. De-nombreux-langages-de-programmation and C. Java, permettent de faire ce que l'on appelle du multi-tâches et donc de profiter, en partie, de l'architecture parallèle des CPU. Ici, nous considérons uniquement les langages de programmation dédiés au calcul intensif. 3. https

. La-diminution-de-la-complexité-n, était pas le but premier de nos travaux de thèse, ce qui explique que l'on ait mis cette question en suspens jusqu'ici. 2. L'annexe B présente le code source des comportements des agents avant et après l'application de notre méthode. 1

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M. Hermellin, E. Hermellin, and F. Michel, GPU delegation : Toward a generic approach for developping MABS using GPU programming, Conference on Autonomous Agents and Multiagent Systems (AAMAS) Proceedings of the 2016 International Conference on Autonomous Agents & Multiagent Systems, AAMAS '16. International Foundation for Autonomous Agents and Multiagent Systems, pp.1249-1258, 2016.
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M. Hermellin, E. Hermellin, F. Michel, E. Hermellin, and F. Michel, Defining a methodology based on GPU delegation for developing MABS using GPGPU (currently undergoing a second review process before publication in the forthcoming post-proceedings : MABS XVII) GPU environmental delegation of agent perceptions : Application to Reynolds's boids, 17th Multi-Agent-Based Simulation (MABS) workshop @AAMAS 2016. [Hermellin and Michel Multi-Agent Based Simulation XVI, pp.68-83, 2016.

E. Hermellin, F. Michel, E. Hermellin, F. Michel, and . Hermellin, Méthodologie pour la modélisation et l'implémentation de simulations multi-agents utilisant le GPGPU Systèmes Multi-Agents et simulation -Vingt-quatrièmes journées francophones sur les systèmes multi-agents, JFSMA 16, Saint-Martin-du-Vivier (Rouen), France Cépaduès Éditions Délégation GPU des perceptions agents : Application aux boids de Reynolds Systèmes multi-agents et GPGPU : état des lieux et directions pour l'avenir, Journées Francophones sur les Systèmes Multi-Agents (JFSMA) [Hermellin and Michel Environnements socio-techniques -JFSMA 15 - Vingt-troisièmes Journées Francophones sur les Systèmes Multi-Agents, pp.107-116, 2014.

M. Hermellin, E. Hermellin, F. J. Michel, M. J. Escalona, S. Giroux et al., Overview of Case Studies on Adapting MABS Models to GPU Programming, Highlights of Practical Applications of Scalable Multi-Agent Systems. The PAAMS Collection : International Workshops of PAAMS 2016 Proceedings, volume 616 of Communications in Computer and Information Science, pp.125-136, 2016.
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. Résumé, La simulation multi-agent représente une solution pertinente pour l'ingénierie et l'étude des systèmes complexes dans de nombreux domaines (vie artificielle, biologie, économie, etc.). Cependant, elle requiert parfois énormément de ressources de calcul, ce qui représente un verrou technologique majeur qui restreint les possibilités d'étude des modèles envisagés (passage à l'échelle, expressivité des modèles proposés, interaction temps réel

H. Le and G. , General-Purpose computing on Graphics Processing Units) consiste à utiliser les architectures massivement parallèles des cartes graphiques (GPU) comme accélérateur de calcul. Cependant, alors que de nombreux domaines bénéficient des performances du GPGPU (météorologie, calculs d'aérodynamique , modélisation moléculaire, finance, etc.), celui-ci est peu utilisé dans le cadre de la simulation multi-agent. En fait, le GPGPU s'accompagne d'un contexte de développement très spécifique qui nécessite une transformation profonde et non triviale des modèles multi-agents. Ainsi, malgré l'existence de travaux pionniers qui démontrent l, Parmi les technologies disponibles pour faire du calcul intensif

. Dans-cette-thèse, une utilisation transparente de cette technologie. Cependant, cette approche nécessite d'abstraire un certain nombre de parties du modèle, ce qui limite fortement le champ d'application des solutions proposées. Pour pallier ce problème, et au contraire des solutions existantes, nous proposons d'utiliser une approche hybride (l'exécution de la simulation est partagée entre le processeur et la carte graphique ) qui met l'accent sur l'accessibilité et la réutilisabilité grâce à une modélisation qui permet une utilisation directe et facilitée de la programmation GPU. Plus précisément, cette approche se base sur un principe de conception, appelé délégation GPU des perceptions agents, qui consiste à réifier une partie des calculs effectués dans le comportement des agents dans de nouvelles structures (e.g. dans l'environnement), Ceci afin de répartir la complexité du code et de modulariser son implémentation. L'étude de ce principe ainsi que les différentes expérimentations réalisées montre l'intérêt de cette approche tant du point de vue conceptuel que du point de vue des performances . C'est pourquoi nous proposons de généraliser cette approche sous la forme d'une méthode de modélisation et d'implémentation de simulations multi-agents spécifiquement adaptée à l'utilisation des architectures massivement parallèles