheme built-in procedures and a development
environment, library software includes support for hygienic macros (as
described in the Revised&circ;4 Scheme report), multitasking, records,
exception handling, hash tables, arrays, weak pointers, and FORMAT.
Scheme 48 implements and exploits an experimental module system
loosely derived from Standard ML and Scheme Xerox. The development
environment supports interactive changes to modules and interfaces.
<label id="SCM">
<tag>SCM (<bf>Scheme</bf>)
<itemize>
<item>Web site: <htmlurl url="http://www-swiss.ai.mit.edu/&tilde;jaffer/SCM.html" name="www-swiss.ai.mit.edu/&tilde;jaffer/SCM.html">
<item>FTP site: <htmlurl url="ftp://swiss-ftp.ai.mit.edu:/archive/scm/" name="swiss-ftp.ai.mit.edu:/archive/scm/">
</itemize>
SCM conforms to the Revised&circ;4 Report on the Algorithmic Language
Scheme and the IEEE P1178 specification. Scm is written in C. It uses
the following utilities (all available at the ftp site).
<itemize>
<item>SLIB (Standard Scheme Library) is a portable Scheme
library which is intended to provide compatibility and utility
functions for all standard Scheme implementations, including
SCM, Chez, Elk, Gambit, MacScheme, MITScheme, scheme->C,
Scheme48, T3.1, and VSCM, and is available as the file
slib2c0.tar.gz. Written by Aubrey Jaffer.
<item>JACAL is a symbolic math system written in Scheme, and is
available as the file jacal1a7.tar.gz.
<item>Interfaces to standard libraries including REGEX string
regular expression matching and the CURSES screen management
package.
<item>Available add-on packages including an interactive debugger,
database, X-window graphics, BGI graphics, Motif, and
Open-Windows packages.
<item>A compiler (HOBBIT, available separately) and dynamic linking
of compiled modules.
</itemize>
<label id="Shift">
<tag/Shift/
<itemize>
<item>Web site: <htmlurl url="http://www.path.berkeley.edu/shift/" name="www.path.berkeley.edu/shift/">
</itemize>
Shift is a programming language for describing dynamic
networks of hybrid automata. Such systems consist of
components which can be created, interconnected and destroyed
as the system evolves. Components exhibit hybrid behavior,
consisting of continuous-time phases separated by
discrete-event transitions. Components may evolve
independently, or they may interact through their inputs,
outputs and exported events. The interaction network itself
may evolve.
<label id="YAP Prolog">
<tag/YAP Prolog/
<itemize>
<item>Web site: <htmlurl url="http://www.ncc.up.pt/~vsc/Yap/"
name="www.ncc.up.pt/~vsc/Yap/">
</itemize>
YAP is a high-performance Prolog compiler developed at
LIACC/Universidade do Porto. Its Prolog engine is based in the WAM
(Warren Abstract Machine), with several optimizations for better
performance. YAP follows the Edinburgh tradition, and is largely
compatible with DEC-10 Prolog, Quintus Prolog, and especially
with C-Prolog. Work on the more recent version of YAP strives at
several goals:
<itemize>
<item>Portability: The whole system is now written in C. YAP
compiles in popular 32 bit machines, such as Suns and
Linux PCs, and in a 64 bit machines, the Alphas running
OSF Unix and Linux.
<item>Performance: We have optimised the emulator to obtain
performance comparable to or better than well-known Prolog
systems. In fact, the current version of YAP performs
better than the original one, written in assembly language.
<item>Robustness: We have tested the system with a large array
of Prolog applications.
<item>Extensibility: YAP was designed internally from the
beginning to encapsulate manipulation of terms. These
principles were used, for example, to implement a simple
and powerful C-interface. The new version of YAP extends
these principles to accomodate extensions to the
unification algorithm, that we believe will be useful to
implement extensions such as constraint programming.
<item>Completeness: YAP has for a long time provided most
builtins expected from a Edinburgh Prolog implementation.
These include I/O functionality, data-base operations,
and modules. Work on YAP aims now at being compatible with
the Prolog standard.
<item>Openess: We would like to make new development of YAP
open to the user community.
<item>Research: YAP has been a vehicle for research within and
outside our group. Currently research is going on on
parallelisation and tabulation, and we have started work
to support constraint handling.
</itemize>
</descrip>
</article>