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Thisbook describes the struggle to introduce a mechanism that enablesnext-generation information systems to maintain themselves. Our generationobserved the birth and growth of information systems, and the Internet inparticular. Surprisingly information systems are quite different fromconventional (energy, material-intensive) artificial systems, and ratherresemble biological systems (information-intensive systems). Many artificialsystems are designed based on (Newtonian) physics assuming that every elementobeys simple and static rules; however, the experience of the Internet suggestsa different way of designing where growth cannot be controlled butself-organized with autonomous and selfish agents. This book suggests using gametheory, a mechanism design inparticular, for designing next-generation information systems which will beself-organized by collective acts with autonomous components. The challenge of mapping a probability to time appears repeatedly in many forms throughoutthis book.
The book contains interdisciplinaryresearch encompassing game theory, complex systems, reliability theory andparticle physics. All devoted to its central theme: what happens ifsystems self-repair themselves?
List of contents
Introduction: Self-Action Models.- Incentives for Repair in Self-Repair Networks.- A Phase Transition in Self-Repair Networks: Problems and Definitions.- Controlling RepairingStrategy: A Spatial Game Approach.- Adaptive Capability in Spaceand Time.- Protection of CooperativeClusters by Membrane.- Duality in Logics ofSelf-Repair.- Asymmetry between Repair andInfection in Self-Repair Networks.- Dynamics of Self-RepairNetworks of Several Types.- Self-Repair Networks as anEpidemic Model.- Self-Repair Networks and theSelf-Recognition Model.- Conclusion.
Summary
This
book describes the struggle to introduce a mechanism that enables
next-generation information systems to maintain themselves. Our generation
observed the birth and growth of information systems, and the Internet in
particular. Surprisingly information systems are quite different from
conventional (energy, material-intensive) artificial systems, and rather
resemble biological systems (information-intensive systems). Many artificial
systems are designed based on (Newtonian) physics assuming that every element
obeys simple and static rules; however, the experience of the Internet suggests
a different way of designing where growth cannot be controlled but
self-organized with autonomous and selfish agents. This book suggests using game
theory, a mechanism design in
particular, for designing next-generation information systems which will be
self-organized by collective acts with autonomous components. The challenge of mapping a probability to time appears repeatedly in many forms throughout
this book.
The book contains interdisciplinary
research encompassing game theory, complex systems, reliability theory and
particle physics. All devoted to its central theme: what happens if
systems self-repair themselves?