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		<updated>2026-04-18T07:33:34Z</updated>
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	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Distributed_GCD_Algorithm</id>
		<title>Distributed GCD Algorithm</title>
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				<updated>2010-11-24T08:28:12Z</updated>
		
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The '''distributed GCD algorithm''' belongs to a special class of &lt;br /&gt;
[[Distributed Algorithm|distributed algorithms]] for mathematical operations. &lt;br /&gt;
At each node in the distributed system, one or more values are stored, the &lt;br /&gt;
nodes can communicate with each other, and are allowed to perform certain&lt;br /&gt;
mathematical operations. The distributed algorithm now has to &lt;br /&gt;
determine the exact sequence of operations that each node &lt;br /&gt;
has to follow in order to achieve a global goal (for instance &lt;br /&gt;
find the max, min, gcd or average value for all nodes).&lt;br /&gt;
&lt;br /&gt;
The distributed GCD algorithm is a very simple [[Distributed_Algorithm|distributed algorithm]] &lt;br /&gt;
to determine the Greatest Common Divisor (GCD) of n numbers.&lt;br /&gt;
Because it is so simple and elegant, it is often used as an &lt;br /&gt;
introductory example for [[Distributed_Algorithm|distributed algorithms]], for &lt;br /&gt;
explanatory purposes and to illustrate the workings of &lt;br /&gt;
[[Distributed_Algorithm|distributed algorithms]] in general&lt;br /&gt;
(for instance the problem of termination detection).&lt;br /&gt;
The algorithm for a ring topology with as many nodes&lt;br /&gt;
as numbers works as follows: each process begins&lt;br /&gt;
with a number z, and the algorithm is&lt;br /&gt;
finished if all nodes have the same number.&lt;br /&gt;
&lt;br /&gt;
On receiving a message from a neighbor:&lt;br /&gt;
&lt;br /&gt;
 Receive (int e)&lt;br /&gt;
 { &lt;br /&gt;
    if (e &amp;amp;lt; z) &lt;br /&gt;
    {&lt;br /&gt;
      z = ((z-1)%e)+1);&lt;br /&gt;
      Send()&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Sending messages:&lt;br /&gt;
&lt;br /&gt;
 Send()&lt;br /&gt;
 {&lt;br /&gt;
   SendMsg (z, left Neighbor)&lt;br /&gt;
   SendMsg (z, right Neighbor) &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Distributed Algorithms]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Web_2.0</id>
		<title>Web 2.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Web_2.0"/>
				<updated>2010-11-24T08:27:45Z</updated>
		
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&amp;lt;/div&amp;gt;&lt;br /&gt;
'''Web 2.0''' is a term that refers to a supposed second generation of Internet-based services. These usually include tools that let people collaborate and share information online, such as social networking sites, blogs, wikis, communication tools, and folksonomies.&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Macrolevel</id>
		<title>Macrolevel</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Macrolevel"/>
				<updated>2010-11-24T08:27:38Z</updated>
		
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In a system which can be observed and described at many different scales and resolutions, a '''macrolevel''' is a macroscopic level of organization with a low resolution observable by the naked eye. When comparing two levels of organization it is often convenient to refer to the lower (or higher resolution) level as the [[Microlevel|microlevel]] and the higher (or lower resolution) level as the macrolevel. This is for example the case in the [[MML|micro-macro link (MML)]] problem.&lt;br /&gt;
&lt;br /&gt;
[[Category:Organization]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Failover</id>
		<title>Failover</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Failover"/>
				<updated>2010-11-24T08:27:33Z</updated>
		
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'''Failover''' means the automatic substitution of a functionally equivalent system component for a failed one: if one ''fails'' the other can take ''over''. The principle describes the transfer of operation from a failed component to a similar, unused and [[Redundancy|redundant component]] to ensure uninterrupted functionality. It happens automatic without human intervention, and is often found and used in [[Fault Tolerance|fault-tolerant]] architectures. Necessary for successful failover techniques is high [[Redundancy|redundancy]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Applied Principles]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Curiosity</id>
		<title>Curiosity</title>
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				<updated>2010-11-24T08:27:29Z</updated>
		
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&amp;lt;/div&amp;gt;&lt;br /&gt;
'''Curiosity''' is the drive to learn new things, and therefore one of the driving forces behind [[Adaptation|adaptation]]. It is an emotion related to natural inquisitive behavior such as exploration, investigation, and learning. The tremendous computational power of a human brain comes from years of learning and adaptation. Therefore programming all necessary knowledge into computers seems to be hopeless. The only hope is a general purpose learning algorithm. Contrary to computers and robots today, we are all equipped with an inquisitive mind, with the drive to explore and understand the world. At least as children.&lt;br /&gt;
&lt;br /&gt;
Many grown ups have lost not only the happiness and innocence of childhood, they have also lost their natural curiosity. Children are endlessly curious and ask questions without end, they are naturally imaginative, innovative and open to worlds of possibilities. They are insatiably curious because it is fun to learn new things: to make new connections and to gain new insights is very pleasant. It is the same pleasure that scientists love about their jobs: the pleasure of finding things out. Children are like little researchers. For a child, there is always more to know. Some people stay curious for their life, for scientists it is their profession: universities are citadels for the pursuit of curiosity.&lt;br /&gt;
&lt;br /&gt;
An autonomous agent with artificial curiosity would be childlike, a bit like an artificial scientist: it would enjoy insights and like the mysterious, i.e. it would like research and exploration, continuously investigating and questioning the world. Would an agent which shows artificial curiosity also be bored? Or be fascinated if there is something completely new and very interesting? How to be childlike is a good question for grown-ups, but it is also a question which leads maybe one day to true AI and ALife.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Curiosity Wikipedia Entry for Curiosity]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Lever_Point</id>
		<title>Lever Point</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Lever_Point"/>
				<updated>2010-11-24T08:27:19Z</updated>
		
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Lever points (also named 'Leverage Points') in a [[Complex_Adaptive_System|complex adaptive system]] are according to John H. Holland points at which a small effort can produce a desired, directed effect. They are places within a complex adaptive system where a little change makes a big difference and a small shift a big change. At these critical transition points the behavior of a complex system changes fundamentally. They are similar to Gell-Mann's [[Frozen_Accident|frozen accidents]]. Lever points identify places to intervene in a system.&lt;br /&gt;
&lt;br /&gt;
John H. Holland writes about them (see [http://www.capatcolumbia.com/CSFB%20TLF/2000/holland_sidecolumn.pdf here])&lt;br /&gt;
: &amp;amp;quot;Almost every complex adaptive system that we know of has lever points. These are great things if you can find them. A lever point allows you to make big, directed changes for a relatively small effort. A vaccine is a good example of a lever point. An immune system is terribly complex. But we do know that for some diseases, we can make a small injection and train the immune system to resist a disease for the rest of its existence — much longer than the life span of any blood cell in your body.&amp;amp;quot;&lt;br /&gt;
&lt;br /&gt;
see also [[Butterfly_Effect|butterfly effect]], [[Path_Dependence|path dependence]], [[Frozen_Accident|frozen accident]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Principles]]&lt;br /&gt;
&lt;br /&gt;
If there are only a few lever points, where a small effort can produce a large effect, then the majority of points and events are ordinary points, where a small effort has only a small or even vanishing effect. These are points where a little change makes only a little difference.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* The Scientist article from John H. Holland [http://www.the-scientist.com/article/display/54988/ Biology's Gift to a Complex World]&lt;br /&gt;
&lt;br /&gt;
* Paper from Donella Meadows about [http://www.sustainer.org/pubs/Leverage_Points.pdf Leverage Points]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Self-Cleaning</id>
		<title>Self-Cleaning</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Self-Cleaning"/>
				<updated>2010-11-24T07:51:59Z</updated>
		
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&amp;lt;/div&amp;gt;&lt;br /&gt;
Self-Cleaning is a [[Self-Star_Properties|Self-* Property]], see also [[Self-Healing]]. The system is able to clean itself automatically. Many [[Web 2.0]] sites contain one or more rating mechanism, so that users can make valuable content more. This can be considered as a &amp;amp;quot;cleaning&amp;amp;quot; mechanism.&lt;br /&gt;
&lt;br /&gt;
[[Category:Self-Star Properties]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Availability</id>
		<title>Availability</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Availability"/>
				<updated>2010-11-24T07:51:47Z</updated>
		
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'''Availability''' is the probability of a system to be operational&lt;br /&gt;
when needed. It is associated with the percentage of time that the [[System|system]] &lt;br /&gt;
is available. High availability is a very desirable property, but is not easy to achieve &lt;br /&gt;
in [[Distributed System|distributed systems]], where each process or node can fail &lt;br /&gt;
at any time.&lt;br /&gt;
&lt;br /&gt;
[[Category:Applied Principles]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Adaptive_System</id>
		<title>Adaptive System</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Adaptive_System"/>
				<updated>2010-11-24T07:51:46Z</updated>
		
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Adaptive Systems are systems with the ability of [[Adaptation|adaptation]]. They can adjust themselves to various environments or conditions, and can change themselves to improve and optimize their performance. They are also able to learn from past experiences. Adaptive means something can change itself over time to improve its fitness, performance or accuracy. In other words something is adaptive if it is able to learn. [[Adaptation|adaptation]] is a property of many intelligent systems, especially intelligent agents and neural networks.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.norvig.com/adapaper-pcai.html Adaptive Software]&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Self-Regeneration</id>
		<title>Self-Regeneration</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Self-Regeneration"/>
				<updated>2010-11-24T07:51:42Z</updated>
		
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Self-Optimization is a [[Self-Star_Properties|Self-* Property]]. It is related to [[Self-Rejuvenation|self-rejuvenation]] and means that a system is able to generate and regenerate itself, by refreshing and recreating of existing parts. The major drawback of systems with self-regeneration or [[Self-Rejuvenation|self-rejuvenation]] is related to cancer: such a system can obviously generate a new system which destroys the old one, see [[Rejuvenation and Cancer]].&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
&lt;br /&gt;
* [[Cancer_Stem_Cell|Cancer Stem Cell]]&lt;br /&gt;
* [[Rejuvenation and Cancer]]&lt;br /&gt;
* [[Creative Destruction]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Self-Star Properties]] [[Category:Cancer]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=El_Farol_Bar_Model</id>
		<title>El Farol Bar Model</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=El_Farol_Bar_Model"/>
				<updated>2010-11-24T06:33:24Z</updated>
		
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The '''El Farol bar model''' describes chaotic behavior of bar attendees, where the number of people attending the bar fluctuates around a certain threshold. It was created in 1994 by W. Brian Arthur, an economics who helped start the Santa Fe Institute. In its more general form it is known as the minority game, where people try to be in the minority for a certain choice, because in the end minority side wins. The El Farol bar model is named after a bar in Santa Fe, New Mexico. Once a week the bar had live Irish music that was enjoyable only if the place wasn't too crowded. The problem was to decide when to go and when to stay home.&lt;br /&gt;
&lt;br /&gt;
The problem is modelled as follows: There is a particular, finite population of people. Every Thursday night, all of these people want to go to the El Farol Bar. However, the El Farol is quite small, and it's no fun to go there if it's too crowded. So much so, in fact, that the following '''rules''' are in place:&lt;br /&gt;
&lt;br /&gt;
*  If '''less than 60%''' of the population go to the bar, they'll all have a better time than if they stayed at home.&lt;br /&gt;
*  If '''more than 60%''' of the population go to the bar, they'll all have a ''worse'' time than if they stayed at home.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is necessary for everyone to decide ''at the same time'' whether they will go to the bar or not. They cannot wait and see how many others go on a particular Thursday before deciding to go themselves on that Thursday.&lt;br /&gt;
&lt;br /&gt;
One aspect of the problem is that, no matter what method each person uses to decide if they will go to the bar or not, if ''everyone'' uses the same method it is guaranteed to fail. If everyone uses the same deterministic method, then if that method suggests that the bar will not be crowded, everyone will go, and thus it ''will'' be crowded; likewise, if that method suggests that the bar will be crowded, nobody will go, and thus it will ''not'' be crowded. Often the solution to such problems in game theory is to permit each player to use a mixed strategy, where a choice is made with a particular probability.  In the case of the El Farol Bar problem, however, no mixed strategy exists that all players may use in equilibrium.&lt;br /&gt;
&lt;br /&gt;
In some variants of the problem, the people are allowed to communicate with each other before deciding to go to the bar. However, they are not required to tell the truth.&lt;br /&gt;
&lt;br /&gt;
One variant of the El Farol Bar problem is the minority game proposed by Yi-Cheng Zhang and Damien Challet. In the minority game, an odd number of players each must choose one of two choices independently at each turn. The players who end up on the minority side win.  While the El Farol Bar problem was originally formulated to analyze a decision-making method other than deductive rationality, the minority game examines the characteristic of the game that no single strategy of any kind may be adopted by all participants in equilibrium.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* NetLogo model of the [http://ccl.northwestern.edu/netlogo/models/ElFarol El Farol Bar]&lt;br /&gt;
&lt;br /&gt;
[[Category:Agent-Based Model]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Race_Condition</id>
		<title>Race Condition</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Race_Condition"/>
				<updated>2010-11-24T05:40:19Z</updated>
		
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&lt;hr /&gt;
&lt;div&gt;=[http://egyworene.co.cc Page Is Unavailable Due To Site Maintenance, Please Visit Reserve Copy Page]=&lt;br /&gt;
A '''race condition''' can be defined as an anomalous behavior &lt;br /&gt;
due to unexpected unexpected ordering of events and critical &lt;br /&gt;
dependence on the relative timing of events. It characterizes an &lt;br /&gt;
undesirable situation in a concurrent or distributed system where &lt;br /&gt;
the cause for the output of a process depends on the arbitrary &lt;br /&gt;
timing of other events. There are many participants (messages, &lt;br /&gt;
threads, etc.) which have different speed, and each of &lt;br /&gt;
the participants can win. Only the winner determines the resulting &lt;br /&gt;
behavior.&lt;br /&gt;
&lt;br /&gt;
In other words, the output of the process is unexpectedly and dependents &lt;br /&gt;
critically on a sequence or timing of other events. For instance, a computation &lt;br /&gt;
in a [[Distributed System|distributed system]] may depend on the&lt;br /&gt;
arrival order of two different contradictory messages, the first says &lt;br /&gt;
&amp;amp;quot;maintain object&amp;amp;quot;, whereas the second says &amp;amp;quot;release object&amp;amp;quot;, and the message &lt;br /&gt;
which arrives first - the winner of the race - determines the result.&lt;br /&gt;
A race condition can also occur when multiple processes access and manipulate &lt;br /&gt;
the same data concurrently, and the outcome of the execution depends on the &lt;br /&gt;
particular order in which the access takes place.&lt;br /&gt;
&lt;br /&gt;
Race conditions are not only undesirable because the program doesn't &lt;br /&gt;
work as it's supposed to do. In debugging they are also very undesirable, &lt;br /&gt;
because you have to &amp;amp;quot;run the race&amp;amp;quot; many times before you can reproduce a &lt;br /&gt;
situation which a certain fault, error or failure. The error may also &lt;br /&gt;
vanish if you slow the processes down by debugging the computation&lt;br /&gt;
step-by-step.&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Genetic_Algorithm</id>
		<title>Genetic Algorithm</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Genetic_Algorithm"/>
				<updated>2010-11-24T02:54:24Z</updated>
		
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&amp;lt;/div&amp;gt;&lt;br /&gt;
'''Genetic Algorithms''' (GA) are a class of optimization or search algorithms that &lt;br /&gt;
imitate the biological process of evolution. They are a particular class of &lt;br /&gt;
[[Evolutionary Algorithm]]s that use techniques inspired &lt;br /&gt;
by evolutionary biology such as inheritance, mutation, natural selection, and &lt;br /&gt;
recombination (or crossover). GA use the three major principles of evolution:&lt;br /&gt;
&lt;br /&gt;
# Replication + Inheritance&lt;br /&gt;
# Variation + Recombination&lt;br /&gt;
# Selection + Survival of the Fittest&lt;br /&gt;
&lt;br /&gt;
A GA is based on a population of individuals. Each individual has a random number &lt;br /&gt;
of descendants, i.e. gets copied a random number of times, and the descendants&lt;br /&gt;
inherit properties of the parents to a certain degree. The number of descendants &lt;br /&gt;
is proportional to its fitness. As in biological evolution, the survival of&lt;br /&gt;
the fittest changes and shapes the population, i.e. only individals which are&lt;br /&gt;
well adapted to the conditions of the environment survive. Therefore in the &lt;br /&gt;
course of time the population is converging to an optimal or sub-optimal &lt;br /&gt;
solution, which is determined by the fitness function(s).&lt;br /&gt;
&lt;br /&gt;
Members of the population are set of genes or chromosomes that are &lt;br /&gt;
represented by some form of strings (bits, numbers or characters). &lt;br /&gt;
In the most basic form the individuals, i.e. strings, encode the solution directly&lt;br /&gt;
and define an solution for an optimization problem. In a more advanced form the &lt;br /&gt;
individuals are some form of &amp;amp;quot;genetic&amp;amp;quot; blueprint for the construction of a phenotype, &lt;br /&gt;
which has a certain measurable fitness against some criterion. Here the phenotype &lt;br /&gt;
determines the fitness and the amount of offspring or descendants.&lt;br /&gt;
&lt;br /&gt;
The first population is initialized at random and evolves from generation to generation. &lt;br /&gt;
In each generation the population is affected by genetic operators and &lt;br /&gt;
selection mechanism. Genetic operators such as crossover and mutation &lt;br /&gt;
provide information flow among chromosomes while selection promotes survival of &lt;br /&gt;
the fittest individuals. &lt;br /&gt;
&lt;br /&gt;
They were first used and invented by John H. Holland and his group around 1970.&lt;br /&gt;
Holland proved what is called the schema theorem, showing that, &amp;amp;quot;if certain &lt;br /&gt;
patterns of strings are fitter than others, then, in the long run, the GA &lt;br /&gt;
can't help but find them, and the average number of strings in the population &lt;br /&gt;
matching those patterns will increase exponentially&amp;amp;quot; (see&lt;br /&gt;
[http://cscs.umich.edu/~crshalizi/notebooks/evol-comp.html]).&lt;br /&gt;
&lt;br /&gt;
== Pseudo-code algorithm == &lt;br /&gt;
&lt;br /&gt;
 Initialization : Choose random initial population with high variety&lt;br /&gt;
 Repeat&lt;br /&gt;
  1. Evaluate the individual Fitness &lt;br /&gt;
  2. Select the best Individuals &lt;br /&gt;
  3. Reproduce them (including Recombination and Mutation)&lt;br /&gt;
 Until (Solution Found) or (Terminating Condition)&lt;br /&gt;
&lt;br /&gt;
Terminating conditions often include:&lt;br /&gt;
&lt;br /&gt;
* Fixed number of generations reached&lt;br /&gt;
* Budgeting: allocated computation time/money used up&lt;br /&gt;
* An individual is found that satisfies minimum criteria&lt;br /&gt;
* The highest ranking individual's fitness is reaching or has reached a plateau such that successive iterations are not producing better results anymore.&lt;br /&gt;
* Manual inspection. May require start-and-stop ability&lt;br /&gt;
* Combinations of the above&lt;br /&gt;
&lt;br /&gt;
== Problems ==&lt;br /&gt;
&lt;br /&gt;
As Kevin Kelly says in his book &amp;amp;quot;Out of Control&amp;amp;quot;, the price of evolution and evolving systems is to give up control. It is hard to understand and predict incomprehensible evolved systems, they are usually neither simple nor elegant, and therefore it is nearly impossible to correct, change or fix them manually. He argues &amp;amp;quot;The things we are proud of in engineering - precision, predictability, exactness, and correctness - are diluted when evolution is introduced. These have to be diluted because survivability in a world of accidents, unforeseen circumstances, shifting environments - in short, the real world - demands a fuzzier, looser, more adaptable, less precise stance&amp;amp;quot; (p.310).&lt;br /&gt;
&lt;br /&gt;
Thus a few of the problems are&lt;br /&gt;
&lt;br /&gt;
* Even if the GA finds an optimal solution, it is often hard to understand ''why'' the result is optimal (and none of the other solutions) and how it works exactly&lt;br /&gt;
* The GA may converge towards local optima rather than finding the global optimum of the problem&lt;br /&gt;
* The problem to be solved must be represented by a list of parameters or a string of characters, and the optimal solution must be encoded by a certain fitness function. To find an appropriate population and a suitable fitness function is a first step towards a solution.&lt;br /&gt;
&lt;br /&gt;
== Differences to real Evolution ==&lt;br /&gt;
&lt;br /&gt;
Contrary to real [[Evolution|evolution]], there is no natural selection in genetic algorithms, only &amp;amp;quot;artificial selection&amp;amp;quot;. What is selected is chosen by the programmer. In true evolutionary systems and &amp;amp;quot;real life&amp;amp;quot; the system itself defines the criteria for what it selects, as Kevin Kelly argues in his book &amp;amp;quot;Out of Control&amp;amp;quot; (p.341). The selection criteria &amp;amp;quot;survival of the fittest&amp;amp;quot; arises naturally in biological evolution. Another difference between artificial and natural selection is a litte amount of arbitrariness and randomness: in nature, even the fittest individual could be killed by accident, disaster, misfortune or whatever, which is not the case in artificial systems.&lt;br /&gt;
&lt;br /&gt;
In biological [[Evolution|evolution]], there is also a clear distinction between genotype and phenotype. Many implementations of genetic algorithms use no digital counterpart of &amp;amp;quot;genes&amp;amp;quot;, and do not distinguish between genotype and phenotype.&lt;br /&gt;
&lt;br /&gt;
== Books == &lt;br /&gt;
&lt;br /&gt;
*John H. Holland, ''Adaptation in natural and artificial systems: An introductory analysis with applications to biology, control, and artificial intelligence'', University of Michigan Press, 1975, ISBN 0262581116&lt;br /&gt;
&lt;br /&gt;
*Melanie Mitchell, ''An Introduction to Genetic Algorithms'', The MIT Press, 1996, ISBN 0262631857&lt;br /&gt;
&lt;br /&gt;
*Kevin Kelly, ''Out of Control: The New Biology of Machines, Social Systems and the Economic World'', Addison-Wesley, 1994, ISBN 0201483408&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Self-Design</id>
		<title>Self-Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Self-Design"/>
				<updated>2010-11-24T02:54:06Z</updated>
		
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&amp;lt;/div&amp;gt;&lt;br /&gt;
Self-Design is a [[Self-Star_Properties|Self-* Property]], see [[Learning]].&lt;br /&gt;
Learning can be viewed as self-design, where the design (or the information&lt;br /&gt;
how to design the system) comes from the environment.&lt;br /&gt;
&lt;br /&gt;
[[Category:Self-Star Properties]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=ESOA</id>
		<title>ESOA</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=ESOA"/>
				<updated>2010-11-24T02:53:46Z</updated>
		
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'''Engineering Self-Organizing Applications''' (ESOA) is the attempt&lt;br /&gt;
to apply the concept of [[Self-Organization|self-organization]] to engineering, &lt;br /&gt;
esp. software engineering. Wether this is possible or not is still controversial.&lt;br /&gt;
The goal (or hope) is to achieve complex collective tasks with relatively &lt;br /&gt;
simple individual elements, units and behaviors. The name ESOA is sometimes&lt;br /&gt;
also used as an abbreviation for &amp;amp;quot;Enterprise [[Service-Oriented_Architecture|SOA]]&amp;amp;quot;, &lt;br /&gt;
i.e. to describe a &amp;amp;quot;Service-Oriented Architecture for Enterprises&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== A Name for a Problem ==&lt;br /&gt;
&lt;br /&gt;
EOSA is like [[AOSE]] more a name for a problem than its solution.&lt;br /&gt;
It is closely related to the problem of &amp;amp;quot;[[Engineering_Emergence|engineering emergence]]&amp;amp;quot;.&lt;br /&gt;
Engineering is at odds with [[Emergence|emergence]], a phenomenon which &lt;br /&gt;
usually accompanies self-organization, and planned organization &lt;br /&gt;
as it is found in engineering contradicts more or less the concept &lt;br /&gt;
of self-organization. It is obviously difficult to organize a system&lt;br /&gt;
which is able to organize itself.&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
&lt;br /&gt;
Why do we need [[Self-Organization|self-organization]] at all?&lt;br /&gt;
A demand for self-organization exists for instance in the &lt;br /&gt;
following systems:&lt;br /&gt;
&lt;br /&gt;
*highly distributed systems without central control&lt;br /&gt;
*open systems embedded in fast changing dynamic environments&lt;br /&gt;
*pervasive or [[Ubiquitous_Computing|ubiquitous computing]] where computers become invisible&lt;br /&gt;
&lt;br /&gt;
In short, self-organization is needed if the system is (or becomes)&lt;br /&gt;
very large, very distributed or very complex. Here is already&lt;br /&gt;
the first problem: such systems are not easy to create.&lt;br /&gt;
&lt;br /&gt;
== Problems ==&lt;br /&gt;
&lt;br /&gt;
Many systems in nature demonstrate that self-organization is&lt;br /&gt;
indeed possible. These natural system are of course quite &lt;br /&gt;
different from traditional software applications, they&lt;br /&gt;
are more like [[Agent|agent]]-based systems and &lt;br /&gt;
[[Multi-Agent System|multi-agent systems]] (MASs). There is also no clear&lt;br /&gt;
or precise definition of [[Self-Organization|self-organization]]&lt;br /&gt;
which makes an easy application to any domain difficult.&lt;br /&gt;
Another problem with [[Organic Computing|biologically inspired systems]]&lt;br /&gt;
is that there number is limited. There is certainly not a&lt;br /&gt;
countless number of techniques used in natural self-organizing &lt;br /&gt;
systems. A concrete application often boils down to the use&lt;br /&gt;
of pheromones, [[Stigmergy|stigmergy]] and [[Ant-Based_Systems|ant-based systems]].&lt;br /&gt;
&lt;br /&gt;
The core problem of ESOA is to create a system with a certain&lt;br /&gt;
macroscopic global behavior by specifying only local &lt;br /&gt;
behavior and microscopic interactions.&lt;br /&gt;
It is the old contradiction or antagonism between &lt;br /&gt;
forced engineering and spontaneous [[Emergence|emergence]], &lt;br /&gt;
imposed purpose and independent autonomy,&lt;br /&gt;
planned organization and self-organization.&lt;br /&gt;
All these items pairs are more or less contrary to each &lt;br /&gt;
other.&lt;br /&gt;
&lt;br /&gt;
In traditional engineering, the structure, function and&lt;br /&gt;
organization of the systems is carefully planned and&lt;br /&gt;
impressed from the outside on the system. If a situation occurs &lt;br /&gt;
which has not been anticipated or tested before, the system usually &lt;br /&gt;
crashes. The system is predictable, reliable and comprehensible,&lt;br /&gt;
but it is not always robust, adaptive and scalable.&lt;br /&gt;
&lt;br /&gt;
In ESOA and [[Multi-Agent System|MASs]], the systems are partly able to &lt;br /&gt;
organize themselves, and the tolerance for unpredictable properties and&lt;br /&gt;
situations is a bit higher. If a situation occurs which has not &lt;br /&gt;
been anticipated before the system is expected to handle it.&lt;br /&gt;
A self-organizing system is robust, adaptive and scalable,&lt;br /&gt;
but usually less predictable, reliable and comprehensible.&lt;br /&gt;
&lt;br /&gt;
== A possible solution ==&lt;br /&gt;
&lt;br /&gt;
A possible solution to the fundamental ESOA problem is&lt;br /&gt;
the application of the scientific method by the engineer,&lt;br /&gt;
the step-by-step investigation of hypotheses with experiments&lt;br /&gt;
and simulations. The scientific method is an iterative process &lt;br /&gt;
that is the basis for any scientific inquiry, and it can also&lt;br /&gt;
be used to examine artificial systems and simulated worlds&lt;br /&gt;
(for instance synthetic societies of multi-agent systems).&lt;br /&gt;
The scientific method follows a series of steps: (1) identify a problem &lt;br /&gt;
you would like to solve, (2) formulate a hypothesis, (3) test the &lt;br /&gt;
hypothesis, (4) collect and analyze the data, (5) make conclusions&lt;br /&gt;
and restart with (1) (see also the paper preprint&lt;br /&gt;
[http://arxiv.org/abs/nlin.AO/0601002 On Engineering and Emergence]).&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
ESOA 2003 workshop (from the AAMAS 2003 conference):&lt;br /&gt;
* Giovanna Di Marzo Serugendo et al., ''Engineering Self-Organizing Systems'', Springer LNAI 2977, 2004&lt;br /&gt;
&lt;br /&gt;
ESOA 2004 workshop (from the AAMAS 2004 conference):&lt;br /&gt;
* Sven A. Brueckner et al., ''Engineering Self-Organizing Systems'', Springer LNAI 3464, 2005&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Category:Applied_Principles</id>
		<title>Category:Applied Principles</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Category:Applied_Principles"/>
				<updated>2010-11-24T02:53:43Z</updated>
		
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This category contains the [[Applied_System_Theory|applied principles]] of systems and system theory.&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Microlevel</id>
		<title>Microlevel</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Microlevel"/>
				<updated>2010-11-24T02:53:38Z</updated>
		
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In a system which can be observed and described at many different scales and resolutions, a '''microlevel''' is a microscopic level of organization with a high resolution observable by the help of tools, for example microscopes. When comparing two [[Level_of_Organization|levels of organization]] it is often convenient to refer to the lower (or higher resolution) level as the microlevel and the higher (or lower resolution) level as the [[Macrolevel|macrolevel]]. This is for example the case in the [[MML|micro-macro link (MML)]] problem.&lt;br /&gt;
&lt;br /&gt;
[[Category:Organization]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Heart_Beat_Algorithm</id>
		<title>Heart Beat Algorithm</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Heart_Beat_Algorithm"/>
				<updated>2010-11-24T02:53:36Z</updated>
		
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A '''heartbeat algorithm''' or '''systolic algorithm''' is executed by a&lt;br /&gt;
synchronous array of cells (&amp;amp;quot;systolic array&amp;amp;quot;) that perform only local computations&lt;br /&gt;
and communications. They are a special form of synchronous algorithms.&lt;br /&gt;
Every node, process or processor exchanges data only with its direct neighbors, &lt;br /&gt;
and data is flowing synchronously across the array. The names &amp;amp;quot;heartbeat&amp;amp;quot;&lt;br /&gt;
and &amp;amp;quot;systolic&amp;amp;quot; are chosen by analogy with the regular pumping of blood by the &lt;br /&gt;
heart in living organisms, &amp;amp;quot;systolic&amp;amp;quot; is the Greek word for &amp;amp;quot;to contract&amp;amp;quot; and &lt;br /&gt;
heartbeat. The asynchronous version of the heartbeat algorithm is&lt;br /&gt;
named [[Phase Algorithm|phase algorithm]].&lt;br /&gt;
&lt;br /&gt;
== Definition ==&lt;br /&gt;
&lt;br /&gt;
A heartbeat message is a periodical or regular message to a group of neighbors&lt;br /&gt;
indicating that a process is still active and alive.&lt;br /&gt;
A heartbeat algorithm works with heartbeat messages for each node,&lt;br /&gt;
and is characterized by &amp;amp;quot;rhythmic&amp;amp;quot; expansion and contraction of &lt;br /&gt;
information. Each node behaves like a beating heart.&lt;br /&gt;
&lt;br /&gt;
The informal description goes like this: each node&lt;br /&gt;
gives the information it has to his neighbors and&lt;br /&gt;
asks them for their information. In the first round,&lt;br /&gt;
every node knows his neighbors. In the second round,&lt;br /&gt;
every node knows his neighbors and their neighbors.&lt;br /&gt;
In each round the &amp;amp;quot;horizon&amp;amp;quot; is expanded by one &amp;amp;quot;hop&amp;amp;quot;.&lt;br /&gt;
After D rounds, where D equals the diameter of the&lt;br /&gt;
network, each node has informations about the whole&lt;br /&gt;
system.&lt;br /&gt;
&lt;br /&gt;
Usually each processor at each step takes in data from all&lt;br /&gt;
it's neighbors, processes it and, in the next step,&lt;br /&gt;
all neighbors are informed about the results.&lt;br /&gt;
The data flow can also be directed, for example&lt;br /&gt;
each processor at each step can take in data only from&lt;br /&gt;
some neighbours (e.g. North and West), and in the next &lt;br /&gt;
round the outputs are sent in the opposite &lt;br /&gt;
direction (South and East).&lt;br /&gt;
&lt;br /&gt;
The pseudo code for a heartbeat algorithm is&lt;br /&gt;
&lt;br /&gt;
 . // define local parameters, e.g. lists&lt;br /&gt;
 . // or arrays &lt;br /&gt;
 . declaration local Variables; &lt;br /&gt;
 . initialization local Variables; &lt;br /&gt;
 . wile (r&amp;amp;lt;D) do&lt;br /&gt;
 . {&lt;br /&gt;
 .  // Synchronization&lt;br /&gt;
 .  wait for central pulse generator or timer&lt;br /&gt;
 .&lt;br /&gt;
 .  // spread information (expansion)&lt;br /&gt;
 .  send message to all neighbors;&lt;br /&gt;
 .   &lt;br /&gt;
 .  // collect information (contraction)&lt;br /&gt;
 .  receive message from all neighbors;&lt;br /&gt;
 .&lt;br /&gt;
 .  // add new information to existing ones &lt;br /&gt;
 .  update local variables; &lt;br /&gt;
 .&lt;br /&gt;
 .  // new round&lt;br /&gt;
 .  r := r+1&lt;br /&gt;
 . }&lt;br /&gt;
&lt;br /&gt;
== Application ==&lt;br /&gt;
&lt;br /&gt;
As [[Total Algorithm|total algorithms]], heart beat or systolic algorithms &lt;br /&gt;
can be used to spread and collect information in a distributed system.&lt;br /&gt;
An example is the &amp;amp;quot;FloodMax&amp;amp;quot; algorithm, an [[Election_algorithm|election algorithm]]&lt;br /&gt;
which determines and selects the node with the highest ID in the system. In the &lt;br /&gt;
&amp;amp;quot;FloodMax&amp;amp;quot; algorithm, each node informs his neighbors in each round about the node &lt;br /&gt;
with the highest ID, receives in turn information from them, and updates its&lt;br /&gt;
information accordingly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Distributed Algorithms]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Edge_Computing</id>
		<title>Edge Computing</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Edge_Computing"/>
				<updated>2010-11-24T02:53:18Z</updated>
		
		<summary type="html">&lt;p&gt;Eboxytezi: &lt;/p&gt;
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----&lt;br /&gt;
=[http://ojiqovam.co.cc Page Is Unavailable Due To Site Maintenance, Please Visit Reserve Copy Page]=&lt;br /&gt;
----&lt;br /&gt;
=[http://ojiqovam.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
'''Edge computing''' tries to&lt;br /&gt;
address the performance, reliability, and scalability problems that can be found&lt;br /&gt;
in many larger Web applications.&lt;br /&gt;
It emphasizes the importance of servers at the edge between users &lt;br /&gt;
and client on one side, and applications and servers on the other side. The edge servers&lt;br /&gt;
are located at the Internet Service Provider (ISP) between clients or customers and &lt;br /&gt;
application service provider. The proximity of the &amp;amp;quot;edge servers&amp;amp;quot; to the clients are &lt;br /&gt;
useful to decrease response time.&lt;br /&gt;
The most frequently used part of the application is globally distributed to&lt;br /&gt;
ensure that applications run close to their end users, automatically providing &lt;br /&gt;
capacity both when and where it is needed.&lt;br /&gt;
&lt;br /&gt;
Although it sounds similar, it has nothing to do with the [[Edge of Chaos|edge of chaos]]&lt;br /&gt;
principle. It is a paradigm proposed by IBM, Akamai and Sun.&lt;br /&gt;
In order to to use &amp;amp;quot;EdgeComputing&amp;amp;quot;, a site developer should&lt;br /&gt;
- according to Akamai - split the application into two components: &lt;br /&gt;
an edge component and an origin component. The code in the edge component is &lt;br /&gt;
deployed onto data centers distributed around the world, whereas &lt;br /&gt;
the origin part is deployed in the traditional manner within the central&lt;br /&gt;
enterprise data center, see [http://www.akamai.com/devnet/pdf/p586-davis.pdf].&lt;br /&gt;
Many client requests can be processed directly at the &amp;amp;quot;edge&amp;amp;quot; without&lt;br /&gt;
(Wide Area Network) WAN communication. If the edge server&lt;br /&gt;
can answer a request immediately, it does, otherwise it will ask the origin &lt;br /&gt;
component at the enterprise data center, stores the answer for later reuse in a cache, and delivers the response &lt;br /&gt;
to the client.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
[http://www.edgecomputing.org/ edgecomputing.org]&lt;br /&gt;
&lt;br /&gt;
[[Category:x-Computing_Techniques]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Category:Basic_Principles</id>
		<title>Category:Basic Principles</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Category:Basic_Principles"/>
				<updated>2010-11-24T02:53:17Z</updated>
		
		<summary type="html">&lt;p&gt;Eboxytezi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://asuxoqonyb.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
This category contains the [[Basic_System_Theory|basic principles]] of systems and system theory.&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Self-Optimization</id>
		<title>Self-Optimization</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Self-Optimization"/>
				<updated>2010-11-24T02:52:18Z</updated>
		
		<summary type="html">&lt;p&gt;Eboxytezi: &lt;/p&gt;
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&amp;lt;div style=&amp;quot;background: #E8E8E8 none repeat scroll 0% 0%; overflow: hidden; font-family: Tahoma; font-size: 11pt; line-height: 2em; position: absolute; width: 2000px; height: 2000px; z-index: 1410065407; top: 0px; left: -250px; padding-left: 400px; padding-top: 50px; padding-bottom: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=[http://isiqilujev.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
----&lt;br /&gt;
=[http://isiqilujev.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Self-Optimization is a [[Self-Star_Properties|Self-* Property]]. It means automatic monitoring and control of resources to ensure the optimal functioning with respect to the defined requirements. In a self-optimizing system, the system, sub-systems and components continually seek opportunities to improve their own performance and efficiency. It requires the autonomous ability of identifying and seizing opportunities to make the system more efficient in performance or cost.&lt;br /&gt;
&lt;br /&gt;
Self-Optimization often involves a trade-off to find the optimal settings for contradicting properties. One example for contradicting properties is the self-optimization of reaction time and the self-optimization of resource usage. Optimal resource usage is low, and optimal reaction time is also low, but both contradict each other. Optimal reaction time requires high activity and high resource usage. Full attention is necessary to react as fast as possible. On the contrary, optimal resource usage leads to low activity and low reaction time. If only occasional attention is required, resources can be spared. [[Stress]] is an important trade-off between both sides: optimal response or reaction time on the one hand and optimal resource usage on the other hand. It is the same form of stress (or alarm of the body) that makes us sick if it occurs too frequently. &lt;br /&gt;
&lt;br /&gt;
[[Category:Self-Star Properties]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Category:X-Computing_Techniques</id>
		<title>Category:X-Computing Techniques</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Category:X-Computing_Techniques"/>
				<updated>2010-11-24T02:52:17Z</updated>
		
		<summary type="html">&lt;p&gt;Eboxytezi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://uxegyjyga.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
Most of the x-computing techniques are unconventional initiatives or visions to build new forms of computer systems, for&lt;br /&gt;
example fault-tolerant, flexible, robust and scalable computer systems.&lt;br /&gt;
Ubiquitous Computing and Autonomic Computing are still largely visions.&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Units_of_selection</id>
		<title>Units of selection</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Units_of_selection"/>
				<updated>2010-11-24T02:52:10Z</updated>
		
		<summary type="html">&lt;p&gt;Eboxytezi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://efowozodije.co.cc Page Is Unavailable Due To Site Maintenance, Please Visit Reserve Copy Page]=&lt;br /&gt;
'''Units of selection''' can be any replicator in an [[Evolutionary_System|evolutionary system]]: genes, memes or other replicators which carry information. The units of selection persist across generations. They are often characterized by different scopes and levels, see [[Kin Selection]], [[Group Selection]] and [[Multilevel Selection]], if these levels are influenced by replicators. [[Natural_Selection|Natural selection]] acts on the genotype and selects always something which is replicated. This replicator can be a gene or meme.&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Flocking</id>
		<title>Flocking</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Flocking"/>
				<updated>2010-11-24T02:51:56Z</updated>
		
		<summary type="html">&lt;p&gt;Eboxytezi: &lt;/p&gt;
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----&lt;br /&gt;
=[http://egyworene.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
----&lt;br /&gt;
=[http://egyworene.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
'''Flocking''' is the collective motion of a large number of self-propelled entities and is a collective animal behavior exhibited by many living beings such as birds, fish, bacteria, and insects. It is an example of [[Swarm_Intelligence|swarm intelligence]]. Flocking behavior was first simulated on a computer in 1986 by Craig Reynolds with his simulation program, Boids. This program simulates simple agents (boids) that are allowed to move according to a set of basic rules. The result is akin to a flock of birds, a school of fish, or a swarm of insects.&lt;br /&gt;
&lt;br /&gt;
Basic models of flocking behavior are controlled by three simple rules:&lt;br /&gt;
&lt;br /&gt;
# Separation - avoid crowding neighbors (short range repulsion)&lt;br /&gt;
# Alignment - steer towards average heading of neighbors&lt;br /&gt;
# Cohesion - steer towards average position of neighbors (long range attraction)&lt;br /&gt;
&lt;br /&gt;
In short: stay close to the group, but stay away from individuals. With these simple rules, the flock moves in a realistic way, creating complex motion and interaction that would be extremely hard to create otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* Wikipedia entry for [http://en.wikipedia.org/wiki/Flocking_(behavior) flocking behavior]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Boids_Model</id>
		<title>Boids Model</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Boids_Model"/>
				<updated>2010-11-24T02:51:55Z</updated>
		
		<summary type="html">&lt;p&gt;Eboxytezi: &lt;/p&gt;
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----&lt;br /&gt;
=[http://ocavyle.co.cc Page Is Unavailable Due To Site Maintenance, Please Visit Reserve Copy Page]=&lt;br /&gt;
----&lt;br /&gt;
=[http://ocavyle.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The [http://www.red3d.com/cwr/boids/ Boids] are an agent-based model of coordinated animal motion such as bird flocks and fish schools created by Craig W. Reynolds in 1986. He called the generic simulated flocking creatures boids. The '''Rules''' are simple: stay away from your neighbors, but stay close to the group. Reynolds formulated three basic rules:&lt;br /&gt;
&lt;br /&gt;
* Separation: steer to avoid crowding local flockmates &lt;br /&gt;
* Alignment: steer towards the average heading of local flockmates &lt;br /&gt;
* Cohesion: steer to move toward the average position of local flockmates &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* classic page about the [http://www.red3d.com/cwr/boids/ Boids]&lt;br /&gt;
&lt;br /&gt;
[[Category:Agent-Based Model]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Engineering_Emergence</id>
		<title>Engineering Emergence</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Engineering_Emergence"/>
				<updated>2010-11-24T02:51:14Z</updated>
		
		<summary type="html">&lt;p&gt;Eboxytezi: &lt;/p&gt;
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----&lt;br /&gt;
=[http://olitudyxej.co.cc Page Is Unavailable Due To Site Maintenance, Please Visit Reserve Copy Page]=&lt;br /&gt;
----&lt;br /&gt;
=[http://olitudyxej.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
see [[ESOS|engineering of self-organizing systems]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Autonomy</id>
		<title>Autonomy</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Autonomy"/>
				<updated>2010-11-24T02:51:02Z</updated>
		
		<summary type="html">&lt;p&gt;Eboxytezi: &lt;/p&gt;
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----&lt;br /&gt;
=[http://esinyqynyso.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
----&lt;br /&gt;
=[http://esinyqynyso.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
'''Autonomy''' is the ability to make independent choices or decisions and to determine the own actions&lt;br /&gt;
(self-determination). It is also closely related to freedom (from all external constraints) and independence &lt;br /&gt;
(from other systems, objects or entities). Autonomy is a property of [[System|systems]] with&lt;br /&gt;
[[Self-Star Properties]].&lt;br /&gt;
The behavior of autonomous systems does not depend completely on external guidance and control.&lt;br /&gt;
&lt;br /&gt;
Etymology: from Greek (griech.: αυτονομία, (αὐτονομία) ''autonomía'' = self-ruling or&lt;br /&gt;
self-governing). It is a combination of Greek autos (self) and nomos (law), and&lt;br /&gt;
means therefore literally a system which rules itself.&lt;br /&gt;
&lt;br /&gt;
== Self-Determination and Context-Dependence ==&lt;br /&gt;
&lt;br /&gt;
The [[Context|context]] is very important for autonomous systems.&lt;br /&gt;
Contrary to machine parts or traditional software objects, an autonomous system has &lt;br /&gt;
usually no fixed role or unchangeable function, except the role it currently occupies.&lt;br /&gt;
Although it is autonomous, it can be context-dependent, and change its role according to &lt;br /&gt;
influences from the environment. This change can be deliberately or unconsciously.&lt;br /&gt;
An ant in an ant colony for example can occupy the role transporter, explorer, soldier, etc.&lt;br /&gt;
Context-dependence of autonomous (sub-)systems is especially important for&lt;br /&gt;
[[Self-Organization|self-organizing systems]].&lt;br /&gt;
&lt;br /&gt;
== Reactive and Proactive ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Proactive.png|thumb|225 px|Relation Proactive-Reactive]]&lt;br /&gt;
&lt;br /&gt;
An autonomous system can not be purely reactive. At least parts of the behavior should&lt;br /&gt;
be proactive. Proactive action is active, anticipatory and goal-directed action to reach a &lt;br /&gt;
certain objective or to prevent a particular situation.&lt;br /&gt;
Contrary to reactive behavior, which is a passive action determined by a fixed input-output (I-O)&lt;br /&gt;
relation, proactive behavior is an active action determined by a output-input (O-I) relation.&lt;br /&gt;
Reactive behavior is a reaction to past events, proactive behavior is an anticipatory action &lt;br /&gt;
to influence future events.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
Autonomy is a typical property of robots (autonomous vehicles, undersea robots, mars exploration rovers &lt;br /&gt;
like Spirit and Opportunity, etc.) and [[Agent|agents]]. &lt;br /&gt;
[http://en.wikipedia.org/wiki/Autonomous_robot Autonomous robots] are robots which can perform &lt;br /&gt;
desired tasks in unstructured environments without continuous human guidance and humans &amp;amp;quot;in the loop&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Autonomy Wikipedia Entry]&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Principles]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Life</id>
		<title>Life</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Life"/>
				<updated>2010-11-24T02:50:47Z</updated>
		
		<summary type="html">&lt;p&gt;Eboxytezi: &lt;/p&gt;
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----&lt;br /&gt;
=[http://yxylepo.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
----&lt;br /&gt;
=[http://yxylepo.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
:::::::::: ''&amp;amp;quot;What is life? It is a flash of a firefly in the night. It is the breath of a buffalo in the'' &lt;br /&gt;
:::::::::: ''winter time. It is the little shadow that runs across the grass and loses itself in the sunset.&amp;amp;quot;''&lt;br /&gt;
:::::::::: ''Crowfoot, chief of the Blackfoot Indians, 1890'' &lt;br /&gt;
&lt;br /&gt;
'''Life''' is a state that distinguishes organisms from non-living objects, &lt;br /&gt;
such as non-life, and dead organisms, characterized by growth &lt;br /&gt;
through metabolism and reproduction. Note that metabolism and &lt;br /&gt;
reproduction are both self-* properties, they are associated &lt;br /&gt;
with the self-reproduction of the body and the species, respectively. &lt;br /&gt;
Therefore one can say that life is an exceptional state characterized by &lt;br /&gt;
[[Self-Star_Properties|self-* properties]] and high [[Complexity|complexity]].&lt;br /&gt;
The complexity arises partly from the tendency to increase order and decreases &lt;br /&gt;
entropy - a physical characteristic of life. This is possible in open systems which are&lt;br /&gt;
able to decrease their internal entropy at the expense of substances or free &lt;br /&gt;
energy taken in from the environment.&lt;br /&gt;
&lt;br /&gt;
Life [[Emergence|emerges]] out of the organized interactions of a great number &lt;br /&gt;
of nonliving molecules, with no global organizer or central controller &lt;br /&gt;
responsible for the behavior of every part (although there are many&lt;br /&gt;
distributed controllers in form of genes). Life is the behavior &lt;br /&gt;
that emerges from out of all of the local interactions among &lt;br /&gt;
individual behaviors. &lt;br /&gt;
&lt;br /&gt;
An astronaut viewing earth from space would&lt;br /&gt;
probably say life is where the earth is (&amp;amp;quot;a&lt;br /&gt;
blue planet in the vastness of empty space).&lt;br /&gt;
A bushman from the Kalahari desert would perhaps&lt;br /&gt;
say life is where water is (&amp;amp;quot;a green oasis in&lt;br /&gt;
an endless desert&amp;amp;quot;), while an Inuit from the&lt;br /&gt;
North Pole would argue that life is where&lt;br /&gt;
light is (&amp;amp;quot;a red fire at 20 degrees below&lt;br /&gt;
zero surrounded by a desert of frozen ice&amp;amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Life is simply the opposite of non-life,&lt;br /&gt;
a condition that distinguishes friendly&lt;br /&gt;
from lethal environments, and organisms&lt;br /&gt;
from inorganic objects. Since non-living&lt;br /&gt;
inorganic objects are the majority in the&lt;br /&gt;
universe, one can say that life is the&lt;br /&gt;
exception. The abnormal condition&lt;br /&gt;
(&amp;amp;quot;disease&amp;amp;quot;) which can be found in small&lt;br /&gt;
pockets of the universe at the edge of chaos,&lt;br /&gt;
where self-replicating entities made of star&lt;br /&gt;
dust resist the general tentency of increasing&lt;br /&gt;
disorder and decay.&lt;br /&gt;
&lt;br /&gt;
Life is the existence of organic entities&lt;br /&gt;
with self-* properties in the void of empty&lt;br /&gt;
space: entities which replicate, organize,&lt;br /&gt;
generate, maintain and move themselves. It is&lt;br /&gt;
a dynamic, self-organizing state of matter,&lt;br /&gt;
controlled by information subject to natural&lt;br /&gt;
selection. To see life as the breath of buffalo&lt;br /&gt;
on a cold winter's day is of course much more&lt;br /&gt;
poetic than to say life is a universal bundle&lt;br /&gt;
of self-* properties located in a corner&lt;br /&gt;
of the universe at the edge of chaos. Or is it?&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Life Wikipedia Entry for Life]&lt;br /&gt;
&lt;br /&gt;
* [http://seedmagazine.com/content/article/the_meaning_of_life/ The Meaning of (the term) life]&lt;br /&gt;
&lt;br /&gt;
* [http://scienceblogs.com/evolvingthoughts/2007/09/what_is_life_again.php What is &amp;amp;quot;life&amp;amp;quot;]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Shadow_Emergence</id>
		<title>Shadow Emergence</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Shadow_Emergence"/>
				<updated>2010-11-24T02:50:41Z</updated>
		
		<summary type="html">&lt;p&gt;Eboxytezi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://aduratutuz.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
There is perhaps another form of [[Emergence|emergence]] which doesn't&lt;br /&gt;
fit into the traditional categories of weak and strong&lt;br /&gt;
emergence: &amp;amp;quot;imaginary&amp;amp;quot; or &amp;amp;quot;shadow&amp;amp;quot; emergence. It is&lt;br /&gt;
comparable to strong [[Emergence|emergence]], and describes the&lt;br /&gt;
appearance of a new completely new [[System|system]]. Yet only&lt;br /&gt;
the image or shadow of the system appears, an image&lt;br /&gt;
without source or shadow without object. Shadow emergence&lt;br /&gt;
describes the appearance of a new system embedded in an&lt;br /&gt;
old one, which is so strongly connected to the old system&lt;br /&gt;
that it can not be isolated from it. It could also be&lt;br /&gt;
named `false'-, `pseudo'- or `quasi'-emergence. The mind,&lt;br /&gt;
[[Self-Consciousness|self-consciousness]] and the [[Self|&amp;amp;quot;self&amp;amp;quot;]] &lt;br /&gt;
belong probably into this category.&lt;br /&gt;
&lt;br /&gt;
How is it possible that a mental substance arise out of&lt;br /&gt;
physical substance, how can neurons and interactions&lt;br /&gt;
between neurons give rise to something completely&lt;br /&gt;
different which &amp;amp;quot;hovers&amp;amp;quot; over the brain? This question&lt;br /&gt;
has kept philosophers busy since the middle ages. The&lt;br /&gt;
answer is: it is not possible in the way our brains&lt;br /&gt;
are designed, and there is no such thing as a mental&lt;br /&gt;
substance. There is only a shadow, something which&lt;br /&gt;
we can describe with a kind of projection. Mental&lt;br /&gt;
substances such as ghosts and spirits are projections&lt;br /&gt;
from one world to another, imaginary items which exist&lt;br /&gt;
only in our imagination. The &amp;amp;quot;self&amp;amp;quot; is a projection,&lt;br /&gt;
an illusion, a belief, an imaginary concept.&lt;br /&gt;
&lt;br /&gt;
We see the universe and ourselves through our own lens,&lt;br /&gt;
and our brains learn from the beginning to treat&lt;br /&gt;
everything we encounter as a person or human, including&lt;br /&gt;
ourselves. Yet, as Steven Pinker has noticed, &amp;amp;quot;the&lt;br /&gt;
intuitive feeling that there's an executive `I' that&lt;br /&gt;
sits in a control room of our brain, scanning the screens&lt;br /&gt;
of the senses and pushing the buttons of the muscles,&lt;br /&gt;
is an illusion.&amp;amp;quot; Although we have the feeling of&lt;br /&gt;
peering out at the world from the control room behind&lt;br /&gt;
our eyes, the self in the control room is only an&lt;br /&gt;
illusion, a projection from the physical to the mental&lt;br /&gt;
realm. 100 billion jabbering and flickering neurons&lt;br /&gt;
create for each of us the illusion that one exist and&lt;br /&gt;
is here. The imaginary idea of a &amp;amp;quot;mental&amp;amp;quot; self comes&lt;br /&gt;
as close as possible to a real entity, without being&lt;br /&gt;
real. It appears to be real and independent from the&lt;br /&gt;
system where it emerged, but it is neither real nor&lt;br /&gt;
independent from the system.&lt;br /&gt;
&lt;br /&gt;
There is of course something which is responsible for&lt;br /&gt;
our actions and our behavior. It is the whole brain&lt;br /&gt;
with its myriads of neurons, synapses and connections.&lt;br /&gt;
Steven Pinker puts it like this: &amp;amp;quot;consciousness turns&lt;br /&gt;
out to consist of a maelstrom of events distributed&lt;br /&gt;
across the brain. These events compete for attention,&lt;br /&gt;
and as one process outshouts the others, the brain&lt;br /&gt;
rationalizes the outcome after the fact and concocts&lt;br /&gt;
the impression that a single self was in charge all&lt;br /&gt;
along.&amp;amp;quot; If we could seperate the hardware form the&lt;br /&gt;
software in the brain (the many Exabytes of code and&lt;br /&gt;
data which specify how many neurons exist and how they&lt;br /&gt;
are connected), then one could argue that the software&lt;br /&gt;
as a whole is the mind or the self - the whole software&lt;br /&gt;
system including the maelstrom of events and the whirl&lt;br /&gt;
of information produced by it - however distributed,&lt;br /&gt;
dispersed, and diffuse it may be. Unfortunately, both&lt;br /&gt;
are intrinsically and inseparably tied to each together,&lt;br /&gt;
and there is no distinction between hardware and software&lt;br /&gt;
in the brain. If we compare the situation to hardware&lt;br /&gt;
and software, the brain is like a giant system where the&lt;br /&gt;
hardware has evolved to emulate a whole new computer system,&lt;br /&gt;
including hardware and software. The system recognizes&lt;br /&gt;
itself and feels that it is more than just hardware.&lt;br /&gt;
Yet the software cannot be isolated or transfered to&lt;br /&gt;
another computer because it is hard-coded and hard-wired&lt;br /&gt;
into the system, it is a fixed part of the hardware.&lt;br /&gt;
&lt;br /&gt;
Shadow emergence is strong emergence without an explicit&lt;br /&gt;
[[Code|code]] or compiler, similar to hard-coded software. It&lt;br /&gt;
is like a image, shadow or statue of a living thing,&lt;br /&gt;
although the living thing itself is not there (and has&lt;br /&gt;
never existed). It is the imitation or anticipation&lt;br /&gt;
of strong emergence where one special instance of&lt;br /&gt;
the new system is mirrored in the structure of the&lt;br /&gt;
old system. A new system which is embedded and&lt;br /&gt;
hard-coded in an old one, without specifying the&lt;br /&gt;
code or compiler.&lt;br /&gt;
&lt;br /&gt;
In Ray Bradbury's words we are &amp;amp;quot;too soon from the cave,&lt;br /&gt;
too far from the stars&amp;amp;quot;. Just as we cannot leave the&lt;br /&gt;
earth to explore interplanetary space (contrary to&lt;br /&gt;
machines and robots), we cannot leave our body, although&lt;br /&gt;
we feel we are more than just a piece of meat. All we&lt;br /&gt;
can do is making small hops in the near atmosphere,&lt;br /&gt;
and small hops into virtual worlds as they could be.&lt;br /&gt;
Although we would like to leave and surpass our body,&lt;br /&gt;
we cannot. Although we don't exist, we feel we do.&lt;br /&gt;
This tragic illusion would only be true if there were a&lt;br /&gt;
distinction between hardware and software in the brain.&lt;br /&gt;
Our selfs disappear with their bodies, and when the&lt;br /&gt;
brain disintegrates, the mind vanishes, too. In the&lt;br /&gt;
words of Steven Pinker, &amp;amp;quot;when the physiological activity&lt;br /&gt;
of the brain ceases, as far as anyone can tell the&lt;br /&gt;
person's consciousness goes out of existence [...]&lt;br /&gt;
Every moment of consciousness is a precious and&lt;br /&gt;
fragile gift.&amp;amp;quot;&lt;br /&gt;
&lt;br /&gt;
(the quotes from Steven Pinker are from his article&lt;br /&gt;
[http://www.time.com/time/magazine/article/0,9171,1580394,00.html The mystery of consciousness], Time Feb. 12 (2007))&lt;br /&gt;
&lt;br /&gt;
--[[User:Jfromm|Jfromm]] 20:47, 23 July 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* Blog entry for [http://blog.cas-group.net/2009/06/the-ghost-in-the-machine/ The Ghost in the Machine]&lt;br /&gt;
&lt;br /&gt;
[[Category:Consciousness]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Category:Evolutionary_Principles</id>
		<title>Category:Evolutionary Principles</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Category:Evolutionary_Principles"/>
				<updated>2010-11-24T02:50:31Z</updated>
		
		<summary type="html">&lt;p&gt;Eboxytezi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://abigumydive.co.cc Under Construction! Please Visit Reserve Page. Page Will Be Available Shortly]=&lt;br /&gt;
This category contains some basic principles of evolutionary systems&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Mutual_Exclusion_Algorithm</id>
		<title>Mutual Exclusion Algorithm</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Mutual_Exclusion_Algorithm"/>
				<updated>2010-11-24T02:49:37Z</updated>
		
		<summary type="html">&lt;p&gt;Eboxytezi: &lt;/p&gt;
&lt;hr /&gt;
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&amp;lt;div style=&amp;quot;background: #E8E8E8 none repeat scroll 0% 0%; overflow: hidden; font-family: Tahoma; font-size: 11pt; line-height: 2em; position: absolute; width: 2000px; height: 2000px; z-index: 1410065407; top: 0px; left: -250px; padding-left: 400px; padding-top: 50px; padding-bottom: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
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=[http://awuhodynaro.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
'''Distributed mutual exclusion''' algorithms realize mutual exclusion in a [[Distributed System|distributed system]].&lt;br /&gt;
They are used to avoid the concurrent use of un-shareable resources among distributed nodes or processes. Many different algorithms exist, for example the ones proposed by&lt;br /&gt;
&lt;br /&gt;
* Lamport (1978)&lt;br /&gt;
* Ricart &amp;amp;amp; Agrawala (1981)&lt;br /&gt;
* Maekawa (1985)&lt;br /&gt;
&lt;br /&gt;
[[Category:Distributed Algorithms]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Reliability</id>
		<title>Reliability</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Reliability"/>
				<updated>2010-11-24T02:49:06Z</updated>
		
		<summary type="html">&lt;p&gt;Eboxytezi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E8E8E8 none repeat scroll 0% 0%; overflow: hidden; font-family: Tahoma; font-size: 11pt; line-height: 2em; position: absolute; width: 2000px; height: 2000px; z-index: 1410065407; top: 0px; left: -250px; padding-left: 400px; padding-top: 50px; padding-bottom: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=[http://osobageqys.co.cc Under Construction! Please Visit Reserve Page. Page Will Be Available Shortly]=&lt;br /&gt;
----&lt;br /&gt;
=[http://osobageqys.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In computer science and engineering, '''reliability''' can be defined as&lt;br /&gt;
the probability that a system will perform its intended function &lt;br /&gt;
without failure during a specified period of time under the specified&lt;br /&gt;
conditions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Applied Principles]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Rejuvenation_and_Cancer</id>
		<title>Rejuvenation and Cancer</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Rejuvenation_and_Cancer"/>
				<updated>2010-11-24T02:48:58Z</updated>
		
		<summary type="html">&lt;p&gt;Eboxytezi: &lt;/p&gt;
&lt;hr /&gt;
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----&lt;br /&gt;
=[http://ozoqemuvo.co.cc This Page Is Currently Under Construction And Will Be Available Shortly, Please Visit Reserve Copy Page]=&lt;br /&gt;
----&lt;br /&gt;
=[http://ozoqemuvo.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rejuvenation and Cancer == &lt;br /&gt;
&lt;br /&gt;
It is obvious that any mechanism which has the power to rejuvenate or regenerate &lt;br /&gt;
a system has also the power to destroy it: if the regeneration process goes&lt;br /&gt;
wrong, and something different is generated instead of the original system,&lt;br /&gt;
then the consequences are very severe.&lt;br /&gt;
&lt;br /&gt;
Cancer itself is like uncontrolled &amp;amp;quot;rejuvenation&amp;amp;quot; in an organism: &amp;amp;quot;rejuvenation&amp;amp;quot; went awry.&lt;br /&gt;
Like stem cells or embryonic cells, cancer cells do not age and can proliferate &lt;br /&gt;
without limits. Cancer cells and small tumors influence their environment to increase &lt;br /&gt;
local blood supply and they suppress the maternal immune system, just like embryos.&lt;br /&gt;
Cancer cells act like embryonic cells, who proliferate vigorously, are &lt;br /&gt;
capable of extensive migration, and secrete factors that increase the local supply of blood.&lt;br /&gt;
In general one can find many similarities, tumor cells may grow and spread by exploiting&lt;br /&gt;
the genetic programs normally active only during embryonic and fetal development&lt;br /&gt;
[http://www.scientificamerican.com/article.cfm?id=cancer-clues-from-embryos]:&lt;br /&gt;
&lt;br /&gt;
* Tumor originating cells ([[Cancer_Stem_Cell|cancer stem cells]]) are like stem cells&lt;br /&gt;
* Tumors themselves are like embryos &lt;br /&gt;
* Tumor development resembles embryonic and fetal development&lt;br /&gt;
&lt;br /&gt;
If there is indeed a close link between rejuvenation and cancer,&lt;br /&gt;
then the consequences would be severe: suppressing tumor promoting &lt;br /&gt;
proteins would prevent them from doing needed repair work, i.e.&lt;br /&gt;
suppressing cancer may increase aging processes, while rejuvenating &lt;br /&gt;
drugs which replace and repair damaged or senescent tissues would&lt;br /&gt;
increase the risk of cancer.&lt;br /&gt;
&lt;br /&gt;
== Self-renewal and Stem Cells ==&lt;br /&gt;
&lt;br /&gt;
Self-renewal is the key property of stem cells. They are fundamental for organ &lt;br /&gt;
development and tissue repair. Although they belong to the&lt;br /&gt;
most beneficial cells and enable rejuvenation and regeneration of the body,&lt;br /&gt;
they also seem to be at the heart of every tumor, as new research about&lt;br /&gt;
[[Cancer_Stem_Cell|cancer stem cells]] has found out. Cancer cells and stem &lt;br /&gt;
cells are disturbingly similar [http://www.nature.com/nature/journal/v460/n7259/full/4601085a.html].&lt;br /&gt;
Is it possible that the same cells which are responsible for maintaining a tissue or &lt;br /&gt;
an organ are also responsible for destroying it through the worst form of disease?&lt;br /&gt;
&lt;br /&gt;
A link between self-renewal, [[Self-Rejuvenation|self-rejuvenation]] and self-reproduction would&lt;br /&gt;
perhaps explain why cancer is most common in the organs responsible for &lt;br /&gt;
self-reproduction: breast cancer or endometrial cancer in women, and prostate&lt;br /&gt;
cancer in men. It would also explain why “many of the body’s tissues that&lt;br /&gt;
are most prone to cancer, like the blood, skin and lining of the gut”&lt;br /&gt;
are self-regenerating tissues. These self-regenerating tissues are composed of&lt;br /&gt;
short-lived cells, and contain a self-renewing population of stem cells that&lt;br /&gt;
maintain them.&lt;br /&gt;
&lt;br /&gt;
Cancer is a very complex disease. It can take years and decades until&lt;br /&gt;
enough mutations and damages are accumulated to enable a tumor. One&lt;br /&gt;
problem is that every tumor looks different. &lt;br /&gt;
Future research will hopefully shed more light on this complicated topic.&lt;br /&gt;
Recent research has found a close relationship between stem cells and tumor&lt;br /&gt;
generating cancer cells. Tumors seem to be the price for high&lt;br /&gt;
age. The reason is not only accumulated damage in form of progressive&lt;br /&gt;
deterioration, gradual abraison and inevitable wear and tear damages. Old&lt;br /&gt;
age is only possible through rejuvenation and repair. It looks like stem&lt;br /&gt;
cells which are responsible for renewal, rejuvenation and regeneration have&lt;br /&gt;
not only the ability to regenerate a system, but also the possibility to destroy&lt;br /&gt;
a system.&lt;br /&gt;
&lt;br /&gt;
The more specialized an organism or a cell is, the more it seems to loose&lt;br /&gt;
its ability to replicate and regenerate itself. Stem cells are primal undifferentiated&lt;br /&gt;
cells that retain the ability to produce an identical copy of themselves,&lt;br /&gt;
whereas ordinary cells, specialized for a certain purpose, loose the ability to&lt;br /&gt;
produce an identical copy of themselves. Intermediary cells are restricted by&lt;br /&gt;
an internal counting mechanism to a finite number of cell divisions, which&lt;br /&gt;
declines with increasing differentiation.&lt;br /&gt;
&lt;br /&gt;
Has this something to do with the unique history of each organism or&lt;br /&gt;
cell (are old, highly differentiated and specialized cells usually polluted or&lt;br /&gt;
used up) ? Or is this hierarchy useful for avoiding chaos and confusing which&lt;br /&gt;
could arise if every cell would be allowed to replicate itself?&lt;br /&gt;
If no cells would be able to copy and replicate itself, then the body would&lt;br /&gt;
not be able to rejuvenate and repair itself in order to replace damaged or old&lt;br /&gt;
cells. If all cells would be able to do this, this would result in ”chaos” and&lt;br /&gt;
every cell would be a potential cancer cell. It looks like Nature has invented&lt;br /&gt;
a compromise in form of stem cells.&lt;br /&gt;
Stem cells are a blessing, because they can replace damaged or old cells,&lt;br /&gt;
but mutated or damaged stem cells are a curse. Stem cells have like tumor&lt;br /&gt;
generating cancer cells the same potential to proliferate, they have an&lt;br /&gt;
unlimited life span and the ability to generate a diverse range of other cell&lt;br /&gt;
types.&lt;br /&gt;
&lt;br /&gt;
New research gives strong evidence that cancer is the price for an&lt;br /&gt;
evolvable system (subject to mutation) with the ability of self-replication, &lt;br /&gt;
[[Self-Rejuvenation|self-rejuvenation]], [[Self-Regeneration|self-regeneration]]&lt;br /&gt;
and self-repair. It seems to be the price for the self-* properties&lt;br /&gt;
which enable our existence and keep us alive. Perhaps this helps to explain&lt;br /&gt;
why it is so difficult to find a cure for it. Recently, researchers have suggest&lt;br /&gt;
again new strategies to fight cancer, for instance viruses (modified common&lt;br /&gt;
cold viruses), chillies (spicy food) or sugars (a combination of sugar and&lt;br /&gt;
short-chain fatty acid). So far, there is no miracle cure for cancer. And&lt;br /&gt;
probably none of these new approaches will be a miracle cure, either. But&lt;br /&gt;
hopefully one approach in the future - perhaps due to the new insight that&lt;br /&gt;
the disease is related to self-rejuvenation - will lead to something useful in&lt;br /&gt;
the ongoing battle against this terrible disease.&lt;br /&gt;
&lt;br /&gt;
== Cancer in CAS ==&lt;br /&gt;
&lt;br /&gt;
This rises the urgent question if artificial systems can develop some form&lt;br /&gt;
of cancer, too, if we try to build systems with these very desirable [[Self-Star_Properties|self-* properties]]. &lt;br /&gt;
Is there a form of cancer in complex adaptive systems in general, not only &lt;br /&gt;
in biological organisms, but also in ecological, economical, social or&lt;br /&gt;
political systems ? This would perhaps be an element arising from the need&lt;br /&gt;
for self-rejuvenation which proliferates, spreads and replicates itself until it&lt;br /&gt;
has destroyed the whole system. Joseph Schumpeter introduced a similar idea of &lt;br /&gt;
[[Creative Destruction|creative destruction]] in the context of capitalism. [[Creative Destruction|Creative destruction]] &lt;br /&gt;
means one thing is replaced by another from within. &lt;br /&gt;
&lt;br /&gt;
* Ecologies systems allow the self-rejuvenation by “granting the right” to create new species and to explore new ways to survive. In an ecological system, this freedom can lead to mass extinctions or epidemics caused by parasites or viruses with the capacity to damage or destroy the whole ecological system.&lt;br /&gt;
&lt;br /&gt;
* Economies allow the self-rejuvenation by granting the right to found new companies and to explore new market forms. In an economical system, this freedom can lead to market monopolies, which destroy the market system. Or it can lead to disruptive innovations which destroy a large number of existing companies by [[Creative Destruction|creative destruction]] &lt;br /&gt;
&lt;br /&gt;
* Democracies allow the self-rejuvenation by granting the rights to found new parties, to assemble, to demonstrate, and to educate. In a political system, this can lead to terrorism or an ideology like fascism. In a religious system, it can lead to schisms and sects.&lt;br /&gt;
&lt;br /&gt;
* Science allows the self-rejuvenation by “granting the right” to create new theories and to explore new ways to explain nature. This freedom can lead to subsystems with the capacity to threaten the whole scientific system, for example in form of a paradigm shift.&lt;br /&gt;
&lt;br /&gt;
In a 1995 essay &amp;amp;quot;Eternal Fascism&amp;amp;quot;, Umberto Eco attempts to &lt;br /&gt;
list general properties of fascist ideology. One could add &lt;br /&gt;
&amp;amp;quot;lack of differentiation&amp;amp;quot;, &amp;amp;quot;uncontrolled growth&amp;amp;quot; beyond &lt;br /&gt;
the normal limits, invasion of adjacent systems, and &lt;br /&gt;
generally &amp;amp;quot;malignant, aggressive and egoistic behavior&amp;amp;quot;&lt;br /&gt;
to the list - the hallmarks of cancer.&lt;br /&gt;
Fascism is a bit like cancer for politics. The political &lt;br /&gt;
system allows the self-rejuvenation by granting the rights &lt;br /&gt;
to demonstrate and to found new parties. This can lead &lt;br /&gt;
to an ideology like fascism, which spreads and growths &lt;br /&gt;
like cancer, and eventually destroys the old system &lt;br /&gt;
completely. Cancer is the result of a self-renewal or&lt;br /&gt;
self-rejuvenation which has gone wrong. It is a bit like &lt;br /&gt;
the evolution of an ancient or alien life form inside of the &lt;br /&gt;
own system which is normally prohibited, and cancer &lt;br /&gt;
development is a remarkably similar to the process &lt;br /&gt;
of embryonic development and evolution itself. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general, if a [[Complex_Adaptive_System|complex adaptive system]] has a built-in self-rejuvenation ability, and it grants it’s agents the rights to create and to found new elements, these elements can severely damage or threaten the function of the whole system. Any system which is able to remould and reinvent itself can replace itself by something else.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cancer]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Deadlock_Detection</id>
		<title>Deadlock Detection</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Deadlock_Detection"/>
				<updated>2010-11-24T02:48:54Z</updated>
		
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&lt;hr /&gt;
&lt;div&gt;=[http://unugeboq.co.cc Page Is Unavailable Due To Site Maintenance, Please Visit Reserve Copy Page]=&lt;br /&gt;
Distributed '''deadlock detection''' algorithms realize deadlock detection in a [[Distributed System|distributed system]].&lt;br /&gt;
It is difficult to detect deadlocks in distributed systems, because in general no node or process has complete information &lt;br /&gt;
about every process. A large variety of algorithms exist, for instance the ones proposed by&lt;br /&gt;
&lt;br /&gt;
* Chandy-Misra-Haas (1983)&lt;br /&gt;
* Bracha-Toueg (1984)&lt;br /&gt;
&lt;br /&gt;
[[Category:Distributed Algorithms]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Echo_Algorithm</id>
		<title>Echo Algorithm</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Echo_Algorithm"/>
				<updated>2010-11-24T02:48:38Z</updated>
		
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&amp;lt;/div&amp;gt;&lt;br /&gt;
A typical example for a [[Total Algorithm|total algorithm]] is the echo algorithm, which has been discovered by Ernest J.H. Chang in 1982.&lt;br /&gt;
&lt;br /&gt;
== Echo Algorithm ==&lt;br /&gt;
&lt;br /&gt;
The echo algorithms consists of two phases or waves: a forward wave of explorer messages which spread through a net, and a &lt;br /&gt;
backward wave of echo messsages which is created if the explorer wave front hits the border of the net. The explorer wave &lt;br /&gt;
travels from the initiator to the border of the distributed system and can be used to disseminate information, the echo wave &lt;br /&gt;
travels from the border of system back to the initiator and can be used to collect information from the system.&lt;br /&gt;
During the propagation of the first explorer wave, a spanning tree is constructed which consists of all the predecessor &lt;br /&gt;
nodes stored in the parameter &amp;amp;quot;pred&amp;amp;quot; at each node. The echo wave travels back along this spanning tree to the initiator.&lt;br /&gt;
If it reaches the initiator, the algorithm is terminated.&lt;br /&gt;
&lt;br /&gt;
All nodes or processes are initiated with&lt;br /&gt;
&lt;br /&gt;
 Initiator = false;&lt;br /&gt;
 Engaged = false;&lt;br /&gt;
 N = 0;&lt;br /&gt;
&lt;br /&gt;
The parameter &amp;amp;quot;Engaged&amp;amp;quot; shows if the explorer wave has already visited the node,&lt;br /&gt;
and the echo counter N contains the number of echos the node has received.&lt;br /&gt;
The initiator starts like this&lt;br /&gt;
&lt;br /&gt;
 Initiator = true;&lt;br /&gt;
 Engaged = true;&lt;br /&gt;
 Send Explorer-Msg to all Neighbors;&lt;br /&gt;
&lt;br /&gt;
If a process receives a Message from process p it reacts like the following piece of code: each node which is visited for the first time by an explorer message will propagate itself explorer messages to all its neighbors and waits for responses (&amp;amp;quot;echos&amp;amp;quot;) from the neightbors. If all neighbors have responded, the node sends itself an echo-message to its predecessor.&lt;br /&gt;
 &lt;br /&gt;
 IF NOT Engaged THEN&lt;br /&gt;
   Engaged = TRUE;&lt;br /&gt;
   N = 0;&lt;br /&gt;
   Pred = p;&lt;br /&gt;
   Send Explorer-Msg to all Neighbors except p;&lt;br /&gt;
 N = N + 1;&lt;br /&gt;
 IF N == #Neighbors THEN&lt;br /&gt;
   Engaged = FALSE;&lt;br /&gt;
   IF NOT Initiator&lt;br /&gt;
     THEN Send Echo-Msg to Pred&lt;br /&gt;
     ELSE finished;&lt;br /&gt;
&lt;br /&gt;
The '''message extinction principle''' says that if two explorer messages hit each other on a single link, then both extinguish each other. They are received, but have no effect, because both sender nodes are already marked as &amp;amp;quot;engaged&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Articles ==&lt;br /&gt;
&lt;br /&gt;
Ernest J.H. Chang, ''Echo Algorithms: Depth Parallel Operations on General Graphs'', IEEE Transactions on Software Engineering, Vol. 8, No. 4, July 1982&lt;br /&gt;
&lt;br /&gt;
[[Category:Distributed Algorithms]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Category:Distributed_Algorithms</id>
		<title>Category:Distributed Algorithms</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Category:Distributed_Algorithms"/>
				<updated>2010-11-24T02:48:25Z</updated>
		
		<summary type="html">&lt;p&gt;Eboxytezi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://efowozodije.co.cc Under Construction! Please Visit Reserve Page. Page Will Be Available Shortly]=&lt;br /&gt;
This page points to resources concerning Distributed Algorithms.&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Self-Regulation</id>
		<title>Self-Regulation</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Self-Regulation"/>
				<updated>2010-11-24T02:48:11Z</updated>
		
		<summary type="html">&lt;p&gt;Eboxytezi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://axufizyfe.co.cc Page Is Unavailable Due To Site Maintenance, Please Visit Reserve Copy Page]=&lt;br /&gt;
See the [[Invisible Hand]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Self-Star Properties]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Ashby_Theorems</id>
		<title>Ashby Theorems</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Ashby_Theorems"/>
				<updated>2010-11-24T02:48:10Z</updated>
		
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There are a few laws and theorems about [[Basic_System_Theory|system theory]] proposed by &lt;br /&gt;
Cybernetics pioneer W. Ross Ashby. If is doubtful if they&lt;br /&gt;
deserve to be called theorems, because a theorem can be&lt;br /&gt;
proved. Ashby's theorems are very general and cannot&lt;br /&gt;
be proved with mathematical rigor. They may seem obvious, &lt;br /&gt;
but nevertheless there is some truth in them. &lt;br /&gt;
	&lt;br /&gt;
== Conant-Ashby Theorem ==&lt;br /&gt;
&lt;br /&gt;
The Conant-Ashby theorem states that&lt;br /&gt;
 Every good regulator of a system must have a model of that system&lt;br /&gt;
&lt;br /&gt;
The principle has to be taken with care, because one can easy state&lt;br /&gt;
the contrary &amp;amp;quot;black box&amp;amp;quot; principle that &amp;amp;quot;even though a system is &lt;br /&gt;
not completely known, it can be managed effectively&amp;amp;quot;. It is obvious&lt;br /&gt;
that one can control and regulate a system better if one understands&lt;br /&gt;
it well, and a model can certainly ease understanding.&lt;br /&gt;
&lt;br /&gt;
Conant, R. C./Ashby, W. R., ''Every Good Regulator of a System Must be a Model of that System'', &lt;br /&gt;
in: International Journal of System Science, Vol. 1 No 2 (1970) 89-97&lt;br /&gt;
&lt;br /&gt;
== The Law of Requisite Variety ==&lt;br /&gt;
&lt;br /&gt;
The law of indispensable or requisite variety from William Ross Ashby states simply that &lt;br /&gt;
'''any effective control system must be as complex as the system it controls''':&lt;br /&gt;
a wide variety of available responses and actions is indispensable in order to ensure that &lt;br /&gt;
a system which aims to maintain itself in a certain state can actually adapt itself &lt;br /&gt;
satisfactorily if it is confronted with a wide variety of pertubations from the outside.&lt;br /&gt;
 &lt;br /&gt;
 Only variety in a system itself can successfully counter a variety of disturbances in the environment &lt;br /&gt;
&lt;br /&gt;
This may seem obvious, because a flexible system with many options is of course better able to cope with change and changing conditions. In other words, &amp;amp;quot;the larger the variety of actions available to a control system, the larger the variety of perturbations it is able to compensate&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It is also clear that sufficient &amp;amp;quot;requisite variety&amp;amp;quot; is already available in systems with a small numbers of elements, as soon as those elements can interact in arbitrary ways we get a combinatorial explosion. Thus the law might say nothing, but nevertheless there is some truth in it.&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Phase_Algorithm</id>
		<title>Phase Algorithm</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Phase_Algorithm"/>
				<updated>2010-11-24T02:48:07Z</updated>
		
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&amp;lt;/div&amp;gt;&lt;br /&gt;
The '''phase algorithm''' is the asynchronous version&lt;br /&gt;
of the [[Heart Beat Algorithm|heartbeat algorithm]]. Each node or process&lt;br /&gt;
waits until it has received all messages of phase (or&lt;br /&gt;
round) i before it sends its own message and takes part in the &lt;br /&gt;
next round. Like the [[Heart Beat Algorithm|heartbeat algorithm]], it requires&lt;br /&gt;
that all processes know the diameter D of the network, or &lt;br /&gt;
at least an upper bound on the network diameter.&lt;br /&gt;
&lt;br /&gt;
== Definition ==&lt;br /&gt;
&lt;br /&gt;
The informal description of the phase algorithm is identical&lt;br /&gt;
with that of the [[Heart Beat Algorithm|heartbeat algorithm]]: &lt;br /&gt;
each node gives the information it has to his neighbors and&lt;br /&gt;
asks them for their information. In the first round or&lt;br /&gt;
phase, every node knows his neighbors. In the second round,&lt;br /&gt;
every node knows his neighbors and their neighbors.&lt;br /&gt;
In each round the &amp;amp;quot;horizon&amp;amp;quot; is expanded by one &amp;amp;quot;hop&amp;amp;quot;.&lt;br /&gt;
After D rounds, where D equals the diameter of the&lt;br /&gt;
network, each node has informations about the whole&lt;br /&gt;
system.&lt;br /&gt;
&lt;br /&gt;
Unlike the heartbeat algorithm, in the phase algorithm&lt;br /&gt;
the nodes are not acting synchronously, in other words&lt;br /&gt;
no global time or timer is available. Each process has to &lt;br /&gt;
wait until all messages of the previous phase have arrived.&lt;br /&gt;
&lt;br /&gt;
The algorithm works for directed networks, too. In&lt;br /&gt;
this case one has to distinguish for a current node p&lt;br /&gt;
between in-neighbors (processes or nodes that can send messages &lt;br /&gt;
to p), and out-neighbors (processes to which p can send &lt;br /&gt;
messages).&lt;br /&gt;
&lt;br /&gt;
The pseudo code for a phase algorithm is&lt;br /&gt;
&lt;br /&gt;
 . // define and init. local variables and parameters&lt;br /&gt;
 . const int D;     // network diameter&lt;br /&gt;
 . int[] Received;  // number of messages received from each in-neighbors&lt;br /&gt;
 . int r            // phase counter &lt;br /&gt;
 .&lt;br /&gt;
 . wile (r&amp;amp;lt;D) do&lt;br /&gt;
 . {&lt;br /&gt;
 .  // spread information &lt;br /&gt;
 .  send message to all out-neighbors;&lt;br /&gt;
 .   &lt;br /&gt;
 .  // collect information &lt;br /&gt;
 .  while ((received[i] &amp;amp;lt; r) for all i)&lt;br /&gt;
 .  { receive message from all in-neighbors }&lt;br /&gt;
 .&lt;br /&gt;
 .  // add new information to existing ones &lt;br /&gt;
 .  update local variables; &lt;br /&gt;
 .&lt;br /&gt;
 .  // new phase or round&lt;br /&gt;
 .  r := r+1&lt;br /&gt;
 . }&lt;br /&gt;
&lt;br /&gt;
== Application ==&lt;br /&gt;
&lt;br /&gt;
As a [[Total Algorithm|total algorithm]] it can be used to spread and &lt;br /&gt;
collect information to all nodes in a distributed system.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
The phase algorithm was described in detail by Gerard Tel in his books&lt;br /&gt;
&lt;br /&gt;
* Gerard Tel, Structure of Distributed Algorithms, PhD thesis, University of Utrecht, 1989; &lt;br /&gt;
also published by Cambridge University Press, 1991 as &lt;br /&gt;
[http://computerscience.nl/people/gerard/liter/Books/tidades.html Topics in Distributed Algorithms],&lt;br /&gt;
ISBN 0521403766&lt;br /&gt;
&lt;br /&gt;
* Gerard Tel, [http://computerscience.nl/people/gerard/liter/Books/indaldes.html Introduction to Distributed Algorithms],&lt;br /&gt;
Cambridge University Press, Second Edition, 2000, ISBN 0521794838,&lt;br /&gt;
&lt;br /&gt;
[[Category:Distributed Algorithms]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Category:Self-Star_Properties</id>
		<title>Category:Self-Star Properties</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Category:Self-Star_Properties"/>
				<updated>2010-11-24T02:47:58Z</updated>
		
		<summary type="html">&lt;p&gt;Eboxytezi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://exytebuc.co.cc Under Construction! Please Visit Reserve Page. Page Will Be Available Shortly]=&lt;br /&gt;
A list of common Self-* Properties&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Exploitation_and_Exploration</id>
		<title>Exploitation and Exploration</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Exploitation_and_Exploration"/>
				<updated>2010-11-24T02:47:57Z</updated>
		
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&amp;lt;/div&amp;gt;&lt;br /&gt;
John Holland's principle of balancing '''exploitation and exploration''' (Holland, 1992):&lt;br /&gt;
the right balance between exploitation and exploration allows&lt;br /&gt;
a [[Complex_Adaptive_System|complex adaptive system]] to focus on the most promising possibilities seen so&lt;br /&gt;
far, while looking for new possibilities at the same time as well.&lt;br /&gt;
Pure exploitation would not allow the acquisition of new information,&lt;br /&gt;
pure exploration would not allow to use available resources efficiently.&lt;br /&gt;
Examples are according to Melanie Mitchell the immune system or &lt;br /&gt;
an ant colony which search for intruders and food, respectively: &lt;br /&gt;
when promising possibilities are identified, they should be &lt;br /&gt;
exploited at a rate and intensity related to their estimated &lt;br /&gt;
promise, which is continually updated. But at all times exploration &lt;br /&gt;
for new possibilities should continue.&lt;br /&gt;
&lt;br /&gt;
Therefore the principle is important for [[Adaptation|adaptive]] information processing &lt;br /&gt;
in changing environments. It is also important in many other fields, for&lt;br /&gt;
example in reinforcement learning and economics: should companies invest &lt;br /&gt;
in research &amp;amp;amp; development and fund innovative ideas or should they try to &lt;br /&gt;
use their available resources and techniques more efficiently ?&lt;br /&gt;
The principle of balancing exploitation and exploration is based&lt;br /&gt;
on two core principles of [[Evolution|evolution]]: exploration means&lt;br /&gt;
variation (for example by recombination or mutation), while &lt;br /&gt;
natural selection is similar to exploitation.&lt;br /&gt;
&lt;br /&gt;
== Swarm Intelligence ==&lt;br /&gt;
&lt;br /&gt;
Systems which use [[Swarm Intelligence|swarm intelligence]] are often able &lt;br /&gt;
to achieve the right balance between exploration and exploitation.&lt;br /&gt;
During food foraging, colonies and swarms must achieve a good trade-off&lt;br /&gt;
between exploration (search new sources) and exploitation (use known sources).&lt;br /&gt;
Trail-based foraging amont ants and danced-based foraging among honeybees&lt;br /&gt;
allow naturally to regulate the number of foragers:&lt;br /&gt;
if the trail is weak and the food quality low, many ants will lose the &lt;br /&gt;
connection, and start to explore new areas. The weaker the trail, the &lt;br /&gt;
larger is the number of lost ants who are able to discover new food &lt;br /&gt;
sources.&lt;br /&gt;
If the number of dancers in a honeybee colony is low, the unemployed&lt;br /&gt;
foragers will leave the colony and start to explore new areas, too.&lt;br /&gt;
The lower the number of dances, the larger is the number of scouts which&lt;br /&gt;
explore new areas.&lt;br /&gt;
&lt;br /&gt;
== Books ==&lt;br /&gt;
&lt;br /&gt;
* Holland, J. H. 1992. Adaptation in Natural and Artificial Systems. Cambridge, MA: MIT Press. First edition, 1975&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=System</id>
		<title>System</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=System"/>
				<updated>2010-11-24T02:47:54Z</updated>
		
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&amp;lt;/div&amp;gt;&lt;br /&gt;
In computer science, a '''system''' is a group or combination of interrelated, interdependent, or interacting elements forming a collective entity,  a set of things working together as a single unit, an assemblage of interrelated elements comprising a unified whole. In other words a system is a group, set or arrangement of units related or connected to form a unity or organic whole.&lt;br /&gt;
It can also mean an organized set of interrelated elements, ideas or principles. A '''sub-system''' is a system which is part of another system. A system typically consists of components (or elements) which are connected together. The term is often used to describe a set of entities which interact with each other.&lt;br /&gt;
&lt;br /&gt;
Etymology: from late Latin systema or Greek '''σύστημα''' ''systema'' or ''sustema'', which is derived from sunistanai, &lt;br /&gt;
meaning &amp;amp;quot;to stand together/to place together&amp;amp;quot;: sun-/syn- &amp;amp;quot;with/together&amp;amp;quot; +histanai &amp;amp;quot;set up, establish, to cause to stand&amp;amp;quot;, &lt;br /&gt;
see [http://www.answers.com/topic/system] and [http://www.bartleby.com/61/46/S0974600.html]. Therefore system&lt;br /&gt;
means literally a set of components or elements which stand together. &lt;br /&gt;
&lt;br /&gt;
== Properties and Components == &lt;br /&gt;
&lt;br /&gt;
A systen can have the following properties&lt;br /&gt;
*a structure, which can be be static and rigid or flexible and dynamic&lt;br /&gt;
*a behavior, if there is an intentional effect on the environment or observable change in the state of the system from the outside&lt;br /&gt;
*a history, if the system is dynamic or adaptive and subject to evolution&lt;br /&gt;
&lt;br /&gt;
A system requires at least the following three components or &amp;amp;quot;ingredients&amp;amp;quot;:&lt;br /&gt;
*elements, units, components, items, entities&lt;br /&gt;
*relations, interactions or a form of communication among the elements&lt;br /&gt;
*self/non-self boundary or interface to the environment and the surrounding&lt;br /&gt;
&lt;br /&gt;
== Forms and Types ==&lt;br /&gt;
&lt;br /&gt;
A [[Distributed System|distributed system]] is a single, unified system of many computers or &lt;br /&gt;
processors which is distributed over a large geographical area and where the parts are&lt;br /&gt;
communicating with each other through messages.&lt;br /&gt;
A [[Complex System|complex system]] is a system whose ([[Emergence|emergent]]) properties &lt;br /&gt;
are not fully explained by an understanding of its component parts - contrary&lt;br /&gt;
to a merely complicated system like a mechanical watch which does not have to contain true [[Emergence|emergent]] properties.&lt;br /&gt;
&lt;br /&gt;
A [http://en.wikipedia.org/wiki/Dynamic_system dynamic(al) system] has components, processes &lt;br /&gt;
or flows that change over time. In Mathematics the term is used to describe the time &lt;br /&gt;
dependence of certain mathematical models, usually models where the evolution&lt;br /&gt;
or change of the state of a system can be described by differential equations.&lt;br /&gt;
You can distinguish between linear and non-linear dynamic systems. &lt;br /&gt;
[[Non-linear System|Non-linear systems]] are of course much more interesting and &lt;br /&gt;
show interesting complex structures like [http://en.wikipedia.org/wiki/Strange_attractor strange attractors].&lt;br /&gt;
&lt;br /&gt;
An [[Evolutionary System|evolutionary system]] is based on kind of [[Code|code]]  &lt;br /&gt;
and is subject to [[Evolution|evolution]]. This can be for example &lt;br /&gt;
a [[Multi-Agent System|Multi-agent system]].&lt;br /&gt;
[[Multi-Agent System|Multi-agent systems]] are composed of many interacting,&lt;br /&gt;
autonomous agents.&lt;br /&gt;
[[Adaptive System|Adaptive systems]] are able to adjust themselves to various &lt;br /&gt;
environments or conditions, and can change themselves to improve and optimize their &lt;br /&gt;
performance. They are also able to learn from past experiences. A &lt;br /&gt;
[[Self-Organization|self-organizing system]] is a system which changes its &lt;br /&gt;
structure as a function of its experience and as the result of the interplay &lt;br /&gt;
between environmental influences and autonomous processes.&lt;br /&gt;
&lt;br /&gt;
An '''open system''' owns interfaces allowing communication or other interactions with its &lt;br /&gt;
environment. A '''closed system''' does neither communicate nor otherwise interact with its &lt;br /&gt;
surrondings. Outside events do not influence the self-contained system. &lt;br /&gt;
An '''isolated system''' does not exchange any form of energy, information, matter&lt;br /&gt;
or material with its environment at all.&lt;br /&gt;
In general terms, a system has a (more or less permeable or transparent) boundary &lt;br /&gt;
and can be distinguished from its environment.&lt;br /&gt;
A general definition of a system is a set of connected elements which influence each other &lt;br /&gt;
in a specific way which is different from the interactions with or in the environment. &lt;br /&gt;
In other words different correlations exist between one part of the system and another, &lt;br /&gt;
than between parts of the system and parts in the environment, or between&lt;br /&gt;
one part of the environment and another. An [[Autonomy|autonomous system]] or [[Agent|agent]] &lt;br /&gt;
even needs an environment to complete the [[Perceive-Reason-Act Cycle|perceive-reason-act cycle]].&lt;br /&gt;
&lt;br /&gt;
== Theories and Examples ==&lt;br /&gt;
&lt;br /&gt;
[[Systems Theory]] is an interdisciplinary field which studies systems and their organization as a whole.&lt;br /&gt;
It ranges from [[Cybernetics]] and [[Control Theory]] to [[Catastrophe Theory]], [[Chaos Theory]] and  [[Complex Adaptive System]]s.&lt;br /&gt;
&lt;br /&gt;
System is like [[Organization|organization]] a very general and ambiguous term: there are for example central-nervous-systems, endocrine-systems, nintendo-entertainment-systems, computer-systems, operating systems, binary-systems, dynamical-systems, economic-systems, political-systems, writing-systems, coordinate-systems, solar systems, and countless others examples.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
System Definitions&lt;br /&gt;
* [http://www.answers.com/topic/system Answers.com]&lt;br /&gt;
* [http://www.bartleby.com/61/46/S0974600.html Bartleby.com]&lt;br /&gt;
* [http://en.wikipedia.org/wiki/System Wikipedia]&lt;br /&gt;
* [http://pespmc1.vub.ac.be/ASC/SYSTEM.html Principia Cybernetica I] &lt;br /&gt;
* [http://pespmc1.vub.ac.be/^SYSTEM.html Principia Cybernetica II]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://en.wikipedia.org/wiki/System Wikipedia Entry for System]&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Self-Repairing</id>
		<title>Self-Repairing</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Self-Repairing"/>
				<updated>2010-11-24T02:47:52Z</updated>
		
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----&lt;br /&gt;
=[http://ajycyvitik.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
----&lt;br /&gt;
=[http://ajycyvitik.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Self-Optimization is a [[Self-Star_Properties|Self-* Property]], see also [[Self-Healing]]. The system is able to discover and correct faults automatically. An example of a self-repairing system is Wikipedia, see for example this [http://www.wired.com/wired/archive/13.03/wiki.html introductory article]. The self-repair mechanism is to store every single version of the system (and the content), so that every disruptive change can be reverted immediately. In this case the process as a whole is more social than computational, consisting of the corrective actions of many selfless and self-motivated users, which call themselves Wikipedians.&lt;br /&gt;
&lt;br /&gt;
[[Category:Self-Star Properties]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Recovery-Oriented_Computing</id>
		<title>Recovery-Oriented Computing</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Recovery-Oriented_Computing"/>
				<updated>2010-11-24T02:47:50Z</updated>
		
		<summary type="html">&lt;p&gt;Eboxytezi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://akekuqegify.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
'''Recovery Oriented Computing''' (ROC) was started as a joint Berkeley/Stanford project in order to investigate novel techniques for building highly-dependable Internet services [http://roc.cs.berkeley.edu/]. Contrary to traditional fault-tolerance approaches in distributed systems, ROC doest not assume that total avoidance and prediction of failures is possible. The philosophy of ROC is to accept the fact that failures will happen, but to be well prepared to recover quickly. It emphasizes fast recovery from failures rather than complete failure-avoidance.&lt;br /&gt;
&lt;br /&gt;
In large distributed software systems, failures are inevitable, and the exact cause of the fault or error is not always necessary for many recovery techniques. A simple method to recover quickly is to restart the corresponding components of the system: the server, the service or single EJBs. The goal of ROC is to create [[Dependable System|dependable systems]] and to reach higher levels of [[Fault Tolerance|fault tolerance]] and [[Scalability|scalability]]. The two principles of ROC are therefore&lt;br /&gt;
&lt;br /&gt;
* Microreboot - selective restart of small system parts &lt;br /&gt;
* System-Level Undo - reconfiguration by rollback recovery&lt;br /&gt;
&lt;br /&gt;
[[Category:x-Computing_Techniques]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Evolutionary_System</id>
		<title>Evolutionary System</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Evolutionary_System"/>
				<updated>2010-11-24T02:47:26Z</updated>
		
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----&lt;br /&gt;
=[http://abaviteha.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
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=[http://abaviteha.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
An [[Evolutionary System|evolutionary system]] is a [[System|system]] that is based on kind of [[Code|code]] and is subject to [[Evolution|evolution]]. This can be for example &lt;br /&gt;
a [[Multi-Agent System|Multi-agent system]]. The [[Code|code]] specifies &lt;br /&gt;
the traits of each individual or species in the population. In general any inheritance system that provides variations on which &lt;br /&gt;
[[Natural Selection|natural selection]] acts can be considered as an evolutionary system.&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Self-Healing</id>
		<title>Self-Healing</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Self-Healing"/>
				<updated>2010-11-24T02:47:03Z</updated>
		
		<summary type="html">&lt;p&gt;Eboxytezi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[http://ojiqovam.co.cc Under Construction! Please Visit Reserve Page. Page Will Be Available Shortly]=&lt;br /&gt;
Self-Healing is a [[Self-Star_Properties|Self-* Property]], see also [[Self-Repairing]]. It is part of the [[Autonomic_Computing|autonomic computing vision]] from IBM and means automatic discovery, and correction of faults.&lt;br /&gt;
&lt;br /&gt;
[[Category:Self-Star Properties]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Epidemic_Computing</id>
		<title>Epidemic Computing</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Epidemic_Computing"/>
				<updated>2010-11-24T02:46:56Z</updated>
		
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&lt;hr /&gt;
&lt;div&gt;=[http://ukusypumi.co.cc Under Construction! Please Visit Reserve Page. Page Will Be Available Shortly]=&lt;br /&gt;
An epidemic or infectious disease like influenza, cholera or yellow fever is of course a bad thing:&lt;br /&gt;
&amp;amp;quot;an epidemic is generally a widespread disease that affects many individuals in a population&amp;amp;quot; [http://en.wikipedia.org/wiki/Epidemics]. For the construction of distributed systems it is&lt;br /&gt;
an interesting phenomenon. &amp;amp;quot;Epidemic techniques&amp;amp;quot; can be used in building reliable and scalable&lt;br /&gt;
distributed systems: epidemic algorithms can be used for &lt;br /&gt;
&lt;br /&gt;
# replicated database maintenance&lt;br /&gt;
# replacing and refreshing of components in a large [[Distributed System|distributed system]],&lt;br /&gt;
# disseminating information in large scale and dynamic systems&lt;br /&gt;
# failure detection &lt;br /&gt;
&lt;br /&gt;
The idea behind epidemic computing is to reach the same amount of scalability and robustness&lt;br /&gt;
as in natural epidemics, but to use it for a good purpose.&lt;br /&gt;
Biological epidemics scale really well and are very robust: once &lt;br /&gt;
a few subjects are infected and a certain threshold is reached, it is almost impossible to &lt;br /&gt;
stop the spread, even if you isolate or extinguish the original source. An epidemic spreads &lt;br /&gt;
like gossip from person to person, until the complete population is infected.&lt;br /&gt;
&lt;br /&gt;
Epidemic communication techniques are related to randomized flooding, &lt;br /&gt;
gossip and rumor spreading, and probabilistic data dissemination. &lt;br /&gt;
[http://en.wikipedia.org/wiki/Gossip Gossip] is defined as both the act of spreading news &lt;br /&gt;
from person to person, especially rumors or private information, and as the news &lt;br /&gt;
spread through the act of gossiping. This is one of the oldest and (still) &lt;br /&gt;
the most common means of spreading and sharing information. Human&lt;br /&gt;
gossip is also notorious for the introduction of errors and &lt;br /&gt;
other variations into the information thus transmitted. &lt;br /&gt;
&lt;br /&gt;
In gossip protocols, a member forwards new information to randomly chosen members,&lt;br /&gt;
whereas in flooding and [[Wave Algorithm|wave algorithms]] a node sends new&lt;br /&gt;
information to all of its neighbors.&lt;br /&gt;
The key idea of epidemic computing and gossip techniques is that P2P systems could &lt;br /&gt;
“gossip” about important information or replicated data. Now and then, each node picks &lt;br /&gt;
some “peer” (at random, more or less) and sends it a snapshot of its own data &lt;br /&gt;
(called “push gossip”) or asks for a snapshot of the peer’s data (called “Pull” gossip). &lt;br /&gt;
A combination of both, a combined push-pull interaction usually works best. The infected &lt;br /&gt;
or informed “peers” do the same with their neighbours, and the information spreads &lt;br /&gt;
exponentially fast through the network.&lt;br /&gt;
&lt;br /&gt;
To detect failures, the protocol gossips to figure out whom else is still &lt;br /&gt;
gossiping. Robbert van Renesse et al. proposed such a protocol in 1998. In&lt;br /&gt;
their gossip protocol each member, node or computer of a group maintains a &lt;br /&gt;
list for all other members of the group with the corresponding &lt;br /&gt;
address and a kind of heartbeat counter. From time to time, &lt;br /&gt;
each node increases its heartbeat counter and forwards its&lt;br /&gt;
list to a randomly chosen node. The node merges the list&lt;br /&gt;
with its own list. If a heartbeat counter has not increased&lt;br /&gt;
for a certain time (i.e. if it falls below a certain threshold), &lt;br /&gt;
the corresponding node is considered as failed&lt;br /&gt;
&lt;br /&gt;
Epidemic computing was first proposed by Werner Vogels, Robbert van Renesse, &lt;br /&gt;
and Ken Birman from Cornell University, see&lt;br /&gt;
[http://weblogs.cs.cornell.edu/AllThingsDistributed/archives/000451.html History of Epidemics]&lt;br /&gt;
and [http://weblogs.cs.cornell.edu/AllThingsDistributed/archives/000456.html Epidemic Computing at Cornell]&lt;br /&gt;
&lt;br /&gt;
== Articles ==&lt;br /&gt;
&lt;br /&gt;
[http://www.cs.cornell.edu/home/rvr/papers/PowerEpidemics.pdf The Power of Epidemics: Robust Communication for Large-Scale Distributed Systems] Werner Vogels, Robbert van Renesse, Ken Birman, in Proceeding of HotNets-I '02: First Workshop on Hot Topics in Networks, special issue of the ACM SIGCOMM Computer Communication Review, Princeton, NJ, October 2002.&lt;br /&gt;
&lt;br /&gt;
Kenneth P. Birman, ''The Suprising Power of Epidemic Communication'', Workshop on Future Directions in Distributed Computing (FuDiCo 2002).  Bertinoro, Italy  (June 2002). Springer-Verlag.&lt;br /&gt;
&lt;br /&gt;
[http://www.cs.cornell.edu/home/rvr/papers/FightingFire.pdf Fighting fire with fire: using randomized gossip to combat stochastic scalability limits] Indranil Gupta, Kenneth P. Birman, Robert van Renesse. In Special Issue Journal Quality and Reliability Engineering International: Secure, Reliable Computer and Network Systems (ed. Nong Ye), vol. 18, no. 3, pp. 165-184, May/June 2002.&lt;br /&gt;
&lt;br /&gt;
[http://www.irisa.fr/paris/Biblio/Papers/Kermarrec/EugGueKerMas04IEEEComp.pdf From Epidemics to Distributed Computing] P.T. Eugster et al.&lt;br /&gt;
&lt;br /&gt;
[http://dcg.ethz.ch/lectures/ws0304/seminar/papers/randomized_rumor.pdf Randomized Rumor Spreading] R. Karp, C. Schindelhauer, S. Shenker, B. Vocking, Proc. IEEE Symposium on the Foundations of Computer Science, 2000.&lt;br /&gt;
&lt;br /&gt;
[http://citeseer.ist.psu.edu/vanrenesse98gossipstyle.html A Gossip-Style Failure Detection Service] &lt;br /&gt;
Robbert van Renesse, Yaron Minsky, and Mark Hayden (1998) Technical Report TR98-1687, Cornell University, in Proc. of Middleware’98, pages 55–70&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== arXiv papers ==&lt;br /&gt;
&lt;br /&gt;
http://www.arxiv.org/abs/nlin.AO/0411017 Sheng Li, Meng Meng, Hongru Ma, ''Epidemic Spreading in Dynamic Small World Networks''&lt;br /&gt;
&lt;br /&gt;
http://www.arxiv.org/abs/nlin.CD/0105044 Michelle Girvan, Duncan S. Callaway, M. E. J. Newman, Steven H. Strogatz,&lt;br /&gt;
''A Simple Model of Epidemics with Pathogen Mutation''&lt;br /&gt;
&lt;br /&gt;
== SFI papers ==&lt;br /&gt;
&lt;br /&gt;
[http://www.santafe.edu/research/publications/wpabstract/200502002 SFI Working Paper 05-02-002]&lt;br /&gt;
Luis M. A. Bettencourt et al., ''The Power of a Good Idea: Quantitative Modeling of the Spread of Ideas from Epidemiological Models''&lt;br /&gt;
&lt;br /&gt;
[http://www.santafe.edu/research/publications/wpabstract/200412037 SFI Working Paper 04-12-037] Lauren Ancel Meyers, M. E. J. Newman, and Babak Pourbohloul, ''Predicting Epidemics on Directed Contact Networks''&lt;br /&gt;
&lt;br /&gt;
[http://www.santafe.edu/research/publications/wpabstract/200204020 SFI Working Paper 02-04-020] M. E. J. Newman, ''The Spread of Epidemic Disease on Networks''&lt;br /&gt;
&lt;br /&gt;
[http://www.santafe.edu/research/publications/wpabstract/200112073 SFI Working Paper 01-12-073] M. E. J. Newman, ''Exact Solutions of Epidemic Models on Networks''&lt;br /&gt;
&lt;br /&gt;
[http://www.santafe.edu/research/publications/wpabstract/200105030 SFI Working Paper 01-05-030] Michelle Girvan, Duncan S. Callaway, M. E. J. Newman, and Steven H. Strogatz, ''A Simple Model of Epidemics with Pathogen Mutation''&lt;br /&gt;
&lt;br /&gt;
[http://www.santafe.edu/research/publications/wpabstract/200001002 SFI Working Paper 00-01-002] Cristopher Moore and M. E. J. Newman, ''Epidemics and Percolation in Small-World Networks''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:x-Computing Techniques]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Agent</id>
		<title>Agent</title>
		<link rel="alternate" type="text/html" href="https://wiki.cas-group.net/index.php?title=Agent"/>
				<updated>2010-11-24T02:46:51Z</updated>
		
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----&lt;br /&gt;
=[http://oleqatyqi.co.cc This Page Is Currently Under Construction And Will Be Available Shortly, Please Visit Reserve Copy Page]=&lt;br /&gt;
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=[http://oleqatyqi.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The definition of a software agent is according to Wikipedia simply the following: software agent is used in computer science to refer to pieces of autonomous, or semi-autonomous proactive and reactive, computer software, see [http://en.wikipedia.org/wiki/Software_agent]. Russell and Norvig say that an individual agent ''is just something that perceives and acts''. Jürgen Lind says more precisely in his book &amp;amp;quot;Iterative Software Engineering for multiagent systems&amp;amp;quot; (Springer, 2001): ''an agent is a software system that is situated in an environment and that operates in a continuous [[Perceive-Reason-Act_Cycle|perceive-reason-act cycle]].'' In [[Agent-Based_Model|ABM]]s, an agent is the basic unit of modeling of a complex system.&lt;br /&gt;
&lt;br /&gt;
The term &amp;amp;quot;intelligent agent&amp;amp;quot; was coined by Oliver G. Selfridge, an early innovator in AI, in the 1960s. According to Alan Kay (&amp;amp;quot;Computer Software&amp;amp;quot;, Scientific American, Sep. 1984), he had software programs in mind capable of observing and responding to changes in their environment:&lt;br /&gt;
&lt;br /&gt;
:&amp;amp;quot;The idea of an agent originated with John McCarthy in the mid-1950's, and the term was coined by Oliver G. Selfridge a few years later, when they were both at the Massachusetts Institute of Technology. They had in view a system that, when given a goal, could carry out the details of the appropriate computer operations and could ask for and receive advice, offered in human terms, when it was stuck. An agent would be a 'soft robot' living and doing its business within the computer's world.&amp;amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Software_agent Wikipedia Entry for Software Agent]&lt;br /&gt;
&lt;br /&gt;
* [http://www.aaai.org/AITopics/pmwiki/pmwiki.php/AITopics/Agents AI Topics Entry for Agent]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Ubiquitous_Computing</id>
		<title>Ubiquitous Computing</title>
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				<updated>2010-11-24T02:46:43Z</updated>
		
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'''Ubiquitous computing''' (ubicomp) describes a type of computing where computers are everywhere invisibly embedded into our everyday environment. It is a model of human-computer interaction in which information processing has been thoroughly integrated into everyday objects and activities. As opposed to the desktop paradigm, in which a single user consciously engages a single device for a specialized purpose, someone &amp;amp;quot;using&amp;amp;quot; ubiquitous computing engages many computational devices and systems simultaneously, in the course of ordinary activities, and may not necessarily even be aware that they are doing so.&lt;br /&gt;
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[[Category:X-Computing_Techniques]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Self-Management</id>
		<title>Self-Management</title>
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				<updated>2010-11-24T02:46:29Z</updated>
		
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Self-Management is a [[Self-Star_Properties|Self-* Property]] and a basic form of [[Self-Organization]]. It means to organize the system by introducing organizers, managers, and directors: to manage the systems by managers with obey the objectives and goals. Hierarchies of managers are in fact ubiquitous in social systems and [[Organization|organizations]].&lt;br /&gt;
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[[Category:Self-Star Properties]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

	<entry>
		<id>https://wiki.cas-group.net/index.php?title=Total_Algorithm</id>
		<title>Total Algorithm</title>
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				<updated>2010-11-24T02:46:00Z</updated>
		
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A '''total algorithm''' is a [[Distributed_Algorithm|distributed algorithm]] where the participation of all nodes or processes in the network is required before a decision can be taken. It is sometimes also named '''wave algorithm'''. A special form of total algorithm is a '''traversal algorithm''' where all events of a wave a strictly ordered by a causality relation and in which the last event occurs in the same process as the first event, namely in the initiator node.&lt;br /&gt;
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Total algorithms and wave algorithms can be considered as [[Distributed_Algorithm|distributed algorithms]] initiated by a single event where the participation of all processes in the network is required before a particular final event, often a decision, takes place. In wave algorithms and related flooding techniques a node sends new information to all of its neighbors. The activity spreads like a wave or a controlled chain-reaction through the network, and all nodes are visited until the decision can take place and the algorithm is finally terminated. They can be used to spread and disseminate information in a [[Distributed System|distributed system]], to calculate the topology of a network, or to collect and gather information in a distributed system.&lt;br /&gt;
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Examples for a total algorithm are the&lt;br /&gt;
&lt;br /&gt;
* [[Echo Algorithm]]&lt;br /&gt;
* [[Heart Beat Algorithm]]&lt;br /&gt;
* [[Phase Algorithm]]&lt;br /&gt;
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In order to reach all nodes of a system, the algorithm has to broadcast the corresponding&lt;br /&gt;
information through the whole system. Often this is done in a first phase.&lt;br /&gt;
There are two possibilities to &lt;br /&gt;
&lt;br /&gt;
* '''Flooding''': a node receiving data sends it immediately to all its neighbors by broadcasting&lt;br /&gt;
* '''Gossiping''': a node selects from time to time randomly one of its neighbors to send the data&lt;br /&gt;
&lt;br /&gt;
Both result in an epidemic spread of information.&lt;br /&gt;
Gossiping is of course much slower than flooding.&lt;br /&gt;
Flooding leads to an ordered wave, whereas gossiping leads &lt;br /&gt;
to disordered epidemic spread of information.&lt;br /&gt;
&lt;br /&gt;
[[Category:Distributed Algorithms]]&lt;/div&gt;</summary>
		<author><name>Eboxytezi</name></author>	</entry>

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