  Linux AI & Alife HOWTO
  by John Eikenberry
  v1.3, 02 April 2000

  This howto mainly contains information about, and links to, various AI
  related software libraries, applications, etc. that work on the Linux
  platform. All of it is (at least) free for personal use. The new mas-
  ter page for this document is http://zhar.net/gnu-linux/howto/
  ______________________________________________________________________

  Table of Contents


  1. Introduction

     1.1 Purpose
     1.2 Where to find this software
     1.3 Updates and comments
     1.4 Copyright/License Copyright (c) 1996-2000 John A. Eikenberry LICENSE  This document may be reproduced and distributed in whole or in part, in  any medium physical or electronic, provided that this license notice is  displayed in the reproduction. Commercial redistribution is permitted and  encouraged. Thirty days advance notice, via email to the author, of  redistribution is appreciated, to give the authors time to provide updated  documents.  A. REQUIREMENTS OF MODIFIED WORKS   All modified documents, including translations, anthologies, and partial   documents, must meet the following requirements:

  2. Traditional Artificial Intelligence

     2.1 AI class/code libraries
     2.2 AI software kits, applications, etc.

  3. Connectionism

     3.1 Connectionist class/code libraries
     3.2 Connectionist software kits/applications

  4. Evolutionary Computing

     4.1 EC class/code libraries
     4.2 EC software kits/applications

  5. Alife & Complex Systems

     5.1 Alife & CS class/code libraries
     5.2 Alife & CS software kits, applications, etc.

  6. Autonomous Agents

  7. Programming languages



  ______________________________________________________________________

  1.  Introduction



  1.1.  Purpose


  The Linux OS has evolved from its origins in hackerdom to a full blown
  UNIX, capable of rivaling any commercial UNIX.  It now provides an
  inexpensive base to build a great workstation.  It has shed its
  hardware dependencies, having been ported to DEC Alphas, Sparcs,
  PowerPCs, with others on the way.  This potential speed boost along
  with its networking support will make it great for workstation
  clusters.  As a workstation it allows for all sorts of research and
  development, including artificial intelligence and artificial life.



  The purpose of this Mini-Howto is to provide a source to find out
  about various software packages, code libraries, and anything else
  that will help someone get started working with (and find resources
  for) artificial intelligence and artificial life.  All done with Linux
  specifically in mind.



  1.2.  Where to find this software


  All this software should be available via the net (ftp || http).  The
  links to where to find it will be provided in the description of each
  package.  There will also be plenty of software not covered on these
  pages (which is usually platform independent) located on one of the
  resources listed on the links section of the Master Site (given
  above).



  1.3.  Updates and comments



  If you find any mistakes, know of updates to one of the items below,
  or have problems compiling and of the applications, please mail me at:
  jae@NOSPAM-zhar.net and I'll see what I can do.


  If you know of any AI/Alife applications, class libraries, etc. Please
  email me about them. Include your name, ftp and/or http sites where
  they can be found, plus a brief overview/commentary on the software
  (this info would make things a lot easier on me... but don't feel
  obligated ;).


  I know that keeping this list up to date and expanding it will take
  quite a bit of work. So please be patient (I do have other projects).
  I hope you will find this document helpful.


  1.4.  Copyright (c) 1996-2000 John A. Eikenberry LICENSE This document
  may be reproduced and distributed in whole or in part, in  any medium
  physical or electronic, provided that this license notice is  dis-
  played in the reproduction. Commercial redistribution is permitted and
  encouraged. Thirty days advance notice, via email to the author, of
  redistribution is appreciated, to give the authors time to provide
  updated  documents.  A. REQUIREMENTS OF MODIFIED WORKS All modified
  documents, including translations, anthologies, and partial   docu-
  ments, must meet the following requirements: Copyright/License


  o  The modified version must be labeled as such.

  o  The person making the modifications must be identified.

  o  Acknowledgement of the original author must be retained.

  o  The location of the original unmodified document be identified.

  o  The original author's name(s) may not be used to assert or imply
     endorsement of the resulting document without the original author's
     permission.

  In addition it is requested (not required) that:

  o  The modifications (including deletions) be noted.

  o  The author be notified by email of the modification in advance of
     redistribution, if an email address is provided in the document.

  As a special exception, anthologies of LDP documents may include a
  single copy of these license terms in a conspicuous location within
  the anthology and replace other copies of this license with a
  reference to the single copy of the license without the document being
  considered "modified" for the purposes of this section.

  Mere aggregation of LDP documents with other documents or programs on
  the same media shall not cause this license to apply to those other
  works.

  All translations, derivative documents, or modified documents that
  incorporate this document may not have more restrictive license terms
  than these, except that you may require distributors to make the
  resulting document available in source format.



  2.

  Traditional Artificial Intelligence

  Traditional AI is based around the ideas of logic, rule systems,
  linguistics, and the concept of rationality.  At its roots are
  programming languages such as Lisp and Prolog.  Expert systems are the
  largest successful example of this paradigm.  An expert system
  consists of a detailed knowledge base and a complex rule system to
  utilize it.  Such systems have been used for such things as medical
  diagnosis support and credit checking systems.



  2.1.  AI class/code libraries


  These are libraries of code or classes for use in programming within
  the artificial intelligence field.  They are not meant as stand alone
  applications, but rather as tools for building your own applications.



     AI Search II

     o  WEB site: www.bell-labs.com/topic/books/ooai-book/

        Submitted by: Peter M. Bouthoorn


        Basically, the library offers the programmer a set of search
        algorithms that may be used to solve all kind of different
        problems. The idea is that when developing problem solving
        software the programmer should be able to concentrate on the
        representation of the problem to be solved and should not need
        to bother with the implementation of the search algorithm that
        will be used to actually conduct the search. This idea has been
        realized by the implementation of a set of search classes that
        may be incorporated in other software through C++'s features of
        derivation and inheritance.  The following search algorithms
        have been implemented:
        - depth-first tree and graph search.  - breadth-first tree and
        graph search.  - uniform-cost tree and graph search.  - best-
        first search.  - bidirectional depth-first tree and graph
        search.  - bidirectional breadth-first tree and graph search.  -
        AND/OR depth tree search.  - AND/OR breadth tree search.


        This library has a corresponding book, "Object-Oriented
        Artificial Instelligence, Using C++".



     Chess In Lisp (CIL)

     o  FTP site: chess.onenet.net/pub/chess/uploads/projects/


        The CIL (Chess In Lisp) foundation is a Common Lisp
        implementaion of all the core functions needed for development
        of chess applications.  The main purpose of the CIL project is
        to get AI researchers interested in using Lisp to work in the
        chess domain.



     DAI

     o  Web site: starship.skyport.net/crew/gandalf/DNET/AI


        A library for the Python programming language that provides an
        object oriented interface to the CLIPS expert system tool. It
        includes an interface to COOL (CLIPS Object Oriented Language)
        that allows:

     o  Investigate COOL classes

     o  Create and manipulate with COOL instances

     o  Manipulate with COOL message-handler's

     o  Manipulate with Modules



     Nyquist

     o  Web site:
        www.cs.cmu.edu/afs/cs.cmu.edu/project/music/web/music.html


        The Computer Music Project at CMU is developing computer music
        and interactive performance technology to enhance human musical
        experience and creativity. This interdisciplinary effort draws
        on Music Theory, Cognitive Science, Artificial Intelligence and
        Machine Learning, Human Computer Interaction, Real-Time Systems,
        Computer Graphics and Animation, Multimedia, Programming
        Languages, and Signal Processing. A paradigmatic example of
        these interdisciplinary efforts is the creation of interactive
        performances that couple human musical improvisation with
        intelligent computer agents in real-time.



     PDKB

     o  Web site: lynx.eaze.net/~pdkb/web/

     o  SourceForge site: sourceforge.net/project/?group_id=1449

        Public Domain Knowledge Bank (PDKB) is an Artificial
        Intelligence Knowledge Bank of common sense rules and facts. It
        is based on the Cyc Upper Ontology and the MELD language.



     Python Fuzzy Logic Module

     o  FTP site: ftp://ftp.csh.rit.edu/pub/members/retrev/

        A simple python module for fuzzy logic. The file is 'fuz.tar.gz'
        in this directory. The author plans to also write a simple
        genetic algorithm and a neural net library as well. Check the
        00_index file in this directory for release info.



     Screamer

     o  Web site: www.cis.upenn.edu/~screamer-tools/home.html


        Screamer is an extension of Common Lisp that adds support for
        nondeterministic programming. Screamer consists of two levels.
        The basic nondeterministic level adds support for backtracking
        and undoable side effects.  On top of this nondeterministic
        substrate, Screamer provides a comprehensive constraint
        programming language in which one can formulate and solve mixed
        systems of numeric and symbolic constraints. Together, these two
        levels augment Common Lisp with practically all of the
        functionality of both Prolog and constraint logic programming
        languages such as CHiP and CLP(R).  Furthermore, Screamer is
        fully integrated with Common Lisp. Screamer programs can coexist
        and interoperate with other extensions to Common Lisp such as
        CLOS, CLIM and Iterate.



     ThoughtTreasure

     o  Web site: www.signiform.com/tt/htm/tt.htm

        ThoughtTreasure is a project to create a database of commonsense
        rules for use in any application. It consists of a database of a
        little over 100K rules and a C API to integrate it with your
        applications. Python, Perl, Java and TCL wrappers are already
        available.



  2.2.

  AI software kits, applications, etc.


  These are various applications, software kits, etc. meant for research
  in the field of artificial intelligence. Their ease of use will vary,
  as they were designed to meet some particular research interest more
  than as an easy to use commercial package.



     ASA - Adaptive Simulated Annealing

     o  Web site: www.ingber.com/#ASA-CODE

     o  FTP site: ftp.ingber.com/


        ASA (Adaptive Simulated Annealing) is a powerful global
        optimization C-code algorithm especially useful for nonlinear
        and/or stochastic systems.


        ASA is developed to statistically find the best global fit of a
        nonlinear non-convex cost-function over a D-dimensional space.
        This algorithm permits an annealing schedule for 'temperature' T
        decreasing exponentially in annealing-time k, T = T_0 exp(-c
        k^1/D).  The introduction of re-annealing also permits
        adaptation to changing sensitivities in the multi-dimensional
        parameter-space. This annealing schedule is faster than fast
        Cauchy annealing, where T = T_0/k, and much faster than
        Boltzmann annealing, where T = T_0/ln k.



     Babylon

     o  FTP site: ftp.gmd.de/gmd/ai-research/Software/Babylon/


        BABYLON is a modular, configurable, hybrid environment for
        developing expert systems. Its features include objects, rules
        with forward and backward chaining, logic (Prolog) and
        constraints. BABYLON is implemented and embedded in Common Lisp.



     CLEARS

     o  Web site: www.coli.uni-sb.de/~clears/


        The CLEARS system is an interactive graphical environment for
        computational semantics. The tool allows exploration and
        comparison of different semantic formalisms, and their
        interaction with syntax. This enables the user to get an idea of
        the range of possibilities of semantic construction, and also
        where there is real convergence between theories.



     CLIG

     o  Web site: www.ags.uni-sb.de/~konrad/clig.html


        CLIG is an interactive, extendible grapher for visualizing
        linguistic data structures like trees, feature structures,
        Discourse Representation Structures (DRS), logical formulas etc.
        All of these can be freely mixed and embedded into each other.
        The grapher has been designed both to be stand-alone and to be
        used as an add-on for linguistic applications which display
        their output in a graphical manner.



     CLIPS

     o  Web site: www.jsc.nasa.gov/~clips/CLIPS.html

     o  FTP site: cs.cmu.edu/afs/cs.cmu.edu/project/ai-
        repository/ai/areas/expert/systems/clips



        CLIPS is a productive development and delivery expert system
        tool which provides a complete environment for the construction
        of rule and/or object based expert systems.


        CLIPS provides a cohesive tool for handling a wide variety of
        knowledge with support for three different programming
        paradigms: rule-based, object-oriented and procedural.  Rule-
        based programming allows knowledge to be represented as
        heuristics, or "rules of thumb," which specify a set of actions
        to be performed for a given situation. Object-oriented
        programming allows complex systems to be modeled as modular
        components (which can be easily reused to model other systems or
        to create new components).  The procedural programming
        capabilities provided by CLIPS are similar to capabilities found
        in languages such as C, Pascal, Ada, and LISP.



     EMA-XPS - A Hybrid Graphic Expert System Shell

     o  Web site: wmwap1.math.uni-wuppertal.de:80/EMA-XPS/


        EMA-XPS is a hybrid graphic expert system shell based on the
        ASCII-oriented shell Babylon 2.3 of the German National Research
        Center for Computer Sciences (GMD). In addition to Babylon's AI-
        power (object oriented data representation, forward and backward
        chained rules - collectible into sets, horn clauses, and
        constraint networks) a graphic interface based on the X11 Window
        System and the OSF/Motif Widget Library has been provided.



     FOOL & FOX

     o  FTP site: ntia.its.bldrdoc.gov/pub/fuzzy/prog/


        FOOL stands for the Fuzzy Organizer OLdenburg. It is a result
        from a project at the University of Oldenburg. FOOL is a
        graphical user interface to develop fuzzy rulebases.  FOOL will
        help you to invent and maintain a database that specifies the
        behavior of a fuzzy-controller or something like that.


        FOX is a small but powerful fuzzy engine which reads this
        database, reads some input values and calculates the new control
        value.



     FUF and SURGE

     o  Web site: www.dfki.de/lt/registry/generation/fuf.html

     o  FTP site: ftp.cs.columbia.edu/pub/fuf/

        FUF is an extended implementation of the formalism of functional
        unification grammars (FUGs) introduced by Martin Kay specialized
        to the task of natural language generation. It adds the
        following features to the base formalism:

     o  Types and inheritance.

     o  Extended control facilities (goal freezing, intelligent
        backtracking).

     o  Modular syntax.

        These extensions allow the development of large grammars which
        can be processed efficiently and can be maintained and
        understood more easily.  SURGE is a large syntactic realization
        grammar of English written in FUF. SURGE is developed to serve
        as a black box syntactic generation component in a larger
        generation system that encapsulates a rich knowledge of English
        syntax. SURGE can also be used as a platform for exploration of
        grammar writing with a generation perspective.



     The Grammar Workbench

     o  Web site: www.cs.kun.nl/agfl/GWB.html



        The Grammar Workbench, or GWB for short, is an environment for
        the comfortable development of Affix Grammars in the AGFL-
        formalism. Its purposes are:

     o  to allow the user to input, inspect and modify a grammar;

     o  to perform consistency checks on the grammar;

     o  to compute grammar properties;

     o  to generate example sentences;

     o  to assist in performing grammar transformations.



     GSM Suite


     o  Web site: www.slip.net/~andrewm/gsm/


        The GSM Suite is a set of programs for using Finite State
        Machines in a graphical fashion. The suite consists of programs
        that edit, compile, and print state machines. Included in the
        suite is an editor program, gsmedit, a compiler, gsm2cc, that
        produces a C++ implementation of a state machine, a PostScript
        generator, gsm2ps, and two other minor programs. GSM is licensed
        under the GNU Public License and so is free for your use under
        the terms of that license.



     Illuminator

     o  Web site:
        documents.cfar.umd.edu/resources/source/illuminator.html


        Illuminator is a toolset for developing OCR and Image
        Understanding applications.  Illuminator has two major parts: a
        library for representing, storing and retrieving OCR
        information, heretofore called dafslib, and an X-Windows "DAFS"
        file viewer, called illum. Illuminator and DAFS lib were
        designed to supplant existing OCR formats and become a standard
        in the industry. They particularly are extensible to handle more
        than just English.

        The features of this release:

     o  5 magnification levels for images

     o  flagged characters and words

     o  unicode support -- American, British, French, German, Greek,
        Italian, MICR, Norwegian, Russian, Spanish, Swedish, keyboards

     o  reads DAFS, TIFF's, PDA's (image only)

     o  save to DAFS, ASCII/UTF or Unicode

     o  Entity Viewer - shows properties, character choices, bounding
        boxes image fragment for a selected entity, change type, change
        content, hierarchy mode



     Jess, the Java Expert System Shell

     o  Web site: herzberg.ca.sandia.gov/jess/


        Jess is a clone of the popular CLIPS expert system shell written
        entirely in Java. With Jess, you can conveniently give your
        applets the ability to 'reason'. Jess is compatible with all
        versions of Java starting with version 1.0.2. Jess implements
        the following constructs from CLIPS: defrules, deffunctions,
        defglobals, deffacts, and deftemplates.



     learn

     o  FTP site: sunsite.unc.edu/pub/Linux/apps/cai/


        Learn is a vocable learning program with memory model.



     Otter: An Automated Deduction System

     o  Web site: www-unix.mcs.anl.gov/AR/otter/


        Our current automated deduction system  Otter is designed to
        prove theorems stated in first-order logic with equality.
        Otter's inference rules are based on resolution and
        paramodulation, and it includes facilities for term rewriting,
        term orderings, Knuth-Bendix completion, weighting, and
        strategies for directing and restricting searches for proofs.
        Otter can also be used as a symbolic calculator and has an
        embedded equational programming system.



     PVS

     o  Web site: pvs.csl.sri.com/

        PVS is a verification system: that is, a specification language
        integrated with support tools and a theorem prover. It is
        intended to capture the state-of-the-art in mechanized formal
        methods and to be sufficiently rugged that it can be used for
        significant applications. PVS is a research prototype: it
        evolves and improves as we develop or apply new capabilities,
        and as the stress of real use exposes new requirements.



     RIPPER

     o  Web site: www.research.att.com/~wcohen/ripperd.html


        Ripper is a system for fast effective rule induction. Given a
        set of data, Ripper will learn a set of rules that will predict
        the patterns in the data. Ripper is written in ASCI C and comes
        with documentation and some sample problems.



     SNePS

     o  Web site: www.cs.buffalo.edu/pub/sneps/WWW/

     o  FTP site: ftp.cs.buffalo.edu/pub/sneps/

        The long-term goal of The SNePS Research Group is the design and
        construction of a natural-language-using computerized cognitive
        agent, and carrying out the research in artificial intelligence,
        computational linguistics, and cognitive science necessary for
        that endeavor. The three-part focus of the group is on knowledge
        representation, reasoning, and natural-language understanding
        and generation. The group is widely known for its development of
        the SNePS knowledge representation/reasoning system, and Cassie,
        its computerized cognitive agent.



     Soar

     o  Web site: bigfoot.eecs.umich.edu/~soar/

     o  FTP site: cs.cmu.edu/afs/cs/project/soar/public/Soar6/


        Soar has been developed to be a general cognitive architecture.
        We intend ultimately to enable the Soar architecture to:

     o  work on the full range of tasks expected of an intelligent
        agent, from highly routine to extremely difficult, open-ended
        problems

     o  represent and use appropriate forms of knowledge, such as
        procedural, declarative, episodic, and possibly iconic

     o  employ the full range of problem solving methods

     o  interact with the outside world and

     o  learn about all aspects of the tasks and its performance on
        them.

        In other words, our intention is for Soar to support all the
        capabilities required of a general intelligent agent.
        http://wwwis.cs.utwente.nl:8080/ tcm/index.html



     TCM

     o  Web site: wwwis.cs.utwente.nl:8080/~tcm/index.html

     o  FTP site: ftp.cs.vu.nl/pub/tcm/


        TCM (Toolkit for Conceptual Modeling) is our suite of graphical
        editors. TCM contains graphical editors for Entity-Relationship
        diagrams, Class-Relationship diagrams, Data and Event Flow
        diagrams, State Transition diagrams, Jackson Process Structure
        diagrams and System Network diagrams, Function Refinement trees
        and various table editors, such as a Function-Entity table
        editor and a Function Decomposition table editor.  TCM is easy
        to use and performs numerous consistency checks, some of them
        immediately, some of them upon request.



     WEKA

     o  Web site: lucy.cs.waikato.ac.nz/~ml/


        WEKA (Waikato Environment for Knowledge Analysis) is an state-
        of-the-art facility for applying machine learning techniques to
        practical problems. It is a comprehensive software "workbench"
        that allows people to analyse real-world data. It integrates
        different machine learning tools within a common framework and a
        uniform user interface. It is designed to support a "simplicity-
        first" methodology, which allows users to experiment
        interactively with simple machine learning tools before looking
        for more complex solutions.



  3.  Connectionism

  Connectionism is a technical term for a group of related techniques.
  These techniques include areas such as Artificial Neural Networks,
  Semantic Networks and a few other similar ideas. My present focus is
  on neural networks (though I am looking for resources on the other
  techniques). Neural networks are programs designed to simulate the
  workings of the brain. They consist of a network of small
  mathematical-based nodes, which work together to form patterns of
  information.  They have tremendous potential and currently seem to be
  having a great deal of success with image processing and robot
  control.



  3.1.  Connectionist class/code libraries


  These are libraries of code or classes for use in programming within
  the Connectionist field.  They are not meant as stand alone
  applications, but rather as tools for building your own applications.



     ANSI-C Neural Networks

     o  Web site: www.geocities.com/CapeCanaveral/1624/


        This site contains ANSC-C source code for 8 types of neural
        nets, including:

     o  Adaline Network

     o  Backpropagation

     o  Hopfield Model

     o  (BAM) Bidirectional Associative Memory

     o  Boltzmann Machine

     o  Counterpropagation

     o  (SOM) Self-Organizing Map

     o  (ART1) Adaptive Resonance Theory

        They were designed to help turn the theory of a particular
        network model into the design for a simulator implementation ,
        and to help with embeding an actual application into a
        particular network model.


     BELIEF

     o  Web site: www.cs.cmu.edu/afs/cs/project/ai-
        repository/ai/areas/reasonng/probabl/belief/


        BELIEF is a Common Lisp implementation of the Dempster and Kong
        fusion and propagation algorithm for Graphical Belief Function
        Models and the Lauritzen and Spiegelhalter algorithm for
        Graphical Probabilistic Models. It includes code for
        manipulating graphical belief models such as Bayes Nets and
        Relevance Diagrams (a subset of Influence Diagrams) using both
        belief functions and probabilities as basic representations of
        uncertainty. It uses the Shenoy and Shafer version of the
        algorithm, so one of its unique features is that it supports
        both probability distributions and belief functions.  It also
        has limited support for second order models (probability
        distributions on parameters).



     CONICAL

     o  Web site: strout.net/conical/

        CONICAL is a C++ class library for building simulations common
        in computational neuroscience. Currently its focus is on
        compartmental modeling, with capabilities similar to GENESIS and
        NEURON. A model neuron is built out of compartments, usually
        with a cylindrical shape. When small enough, these open-ended
        cylinders can approximate nearly any geometry. Future classes
        may support reaction-diffusion kinetics and more. A key feature
        of CONICAL is its cross-platform compatibility; it has been
        fully co-developed and tested under Unix, DOS, and Mac OS.



     IDEAL

     o  Web site: www.rpal.rockwell.com/ideal.html



        IDEAL is a test bed for work in influence diagrams and Bayesian
        networks. It contains various inference algorithms for belief
        networks and evaluation algorithms for influence diagrams. It
        contains facilities for creating and editing influence diagrams
        and belief networks.


        IDEAL is written in pure Common Lisp and so it will run in
        Common Lisp on any platform. The emphasis in writing IDEAL has
        been on code clarity and providing high level programming
        abstractions. It thus is very suitable for experimental
        implementations which need or extend belief network technology.


        At the highest level, IDEAL can be used as a subroutine library
        which provides belief network inference and influence diagram
        evaluation as a package. The code is documented in a detailed
        manual and so it is also possible to work at a lower level on
        extensions of belief network methods.


        IDEAL comes with an optional graphic interface written in CLIM.
        If your Common Lisp also has CLIM, you can run the graphic
        interface.



     Matrix Class

     o  FTP site: ftp.cs.ucla.edu/pub/


        A simple, fast, efficient C++ Matrix class designed for
        scientists and engineers. The Matrix class is well suited for
        applications with complex math algorithms. As an demonstration
        of the Matrix class, it was used to implement the backward error
        propagation algorithm for a multi-layer feed-forward artificial
        neural network.



     nunu

     o  Web site: ruby.ddiworld.com/jreed/web/software/nn.html


        nunu is a multi-layered, scriptable, back-propagation neural
        network.  It is build to be used for intensive computation
        problems scripted in shell scripts. It is written in C++ using
        the STL. nn is based on material from the "Introduction to the
        Theory of Neural Computation" by John Hertz, Anders Krogh, and
        Richard G. Palmer, chapter 6.



     Pulcinella

     o  Web site: iridia.ulb.ac.be/pulcinella/Welcome.html


        Pulcinella is written in CommonLisp, and appears as a library of
        Lisp functions for creating, modifying and evaluating valuation
        systems. Alternatively, the user can choose to interact with
        Pulcinella via a graphical interface (only available in Allegro
        CL). Pulcinella provides primitives to build and evaluate
        uncertainty models according to several uncertainty calculi,
        including probability theory, possibility theory, and Dempster-
        Shafer's theory of belief functions; and the possibility theory
        by Zadeh, Dubois and Prade's. A User's Manual is available on
        request.



     S-ElimBel

     o  Web site (???): www.spaces.uci.edu/thiery/elimbel/


        S-ElimBel is an algorithm that computes the belief in a Bayesian
        network, implemented in MIT-Scheme. This algorithm has the
        particularity of being rather easy to understand. Moreover, one
        can apply it to any kind of Bayesian network - it being singly
        connected or muliply connected. It is, however, less powerful
        than the standard algorithm of belief propagation.  Indeed, the
        computation has to be reconducted entirely for each new evidence
        added to the network. Also, one needs to run the algorithm as
        many times as one has nodes for which the belief is wanted.



     Software for Flexible Bayesian Modeling

     o  Web site: www.cs.utoronto.ca/~radford/fbm.software.html


        This software implements flexible Bayesian models for regression
        and classification applications that are based on multilayer
        perceptron neural networks or on Gaussian processes.  The
        implementation uses Markov chain Monte Carlo methods.  Software
        modules that support Markov chain sampling are included in the
        distribution, and may be useful in other applications.



     Spiderweb2

     o  Web site: www.cs.nyu.edu/~klap7794/spiderweb2.html


        A C++ artificial neual net library.  Spiderweb2 is a complete
        rewrite of the original Spiderweb library, it has grown into a
        much more flexible and object-oriented system. The biggest
        change is that each neuron object is responsible for its own
        activations and updates, with the network providing only the
        scheduling aspect. This is a very powerful change, and it allows
        easy modification and experimentation with various network
        architectures and neuron types.



     Symbolic Probabilistic Inference (SPI)

     o  FTP site: ftp.engr.orst.edu/pub/dambrosi/spi/

     o  Paper (ijar-94.ps): ftp.engr.orst.edu/pub/dambrosi/


        Contains Common Lisp function libraries to implement SPI type
        baysean nets.  Documentation is very limited.  Features:

     o  Probabilities, Local Expression Language Utilities, Explanation,
        Dynamic Models, and a TCL/TK based GUI.



     TresBel

     o  FTP site: iridia.ulb.ac.be/pub/hongxu/software/


        Libraries containing (Allegro) Common Lisp code for Belief
        Functions (aka. Dempster-Shafer evidential reasoning) as a
        representation of uncertainty. Very little documentation. Has a
        limited GUI.


     Various (C++) Neural Networks

     o  Web site: www.dontveter.com/nnsoft/nnsoft.html


        Example neural net codes from the book, The       Pattern
        Recognition Basics of AI.  These are simple example codes of
        these various neural nets. They work well as a good starting
        point for simple experimentation and for learning what the code
        is like behind the simulators. The types of networks available
        on this site are: (implemented in C++)



     o  The Backprop Package

     o  The Nearest Neighbor Algorithms

     o  The Interactive Activation Algorithm

     o  The Hopfield and Boltzman machine Algorithms

     o  The Linear Pattern Classifier

     o  ART I

     o  Bi-Directional Associative Memory

     o  The Feedforward Counter-Propagation Network



  3.2.

  Connectionist software kits/applications


  These are various applications, software kits, etc. meant for research
  in the field of Connectionism. Their ease of use will vary, as they
  were designed to meet some particular research interest more than as
  an easy to use commercial package.



     Aspirin - MIGRAINES
        (am6.tar.Z on ftp site)

     o  FTP site: sunsite.unc.edu/pub/academic/computer-science/neural-
        networks/programs/Aspirin/


        The software that we are releasing now is for creating, and
        evaluating, feed-forward networks such as those used with the
        backpropagation learning algorithm. The software is aimed both
        at the expert programmer/neural network researcher who may wish
        to tailor significant portions of the system to his/her precise
        needs, as well as at casual users who will wish to use the
        system with an absolute minimum of effort.



     DDLab

     o  Web site: www.santafe.edu/~wuensch/ddlab.html

     o  FTP site: ftp.santafe.edu/pub/wuensch/

        DDLab is an interactive graphics program for research into the
        dynamics of finite binary networks, relevant to the study of
        complexity, emergent phenomena, neural networks, and aspects of
        theoretical biology such as gene regulatory networks. A network
        can be set up with any architecture between regular CA (1d or
        2d) and "random Boolean networks" (networks with arbitrary
        connections and heterogeneous rules). The network may also have
        heterogeneous neighborhood sizes.



     GENESIS

     o  Web site: www.bbb.caltech.edu/GENESIS/

     o  FTP site: genesis.bbb.caltech.edu/pub/genesis/


        GENESIS (short for GEneral NEural SImulation System) is a
        general purpose simulation platform which was developed to
        support the simulation of neural systems ranging from complex
        models of single neurons to simulations of large networks made
        up of more abstract neuronal components. GENESIS has provided
        the basis for laboratory courses in neural simulation at both
        Caltech and the Marine Biological Laboratory in Woods Hole, MA,
        as well as several other institutions. Most current GENESIS
        applications involve realistic simulations of biological neural
        systems. Although the software can also model more abstract
        networks, other simulators are more suitable for backpropagation
        and similar connectionist modeling.



     JavaBayes

     o  Web site: www.cs.cmu.edu/People/javabayes/index.html/


        The JavaBayes system is a set of tools, containing a graphical
        editor, a core inference engine and a parser.  JavaBayes can
        produce:

     o  the marginal distribution for any variable in a network.

     o  the expectations for univariate functions (for example, expected
        value for variables).

     o  configurations with maximum a posteriori probability.

     o  configurations with maximum a posteriori expectation for
        univariate functions.



     Jbpe

     o  Web site: cs.felk.cvut.cz/~koutnij/studium/jbpe.html


        Jbpe is a back-propagation neural network editor/simulator.
        Features

     o  Standart back-propagation networks creation.

     o  Saving network as a text file, which can be edited and loaded
        back.

     o  Saving/loading binary file

     o  Learning from a text file (with structure specified below),
        number of learning periods / desired network energy can be
        specified as a criterion.

     o  Network recall



     Neural Network Generator

     o  Web site: www.idsia.ch/~rafal/research.html

     o  FTP site:  >ftp.idsia.ch/pub/rafal


        The Neural Network Generator is a genetic algorithm for the
        topological optimization of feedforward neural networks. It
        implements the Semantic Changing Genetic Algorithm and the Unit-
        Cluster Model. The Semantic Changing Genetic Algorithm is an
        extended genetic algorithm that allows fast dynamic adaptation
        of the genetic coding through population analysis. The Unit-
        Cluster Model is an approach to the construction of modular
        feedforward networks with a ''backbone'' structure.


        NOTE: To compile this on Linux requires one change in the
        Makefiles.  You will need to change '-ltermlib' to '-ltermcap'.



     Neureka ANS (nn/xnn)

     o  Web site: www.bgif.no/neureka/

     o  FTP site: ftp.ii.uib.no/pub/neureka/



        nn is a high-level neural network specification language. The
        current version is best suited for feed-forward nets, but
        recurrent models can and have been implemented, e.g. Hopfield
        nets, Jordan/Elman nets, etc.  In nn, it is easy to change
        network dynamics. The nn compiler can generate C code or
        executable programs (so there must be a C compiler available),
        with a powerful command line interface (but everything may also
        be controlled via the graphical interface, xnn). It is possible
        for the user to write C routines that can be called from inside
        the nn specification, and to use the nn specification as a
        function that is called from a C program. Please note that no
        programming is necessary in order to use the network models that
        come with the system (`netpack').


        xnn is a graphical front end to networks generated by the nn
        compiler, and to the compiler itself. The xnn graphical
        interface is intuitive and easy to use for beginners, yet
        powerful, with many possibilities for visualizing network data.


        NOTE: You have to run the install program that comes with this
        to get the license key installed. It gets put (by default) in
        /usr/lib. If you (like myself) want to install the package
        somewhere other than in the /usr directory structure (the
        install program gives you this option) you will have to set up
        some environmental variables (NNLIBDIR & NNINCLUDEDIR are
        required). You can read about these (and a few other optional
        variables) in appendix A of the documentation (pg 113).



     NEURON

     o  Web site: www.neuron.yale.edu/neuron.html

     o  FTP site: ftp.neuron.yale.edu/neuron/unix/

        NEURON is an extensible nerve modeling and simulation program.
        It allows you to create complex nerve models by connecting
        multiple one-dimensional sections together to form arbitrary
        cell morphologies, and allows you to insert multiple membrane
        properties into these sections (including channels, synapses,
        ionic concentrations, and counters). The interface was designed
        to present the neural modeler with a intuitive environment and
        hide the details of the numerical methods used in the
        simulation.



     PDP++

     o  Web site: www.cnbc.cmu.edu/PDP++/

     o  FTP site (US): cnbc.cmu.edu/pub/pdp++/

     o  FTP site (Europe): unix.hensa.ac.uk/mirrors/pdp++/


        As the field of Connectionist modeling has grown, so has the
        need for a comprehensive simulation environment for the
        development and testing of Connectionist models. Our goal in
        developing PDP++ has been to integrate several powerful software
        development and user interface tools into a general purpose
        simulation environment that is both user friendly and user
        extensible. The simulator is built in the C++ programming
        language, and incorporates a state of the art script interpreter
        with the full expressive power of C++. The graphical user
        interface is built with the Interviews toolkit, and allows full
        access to the data structures and processing modules out of
        which the simulator is built. We have constructed several useful
        graphical modules for easy interaction with the structure and
        the contents of neural networks, and we've made it possible to
        change and adapt many things. At the programming level, we have
        set things up in such a way as to make user extensions as
        painless as possible. The programmer creates new C++ objects,
        which might be new kinds of units or new kinds of processes;
        once compiled and linked into the simulator, these new objects
        can then be accessed and used like any other.


     RNS

     o  Web site: www.cs.cmu.edu/afs/cs/project/ai-
        repository/ai/areas/neural/systems/rns/

        RNS (Recurrent Network Simulator) is a simulator for recurrent
        neural networks. Regular neural networks are also supported. The
        program uses a derivative of the back-propagation algorithm, but
        also includes other (not that well tested) algorithms.

        Features include

     o  freely choosable connections, no restrictions besides memory or
        CPU constraints

     o  delayed links for recurrent networks

     o  fixed values or thresholds can be specified for weights

     o  (recurrent) back-propagation, Hebb, differential Hebb, simulated
        annealing and more

     o  patterns can be specified with bits, floats, characters,
        numbers, and random bit patterns with Hamming distances can be
        chosen for you

     o  user definable error functions

     o  output results can be used without modification as input



     Simple Neural Net (in Python)

     o  Web site: starship.python.net/crew/amk/unmaintained/


        Simple neural network code, which implements a class for 3-level
        networks (input, hidden, and output layers). The only learning
        rule implemented is simple backpropagation. No documentation (or
        even comments) at all, because this is simply code that I use to
        experiment with. Includes modules containing sample datasets
        from Carl G. Looney's NN book. Requires the Numeric extensions.



     SCNN

     o  Web site: apx00.physik.uni-frankfurt.de/e_ag_rt/SCNN/


        SCNN is an universal simulating system for Cellular Neural
        Networks (CNN).  CNN are analog processing neural networks with
        regular and local interconnections, governed by a set of
        nonlinear ordinary differential equations. Due to their local
        connectivity, CNN are realized as VLSI chips, which operates at
        very high speed.



     Semantic Networks in Python


     o  Web site: strout.net/info/coding/python/ai/index.html


        The semnet.py module defines several simple classes for building
        and using semantic networks.  A semantic network is a way of
        representing knowledge, and it enables the program to do simple
        reasoning with very little effort on the part of the programmer.


        The following classes are defined:

     o  Entity: This class represents a noun; it is something which can
        be related to other things, and about which you can store facts.

     o  Relation: A Relation is a type of relationship which may exist
        between two entities.  One special relation, "IS_A", is
        predefined because it has special meaning (a sort of logical
        inheritance).

     o  Fact: A Fact is an assertion that a relationship exists between
        two entities.


        With these three object types, you can very quickly define
        knowledge about a set of objects, and query them for logical
        conclusions.



     SNNS

     o  Web site: www.informatik.uni-stuttgart.de/ipvr/bv/projekte/snns/

     o  FTP site: ftp.informatik.uni-stuttgart.de/pub/SNNS/

        Stuttgart Neural Net Simulator (version 4.1).  An awesome neural
        net simulator. Better than any commercial simulator I've seen.
        The simulator kernel is written in C (it's fast!). It supports
        over 20 different network architectures, has 2D and 3D X-based
        graphical representations, the 2D GUI has an integrated network
        editor, and can generate a separate NN program in C. SNNS is
        very powerful, though a bit difficult to learn at first. To help
        with this it comes with example networks and tutorials for many
        of the architectures.  ENZO, a supplementary system allows you
        to evolve your networks with genetic algorithms.


        There is a debian package of SNNS available. So just get it (and
        use alien to convert it to RPM if you need to).



     SPRLIB/ANNLIB

     o  Web site: www.ph.tn.tudelft.nl/~sprlib/


        SPRLIB (Statistical Pattern Recognition Library) was developed
        to support the easy construction and simulation of pattern
        classifiers. It consist of a library of functions (written in C)
        that can be called from your own program. Most of the well-known
        classifiers are present (k-nn, Fisher, Parzen, ....), as well as
        error estimation and dataset generation routines.

        ANNLIB (Artificial Neural Networks Library) is a neural network
        simulation library based on the data architecture laid down by
        SPRLIB. The library contains numerous functions for creating,
        training and testing feed-forward networks.  Training algorithms
        include back-propagation, pseudo-Newton, Levenberg-Marquardt,
        conjugate gradient descent, BFGS.... Furthermore, it is possible
        - due to the datastructures' general applicability - to build
        Kohonen maps and other more exotic network architectures using
        the same data types.



     TOOLDIAG

     o  Web site: www.inf.ufes.br/~thomas/www/home/tooldiag.html

     o  FTP site: ftp.inf.ufes.br/pub/tooldiag/

        TOOLDIAG is a collection of methods for statistical pattern
        recognition. The main area of application is classification. The
        application area is limited to multidimensional continuous
        features, without any missing values. No symbolic features
        (attributes) are allowed. The program in implemented in the 'C'
        programming language and was tested in several computing
        environments.



  4.

  Evolutionary Computing

  Evolutionary computing is actually a broad term for a vast array of
  programming techniques, including genetic algorithms, complex adaptive
  systems, evolutionary programming, etc.  The main thrust of all these
  techniques is the idea of evolution. The idea that a program can be
  written that will evolve toward a certain goal.  This goal can be
  anything from solving some engineering problem to winning a game.



  4.1.

  EC class/code libraries


  These are libraries of code or classes for use in programming within
  the evolutionary computation field.  They are not meant as stand alone
  applications, but rather as tools for building your own applications.



     daga

     o  Web site: GARAGe.cps.msu.edu/software/software-index.html


        daga is an experimental release of a 2-level genetic algorithm
        compatible with the GALOPPS GA software. It is a meta-GA which
        dynamically evolves a population of GAs to solve a problem
        presented to the lower-level GAs. When multiple GAs (with
        different operators, parameter settings, etc.) are
        simultaneously applied to the same problem, the ones showing
        better performance have a higher probability of surviving and
        "breeding" to the next macro-generation (i.e., spawning new
        "daughter"-GAs with characteristics inherited from the parental
        GA or GAs.  In this way, we try to encourage good problem-
        solving strategies to spread to the whole population of GAs.



     EO

     o  Web site: geneura.ugr.es/~jmerelo/EO.html

        EO is a templates-based, ANSI-C++ compliant evolutionary
        computation library. It contains classes for any kind of
        evolutionary computation (specially genetic algorithms) you
        might come up to. It is component-based, so that if you don't
        find the class you need in it, it is very easy to subclass
        existing abstract or concrete class.



     FORTRAN GA

     o  Web site: www.staff.uiuc.edu/~carroll/ga.html


        This program is a FORTRAN version of a genetic algorithm driver.
        This code initializes a random sample of individuals with
        different parameters to be optimized using the genetic algorithm
        approach, i.e.  evolution via survival of the fittest.  The
        selection scheme used is tournament selection with a shuffling
        technique for choosing random pairs for mating.  The routine
        includes binary coding for the individuals, jump mutation, creep
        mutation, and the option for single-point or uniform crossover.
        Niching (sharing) and an option for the number of children per
        pair of parents has been added.  More recently, an option for
        the use of a micro-GA has been added.



     GAGS

     o  Web site: kal-el.ugr.es/gags.html

     o  FTP site: kal-el.ugr.es/GAGS/


        Genetic Algorithm  application generator and class library
        written mainly in C++.  As a class library, and among other
        thing, GAGS includes:

     o  A chromosome hierarchy with variable length chromosomes.
        Genetic operators: 2-point crossover, uniform crossover, bit-
        flip mutation, transposition (gene interchange between 2 parts
        of the chromosome), and variable-length operators: duplication,
        elimination, and random addition.

     o  Population level operators include steady state, roulette wheel
        and tournament selection.

     o  Gnuplot wrapper: turns gnuplot into a iostreams-like class.

     o  Easy sample file loading and configuration file parsing.

        As an application generator (written in PERL), you only need to
        supply it with an ANSI-C or C++ fitness function, and it creates
        a C++ program that uses the above library to 90% capacity,
        compiles it, and runs it, saving results and presenting fitness
        thru gnuplot.



     GAlib: Matthew's Genetic Algorithms Library

     o  Web Site: lancet.mit.edu/ga/

     o  FTP site: lancet.mit.edu/pub/ga/

     o  Register GAlib at: lancet.mit.edu/ga/Register.html


        GAlib contains a set of C++ genetic algorithm objects.  The
        library includes tools for using genetic algorithms to do
        optimization in any C++ program using any representation and
        genetic operators.  The documentation includes an extensive
        overview of how to implement a genetic algorithm as well as
        examples illustrating customizations to the GAlib classes.



     GALOPPS

     o  Web site: GARAGe.cps.msu.edu/software/software-index.html

     o  FTP site: garage.cps.msu.edu/pub/GA/galopps/


        GALOPPS is a flexible, generic GA, in 'C'.  It was based upon
        Goldberg's Simple Genetic Algorithm (SGA) architecture, in order
        to make it easier for users to learn to use and extend.


        GALOPPS extends the SGA capabilities several fold:

     o  (optional) A new Graphical User Interface, based on TCL/TK, for
        Unix users, allowing easy running of GALOPPS 3.2 (single or
        multiple subpopulations) on one or more processors.  GUI
        writes/reads "standard" GALOPPS input and master files, and
        displays graphical output (during or after run) of user-selected
        variables.

     o  5 selection methods: roulette wheel, stochastic remainder
        sampling, tournament selection, stochastic universal sampling,
        linear-ranking-then-SUS.

     o  Random or superuniform initialization of "ordinary" (non-
        permutation) binary or non-binary chromosomes; random
        initialization of permutation-based chromosomes; or user-
        supplied initialization of arbitrary types of chromosomes.

     o  Binary or non-binary alphabetic fields on value-based
        chromosomes, including different user-definable field sizes.

     o  3 crossovers for value-based representations: 1-pt, 2-pt, and
        uniform, all of which operate at field boundaries if a non-
        binary alphabet is used.

     o  4 crossovers for order-based reps: PMX, order-based, uniform
        order-based, and cycle.

     o  4 mutations: fast bitwise, multiple-field, swap and random
        sublist scramble.

     o  Fitness scaling: linear scaling, Boltzmann scaling, sigma
        truncation, window scaling, ranking.

     o  Plus a whole lot more....



     GAS

     o  Web site: starship.skyport.net/crew/gandalf

     o  FTP site: ftp.coe.uga.edu/users/jae/ai


        GAS means "Genetic Algorithms Stuff".

        GAS is freeware.

        Purpose of GAS is to explore and exploit artificial evolutions.
        Primary implementation language of GAS is Python.  The GAS
        software package is meant to be a Python framework for applying
        genetic algorithms. It contains an example application where it
        is tried to breed Python program strings.  This special problem
        falls into the category of Genetic Programming (GP), and/or
        Automatic Programming.  Nevertheless, GAS tries to be useful for
        other applications of Genetic Algorithms as well.



     GECO

     o  FTP site: ftp://ftp.aic.nrl.navy.mil/pub/galist/src/


        GECO (Genetic Evolution through Combination of Objects), an
        extendible object-oriented tool-box for constructing genetic
        algorithms (in Lisp).  It provides a set of extensible classes
        and methods designed for generality. Some simple examples are
        also provided to illustrate the intended use.



     GPdata

     o  FTP site: ftp.cs.bham.ac.uk/pub/authors/W.B.Langdon/gp-code/

     o  Documentation (GPdata-icga-95.ps): cs.ucl.ac.uk/genetic/papers/


        GPdata-3.0.tar.gz (C++) contains a version of Andy Singleton's
        GP-Quick version 2.1 which has been extensively altered to
        support:

     o  Indexed memory operation (cf. teller)

     o  multi tree programs


     o  Adfs

     o  parameter changes without recompilation

     o  populations partitioned into demes

     o  (A version of) pareto fitness

        This ftp site also contains a small C++ program (ntrees.cc) to
        calculate the number of different there are of a given length
        and given function and terminal set.



     gpjpp Genetic Programming in Java

     o  [Dead Link] Web site: http://www.turbopower.com/~kimk/gpjpp.asp

     o  Anyone who knows where to find gpjpp, please let me know.


        gpjpp is a Java package I wrote for doing research in genetic
        programming. It is a port of the gpc++ kernel written by Adam
        Fraser and Thomas Weinbrenner. Included in the package are four
        of Koza's standard examples: the artificial ant, the hopping
        lawnmower, symbolic regression, and the boolean multiplexer.
        Here is a partial list of its features:

     o  graphic output of expression trees

     o  efficient diversity checking

     o  Koza's greedy over-selection option for large populations

     o  extensible GPRun class that encapsulates most details of a
        genetic programming test

     o  more robust and efficient streaming code, with automatic
        checkpoint and restart built into the GPRun class

     o  an explicit complexity limit that can be set on each GP

     o  additional configuration variables to allow more testing without
        recompilation

     o  support for automatically defined functions (ADFs)

     o  tournament and fitness proportionate selection

     o  demetic grouping

     o  optional steady state population

     o  subtree crossover

     o  swap and shrink mutation



     GP Kernel

     o  Web site (???): www.emk.e-technik.th-
        darmstadt.de/~thomasw/gp.html

        The GP kernel is a C++ class library that can be used to apply
        genetic programming techniques to all kinds of problems. The
        library defines a class hierarchy. An integral component is the
        ability to produce automatically defined functions as found in
        Koza's "Genetic Programming II". Technical documentation
        (postscript format) is included. There is also a short
        introduction into genetic programming.


        Functionality includes; Automatically defined functions (ADFs),
        tournament and fitness proportionate selection, demetic
        grouping, optional steady state genetic programming kernel,
        subtree crossover, swap and shrink mutation, a way of changing
        every parameter of the system without recompilation, capacity
        for multiple populations, loading and saving of populations and
        genetic programs, standard random number generator, internal
        parameter checks.



     lil-gp

     o  Web site: GARAGe.cps.msu.edu/software/software-index.html#lilgp

     o  FTP site: garage.cps.msu.edu/pub/GA/lilgp/


     patched lil-gp *

     o  Web site: www.cs.umd.edu/users/seanl/gp/


        lil-gp is a generic 'C' genetic programming tool. It was written
        with a number of goals in mind: speed, ease of use and support
        for a number of options including:

     o  Generic 'C' program that runs on UNIX workstations

     o  Support for multiple population experiments, using arbitrary and
        user settable topologies for exchange, for a single processor
        (i.e., you can do multiple population gp experiments on your
        PC).

     o  lil-gp manipulates trees of function pointers which are
        allocated in single, large memory blocks for speed and to avoid
        swapping.

        * The patched lil-gp kernel is strongly-typed, with
        modifications on multithreading, coevolution, and other tweaks
        and features.



     PGAPack
        Parallel Genetic Algorithm Library

     o  Web site: www.mcs.anl.gov/~levine/PGAPACK/

     o  FTP site: ftp.mcs.anl.gov/pub/pgapack/


        PGAPack is a general-purpose, data-structure-neutral, parallel
        genetic algorithm library. It is intended to provide most
        capabilities desired in a genetic algorithm library, in an
        integrated, seamless, and portable manner. Key features are in
        PGAPack V1.0 include:

     o  Callable from Fortran or C.

     o  Runs on uniprocessors, parallel computers, and workstation
        networks.

     o  Binary-, integer-, real-, and character-valued native data
        types.

     o  Full extensibility to support custom operators and new data
        types.

     o  Easy-to-use interface for novice and application users.

     o  Multiple levels of access for expert users.

     o  Parameterized population replacement.

     o  Multiple crossover, mutation, and selection operators.

     o  Easy integration of hill-climbing heuristics.

     o  Extensive debugging facilities.

     o  Large set of example problems.

     o  Detailed users guide.



     PIPE

     o  Web site: www.idsia.ch/~rafal/research.html

     o  FTP site: ftp.idsia.ch/pub/rafal

        Probabilistic Incremental Program Evolution (PIPE) is a novel
        technique for automatic program synthesis. The software is
        written in C. It

     o  is easy to install (comes with an automatic installation tool).

     o  is easy to use: setting up PIPE_V1.0 for different problems
        requires a minimal amount of programming. User-written,
        application- independent program parts can easily be reused.

     o  is efficient: PIPE_V1.0 has been tuned to speed up performance.

     o  is portable: comes with source code (optimized for SunOS 5.5.1).

     o  is extensively documented(!) and contains three example
        applications.

     o  supports statistical evaluations: it facilitates running
        multiple experiments and collecting results in output files.

     o  includes testing tool for testing generalization of evolved
        programs.

     o  supports floating point and integer arithmetic.

     o  has extensive output features.


     o  For lil-gp users: Problems  set up for lil-gp 1.0 can be easily
        ported to PIPE_v1.0.  The  testing tool can also be used to
        process programs evolved by lil-gp 1.0.



     Sugal

     o  Web site: www.trajan-software.demon.co.uk/sugal.htm

        Sugal [soo-gall] is the SUnderland Genetic ALgorithm system. The
        aim of Sugal is to support research and implementation in
        Genetic Algorithms on a common software platform. As such, Sugal
        supports a large number of variants of Genetic Algorithms, and
        has extensive features to support customization and extension.



  4.2.

  EC software kits/applications


  These are various applications, software kits, etc. meant for research
  in the field of evolutionary computing. Their ease of use will vary,
  as they were designed to meet some particular research interest more
  than as an easy to use commercial package.



     ADATE

     o  Web site: www-ia.hiof.no/~rolando/adate_intro.html


        ADATE (Automatic Design of Algorithms Through Evolution) is a
        system for automatic programming i.e., inductive inference of
        algorithms, which may be the best way to develop artificial and
        general intelligence.


        The ADATE system can automatically generate non-trivial and
        novel algorithms. Algorithms are generated through large scale
        combinatorial search that employs sophisticated program
        transformations and heuristics. The ADATE system is particularly
        good at synthesizing symbolic, functional programs and has
        several unique qualities.



     esep & xesep

     o  Web site(esep): www.iit.edu/~linjinl/esep.html

     o  Web site(xesep): www.iit.edu/~linjinl/xesep.html


        This is a new scheduler, called Evolution Scheduler, based on
        Genetic Algorithms and Evolutionary Programming. It lives with
        original Linux priority scheduler.This means you don't have to
        reboot to change the scheduling policy. You may simply use the
        manager program esep to switch between them at any time, and
        esep itself is an all-in-one for scheduling status, commands,
        and administration. We didn't intend to remove the original
        priority scheduler; instead, at least, esep provides you with
        another choice to use a more intelligent scheduler, which
        carries out natural competition in an easy and effective way.


        Xesep is a graphical user interface to the esep (Evolution
        Scheduling and Evolving Processes). It's intended to show users
        how to start, play, and feel the Evolution Scheduling and
        Evolving Processes, including sub-programs to display system
        status, evolving process status, queue status, and evolution
        scheduling status periodically in as small as one mini-second.



     Corewars

     o  Web site: corewars.sourceforge.net/

     o  SourceForge site: sourceforge.net/project/?group_id=3054

        Corewars is a game which simulates a virtual machine with a
        number of programs. Each program tries to crash the others. The
        program that lasts the longest time wins. A number of sample
        programs are provided and new programs can be written by the
        player. Screenshots are available at the Corewars homepage.



     Corewar VM

     o  Web site: www.jedi.claranet.fr/


        This is a virtual machine written in Java (so it is a virtual
        machine for another virtual machine !) for a Corewar game.



     FSM-Evolver

     o  Web site (???): pages.prodigy.net/czarneckid


        A Java (jdk-v1.0.2+) code library that is used to evolve finite
        state machines. The problem included in the package is the
        Artificial Ant problem. You should be able to compile the .java
        files and then run: java ArtificialAnt.



     GPsys

     o  Web site: www.cs.ucl.ac.uk/staff/A.Qureshi/gpsys.html


        GPsys (pronounced gipsys) is a Java (requires Java 1.1 or later)
        based Genetic Programming system developed by Adil Qureshi.  The
        software includes documentation, source and executables.


        Feature Summary:
     o  Steady State engine

     o  ADF support

     o  Strongly Typed

        1. supports generic functions and terminals

        2. has many built-in primitives

        3. includes indexed memory

     o  Save/Load feature

        1. can save/load current generation to/from a file

        2. data stored in GZIP compression format to minimise disk
           requirements

        3. uses serialisable objects for efficiency

     o  Fully Documented

     o  Example Problems

        1. Lawnmower (including GUI viewer)

        2. Symbolic Regression

     o  Totally Parameterised

     o  Fully Object Oriented and Extensible

     o  High Performance

     o  Memory Efficient



     JGProg

     o  Web site: www.linuxstart.com/~groovyjava/JGProg/

        Genetic Programming (JGProg) is an open-source Java
        implementation of a strongly-typed Genetic Programming
        experimentation platform. Two example "worlds" are provided, in
        which a population evolves and solves the problem.



  5.

  Alife & Complex Systems



  Alife takes yet another approach to exploring the mysteries of
  intelligence.  It has many aspects similar to EC and Connectionism,
  but takes these ideas and gives them a meta-level twist. Alife
  emphasizes the development of intelligence through emergent behavior
  of complex adaptive systems.  Alife stresses the social or group based
  aspects of intelligence. It seeks to understand life and survival. By
  studying the behaviors of groups of 'beings' Alife seeks to discover
  the way intelligence or higher order activity emerges from seemingly
  simple individuals. Cellular Automata and Conway's Game of Life are
  probably the most commonly known applications of this field. Complex
  Systems (abbreviated CS) are very similar to alife in the way the are
  approached, just more general in definition (ie.  alife is a type of
  complex system).  Usually complex system software takes the form of a
  simulator.



  5.1.

  Alife & CS class/code libraries



  These are libraries of code or classes for use in programming within
  the artificial life field.  They are not meant as stand alone
  applications, but rather as tools for building your own applications.



     CASE

     o  Web site: www.iu.hioslo.no/~cell/

     o  FTP site: ftp.iu.hioslo.no/pub/

        CASE (Cellular Automaton Simulation Environment) is a C++
        toolkit for visualizing discrete models in two dimensions: so-
        called cellular automata. The aim of this project is to create
        an integrated framework for creating generalized cellular
        automata using the best, standardized technology of the day.



     John von Neumann Universal Constructor

     o  Web site: alife.santafe.edu/alife/software/jvn.html

     o  FTP site: alife.santafe.edu/pub/SOFTWARE/jvn/


        The universal constructor of John von Neumann is an extension of
        the logical concept of universal computing machine.  In the
        cellular environment proposed by von Neumann both computing and
        constructive universality can be achieved.  Von Neumann proved
        that in his cellular lattice both a Turing machine and a machine
        capable of producing any other cell assembly, when fed with a
        suitable program, can be embedded. He called the latter machine
        a ''universal constructor'' and showed that, when provided with
        a program containing its own description, this is capable of
        self-reproducing.



     Swarm

     o  Web site:  www.santafe.edu/projects/swarm


     o  FTP site:  ftp.santafe.edu/pub/swarm


        The swarm Alife simulation kit. Swarm is a simulation
        environment which facilitates development and experimentation
        with simulations involving a large number of agents behaving and
        interacting within a dynamic environment.  It consists of a
        collection of classes and libraries written in Objective-C and
        allows great flexibility in creating simulations and analyzing
        their results.  It comes with three demos and good
        documentation.


        Swarm 1.0 is out. It requires libtclobjc and BLT 2.1 (both
        available at the swarm site).



  5.2.

  Alife & CS software kits, applications, etc.


  These are various applications, software kits, etc. meant for research
  in the field of artificial life. Their ease of use will vary, as they
  were designed to meet some particular research interest more than as
  an easy to use commercial package.



     Avida

     o  Web site: http://www.krl.caltech.edu/avida/home/software.html

     o  Web site: www.krl.caltech.edu/avida/pubs/nature99/

        The computer program avida is an auto-adaptive genetic system
        designed primarily for use as a platform in Artificial Life
        research. The avida system is based on concepts similar to those
        employed by the tierra program, that is to say it is a
        population of self-reproducing strings with a Turing-complete
        genetic basis subjected to Poisson-random mutations. The
        population adapts to the combination of an intrinsic fitness
        landscape (self-reproduction) and an externally imposed
        (extrinsic) fitness function provided by the researcher. By
        studying this system, one can examine evolutionary adaptation,
        general traits of living systems (such as self-organization),
        and other issues pertaining to theoretical or evolutionary
        biology and dynamic systems.



     BugsX

     o  FTP site: ftp.de.uu.net/pub/research/ci/Alife/packages/bugsx/


        Display and evolve biomorphs. It is a program which draws the
        biomorphs based on parametric plots of Fourier sine and cosine
        series and let's you play with them using the genetic algorithm.
     The Cellular Automata Simulation System

     o  Web site: www.cs.runet.edu/~dana/ca/cellular.html


        The system consists of a compiler for the Cellang cellular
        automata programming language, along with the corresponding
        documentation, viewer, and various tools. Cellang has been
        undergoing refinement for the last several years (1991-1995),
        with corresponding upgrades to the compiler.  Postscript
        versions of the tutorial and language reference manual are
        available for those wanting more detailed information. The most
        important distinguishing features of Cellang, include support
        for:

     o  any number of dimensions;

     o  compile time specification of each dimensions size; cell
        neighborhoods of any size (though bounded at compile time) and
        shape;

     o  positional and time dependent neighborhoods;

     o  associating multiple values (fields), including arrays, with
        each cell;

     o  associating a potentially unbounded number of mobile agents [
        Agents are mobile entities based on a mechanism of the same name
        in the Creatures system, developed by Ian Stephenson
        (ian@ohm.york.ac.uk).] with each cell; and

     o  local interactions only, since it is impossible to construct
        automata that contain any global control or references to global
        variables.



     dblife & dblifelib

     o  FTP site: ftp.cc.gatech.edu/ac121/linux/games/amusements/life/


        dblife: Sources for a fancy Game of Life program for X11 (and
        curses).  It is not meant to be incredibly fast (use xlife for
        that:-).  But it IS meant to allow the easy editing and viewing
        of Life objects and has some powerful features.  The related
        dblifelib package is a library of Life objects to use with the
        program.


        dblifelib: This is a library of interesting Life objects,
        including oscillators, spaceships, puffers, and other weird
        things.  The related dblife package contains a Life program
        which can read the objects in the Library.



     Drone

     o  Web site: pscs.physics.lsa.umich.edu/Software/Drone/


        Drone is a tool for automatically running batch jobs of a
        simulation program. It allows sweeps over arbitrary sets of
        parameters, as well as multiple runs for each parameter set,
        with a separate random seed for each run. The runs may be
        executed either on a single computer or over the Internet on a
        set of remote hosts. Drone is written in Expect (an extension to
        the Tcl scripting language) and runs under Unix. It was
        originally designed for use with the Swarm agent-based
        simulation framework, but Drone can be used with any simulation
        program that reads parameters from the command line or from an
        input file.



     EcoLab

     o  Web site: parallel.acsu.unsw.edu.au/rks/ecolab.html


        EcoLab is a system that implements an abstract ecology model. It
        is written as a set of Tcl/Tk commands so that the model
        parameters can easily be changed on the fly by means of editing
        a script. The model itself is written in C++.



     Game Of Life (GOL)

     o  Web site: www.arrakeen.demon.co.uk/downloads.html

     o  FTP site: metalab.unc.edu/pub/Linux/science/ai/life


        GOL is a simulator for conway's game of life (a simple cellular
        automata), and other simple rule sets. The emphasis here is on
        speed and scale, in other words you can setup large and fast
        simulations.



     gLife

     o  Web site: glife.sourceforge.net

     o  SourceForge site: sourceforge.net/project/?group_id=748

        This program is similiar to "Conway's Game of Life" but yet it
        is very different. It takes "Conway's Game of Life" and applies
        it to a society (human society). This means there is a very
        different (and much larger) ruleset than in the original game.
        Things need to be taken into account such as the terrain, age,
        sex, culture, movement, etc



     Grany-3

     o  Web site: altern.org/gcottenc/html/grany.html

        Grany-3 is a full-featured cellular automaton simulator, made in
        C++ with Gtk--, flex++/bison++, doxygen and gettext, useful to
        granular media physicists.


     Langton's Ant

     o  Web site: theory.org/software/ant/

        Langton's Ant is an example of a finite-state cellular automata.
        The ant (or ants) start out on a grid. Each cell is either black
        or white.  If the ant is on a black square, it turns right 90
        and moves forward one unit. If the ant is on a white square, it
        turns left 90 and moves forward one unit.  And when the ant
        leaves a square, it inverts the color. The neat thing about
        Langton's Ant is that no matter what pattern field you start it
        out on, it eventually builds a "road," which is a series of 117
        steps that repeat indefinitely, each time leaving the ant
        displaced one pixel vertically and horizontally.



     LEE

     o  Web site: dollar.biz.uiowa.edu/~fil/LEE/

     o  FTP site: dollar.biz.uiowa.edu/pub/fil/LEE/


        LEE (Latent Energy Environments) is both an Alife model and a
        software tool to be used for simulations within the framework of
        that model. We hope that LEE will help understand a broad range
        of issues in theoretical, behavioral, and evolutionary biology.
        The LEE tool described here consists of approximately 7,000
        lines of C code and runs in both Unix and Macintosh platforms.



     Net-Life & ZooLife

     o  FTP site: ftp.coe.uga.edu/users/jae/alife/

        *(netlife-2.0.tar.gz contains both Net-Life and ZooLife)


        Net-Life is a simulation of artificial-life, with neural
        "brains" generated via slightly random techniques. Net-Life uses
        artificial neural nets and evolutionary algorithms to breed
        artificial organisms that are similar to single cell organisms.
        Net-life uses asexual reproduction of its fittest individuals
        with a chance of mutation after each round to eventually evolve
        successful life-forms.


        ZooLife is a simulation of artificial-life. ZooLife uses
        probabilistic methods and evolutionary algorithms to breed
        artificial organisms that are similar to plant/animal zoo
        organisms.  ZooLife uses asexual reproduction with a chance of
        mutation.



     POSES++

     o  Web site: www.tu-chemnitz.de/ftp-
        home/pub/Local/simulation/poses++/www/index.html

        The POSES++ software tool supports the development and
        simulation of models.  Regarding the simulation technique models
        are suitable reproductions of real or planned systems for their
        simulative investigation.


        In all industrial sectors or branches POSES++ can model and
        simulate any arbitrary system which is based on a discrete and
        discontinuous behaviour. Also continuous systems can mostly be
        handled like discrete systems e.g., by quantity discretion and
        batch processing.



     Primordial Soup

     o  Web site: alife.santafe.edu/alife/software/psoup.html


        Primordial Soup is an artificial life program. Organisms in the
        form of computer software loops live in a shared memory space
        (the "soup") and self-reproduce. The organisms mutate and
        evolve, behaving in accordance with the principles of Darwinian
        evolution.


        The program may be started with one or more organisms seeding
        the soup. Alternatively, the system may be started "sterile",
        with no organisms present. Spontaneous generation of self-
        reproducing organisms has been observed after runs as short as
        15 minutes.



     Tierra

     o  Web site: www.hip.atr.co.jp/~ray/tierra/tierra.html

     o  FTP site: alife.santafe.edu/pub/SOFTWARE/Tierra/

     o  Alternate

     o  FTP site: ftp.cc.gatech.edu/ac121/linux/science/biology/


        Tierra's written in the C programming language. This source code
        creates a virtual computer and its operating system, whose
        architecture has been designed in such a way that the executable
        machine codes are evolvable. This means that the machine code
        can be mutated (by flipping bits at random) or recombined (by
        swapping segments of code between algorithms), and the resulting
        code remains functional enough of the time for natural (or
        presumably artificial) selection to be able to improve the code
        over time.



     TIN

     o  FTP site: ftp.coe.uga.edu/users/jae/alife/


        This program simulates primitive life-forms, equipped with some
        basic instincts and abilities, in a 2D environment consisting of
        cells.  By mutation new generations can prove their success, and
        thus passing on "good family values".


        The brain of a TIN can be seen as a collection of processes,
        each representing drives or impulses to behave a certain way,
        depending on the state/perception of the environment ( e.g.
        presence of food, walls, neighbors, scent traces) These behavior
        process currently are : eating, moving, mating, relaxing,
        tracing others, gathering food and killing. The process with the
        highest impulse value takes control, or in other words: the tin
        will act according to its most urgent need.



     XLIFE

     o  FTP site: ftp.cc.gatech.edu/ac121/linux/games/amusements/life/


        This program will evolve patterns for John Horton Conway's game
        of Life.  It will also handle general cellular automata with the
        orthogonal neighborhood and up to 8 states (it's possible to
        recompile for more states, but very expensive in memory).
        Transition rules and sample patterns are provided for the
        8-state automaton of E. F. Codd, the Wireworld automaton, and a
        whole class of `Prisoner's Dilemma' games.



     Xtoys

     o  Web site: penguin.phy.bnl.gov/www/xtoys.html

        xtoys contains a set of cellular automata simulators for X
        windows.  Programs included are:

     o  xising --- a two dimensional Ising model simulator,

     o  xpotts --- the two dimensional Potts model,

     o  xautomalab ---  a totalistic cellular automaton simulator,

     o  xsand --- for the Bak, Tang, Wiesenfeld sandpile model,

     o  xwaves --- demonstrates three different wave equations,

     o  schrodinger --- play with the Scrodinger equation in an
        adjustable potential.



  6.

  Autonomous Agents


  Also known as intelligent software agents or just agents, this area of
  AI research deals with simple applications of small programs that aid
  the user in his/her work. They can be mobile (able to stop their
  execution on one machine and resume it on another) or static (live in
  one machine). They are usually specific to the task (and therefore
  fairly simple) and meant to help the user much as an assistant would.
  The most popular (ie. widely known) use of this type of application to
  date are the web robots that many of the indexing engines (eg.
  webcrawler) use.



     AgentK

     o  FTP site: ftp.csd.abdn.ac.uk/pub/wdavies/agentk


        This package synthesizes two well-known agent paradigms: Agent-
        Oriented Programming, Shoham (1990), and the Knowledge Query &
        Manipulation Language, Finin (1993). The initial implementation
        of AOP, Agent-0, is a simple language for specifying agent
        behaviour. KQML provides a standard language for inter-agent
        communication. Our integration (which we have called Agent-K)
        demonstrates that Agent-0 and KQML are highly compatible. Agent-
        K provides the possibility of inter-operable (or open) software
        agents, that can communicate via KQML and which are programmed
        using the AOP approach.



     Agent

     o  FTP site: www.cpan.org/modules/by-
        category/23_Miscellaneous_Modules/Agent/


        The Agent is a prototype for an Information Agent system. It is
        both platform and language independent, as it stores contained
        information in simple packed strings. It can be packed and
        shipped across any network with any format, as it freezes itself
        in its current state.



     D'Agent (was AGENT TCL)

     o  Web site: agent.cs.dartmouth.edu/software/agent2.0/

     o  FTP site: ftp.cs.dartmouth.edu/pub/agents/


        A transportable agent is a program that can migrate from machine
        to machine in a heterogeneous network.  The program chooses when
        and where to migrate.  It can suspend its execution at an
        arbitrary point, transport to another machine and resume
        execution on the new machine.  For example, an agent carrying a
        mail message migrates first to a router and then to the
        recipient's mailbox.  The agent can perform arbitrarily complex
        processing at each machine in order to ensure that the message
        reaches the intended recipient.



     Aglets Workbench

     o  Web site: www.trl.ibm.co.jp/aglets/


        An aglet is a Java object that can move from one host on the
        Internet to another.  That is, an aglet that executes on one
        host can suddenly halt execution, dispatch to a remote host, and
        resume execution there. When the aglet moves, it takes along its
        program code as well as its state (data). A built-in security
        mechanism makes it safe for a computer to host untrusted aglets.
        The Java Aglet API (J-AAPI) is a proposed public standard for
        interfacing aglets and their environment. J-AAPI contains
        methods for initializing an aglet, message handling, and
        dispatching, retracting, deactivating/activating, cloning, and
        disposing of the aglet. J-AAPI is simple, flexible, and stable.
        Application developers can write platform-independent aglets and
        expect them to run on any host that supports J-AAPI.



     Ara

     o  Web site: www.uni-kl.de/AG-Nehmer/Projekte/Ara/index_e.html


        Ara is a platform for the portable and secure execution of
        mobile agents in heterogeneous networks. Mobile agents in this
        sense are programs with the ability to change their host machine
        during execution while preserving their internal state. This
        enables them to handle interactions locally which otherwise had
        to be performed remotely. Ara's specific aim in comparison to
        similar platforms is to provide full mobile agent functionality
        while retaining as much as possible of established programming
        models and languages.



     Bee-gent

     o  Web site: www2.toshiba.co.jp/beegent/index.htm

        Bee-gent is a new type of development framework in that it is a
        100% pure agent system. As opposed to other systems which make
        only some use of agents, Bee-gent completely "Agentifies" the
        communication that takes place between software applications.
        The applications become agents, and all messages are carried by
        agents. Thus, Bee-gent allows developers to build flexible open
        distributed systems that make optimal use of existing
        applications.



     Dunce

     o  Web site: www.boswa.com/boswabits/

        Dunce is a simple chatterbot (conversational AI) and a language
        for programming such chatterbots. It uses a basic regex pattern
        matching and a semi-neural rule/response firing mechanism (with
        excitement/decay cycles).

        Dunce is listed about halfway down the page.



     FishMarket

     o  Web site: www.iiia.csic.es/Projects/fishmarket/

        FM - The FishMarket project conducted at the Artificial
        Intelligence Research Institute (IIIA-CSIC) attempts to
        contribute in that direction by developing FM, an agent-mediated
        electronic auction house which has been evolved into a test-bed
        for electronic auction markets. The framework, conceived and
        implemented as an extension of FM96.5 (a Java-based version of
        the Fishmarket auction house), allows to define trading
        scenarios based on fish market auctions (Dutch auctions). FM
        provides the framework wherein agent designers can perform
        controlled experimentation in such a way that a multitude of
        experimental market scenarios--that we regard as tournament
        scenarios due to the competitive nature of the domain-- of
        varying degrees of realism and complexity can be specified,
        activated, and recorded; and trading (buyer and seller)
        heterogeneous (human and software) agents compared, tuned and
        evaluated.



     Hive

     o  Web site: www.hivecell.net/

        Hive is a Java software platform for creating distributed
        applications.  Using Hive, programmers can easily create systems
        that connect and use data from all over the Internet. At its
        heart, Hive is an environment for distributed agents to live,
        communicating and moving to fulfill applications. We are trying
        to make the Internet alive.



     Jade

     o  Web site: sharon.cselt.it/projects/jade/

        JADE (Java Agent DEvelopment Framework) is a software framework
        fully implemented in Java language. It simplifies the
        implementation of multi-agent systems through a middle-ware that
        claims to comply with the FIPA specifications and through a set
        of tools that supports the debugging and deployment phase. The
        agent platform can be distributed across machines (which not
        even need to share the same OS) and the configuration can be
        controlled via a remote GUI. The configuration can be even
        changed at run-time by moving agents from one machine to another
        one, as and when required.



     JAFMAS

     o  Web site: www.ececs.uc.edu/~abaker/JAFMAS


        JAFMAS provides a framework to guide the coherent development of
        multiagent systems along with a set of classes for agent
        deployment in Java. The framework is intended to help beginning
        and expert developers structure their ideas into concrete agent
        applications. It directs development from a speech-act
        perspective and supports multicast and directed communication,
        KQML or other speech-act performatives and analysis of
        multiagent system coherency and consistency.


        Only four of the provided Java classes must be extended for any
        application. Provided examples of the N-Queens and Supply Chain
        Integration use only 567 and 1276 lines of additional code
        respectively for implementation.



     JAM Agent

     o  Web site: members.home.net/marcush/IRS/

        JAM supports both top-down, goal-based reasoning and bottom-up
        data-driven reasoning. JAM selects goals and plans based on
        maximal priority if metalevel reasoning is not used, or user-
        developed metalevel reasoning plans if they exist. JAM's
        conceptualization of goals and goal achievement is more
        classically defined (UMPRS is more behavioral performance-based
        than truly goal-based) and makes the distinction between plans
        to achieve goals and plans that simply encode behaviors. Goal-
        types implemented include achievement (attain a specified world
        state), maintenance (re-attain a specified world state), and
        performance. Execution of multiple simultaneous goals are
        supported, with suspension and resumption capabilities for each
        goal (i.e., intention) thread. JAM plans have explicit
        precondition and runtime attributes that restrict their
        applicability, a postcondition attribute, and a plan attributes
        section for specifying plan/domain-specific plan features.
        Available plan constructs include: sequencing, iteration,
        subgoaling, atomic (i.e., non-interruptable) plan segments, n-
        branch deterministic and non-deterministic conditional
        execution, parallel execution of multiple plan segments, goal-
        based or world state-based synchronization, an explicit failure-
        handling section, and Java primitive function definition through
        building it into JAM as well as the invocation of predefined
        (i.e., legacy) class members via Java's reflection capabilities
        without having to build it into JAM.



     JATLite

     o  Web site: java.stanford.edu/java_agent/html/


        JATLite is providing a set of java packages which makes easy to
        build multi-agent systems using Java. JATLite provides only
        light-weight, small set of packages so that the developers can
        handle all the packages with little efforts. For flexibility
        JATLite provides four different layers from abstract to Router
        implementation. A user can access any layer we are providing.
        Each layer has a different set of assumptions. The user can
        choose an appropriate layer according to the assumptions on the
        layer and user's application. The introduction page contains
        JATLite features and the set of assumptions for each layer.



     JATLiteBeans

     o  Web site: waitaki.otago.ac.nz/JATLiteBean/


     o  Improved, easier-to-use interface to JATLite features including
        KQML message parsing, receiving, and sending.


     o  Extensible architecture for message handling and agent "thread
        of control" management


     o  Useful functions for parsing of simple KQML message content


     o  JATLiteBean supports automatic advertising of agent capabilities
        to facilitator agents


     o  Automatic, optional, handling of the "forward" performative


     o  Generic configuration file parser


     o  KQML syntax checker



     Java(tm) Agent Template

     o  Web site: cdr.stanford.edu/ABE/JavaAgent.html


        The JAT provides a fully functional template, written entirely
        in the Java language, for constructing software agents which
        communicate peer-to-peer with a community of other agents
        distributed over the Internet. Although portions of the code
        which define each agent are portable, JAT agents are not
        migratory but rather have a static existence on a single host.
        This behavior is in contrast to many other "agent" technologies.
        (However, using the Java RMI, JAT agents could dynamically
        migrate to a foreign host via an agent resident on that host).
        Currently, all agent messages use KQML as a top-level protocol
        or message wrapper. The JAT includes functionality for
        dynamically exchanging "Resources", which can include Java
        classes (e.g. new languages and interpreters, remote services,
        etc.), data files and information inlined into the KQML
        messages.



     Java-To-Go

     o  Web site: ptolemy.eecs.berkeley.edu/dgm/javatools/java-to-go/


        Java-To-Go is an experimental infrastructure that assists in the
        development and experimentation of mobile agents and agent-based
        applications for itinerative computing (itinerative computing:
        the set of applications that requires site-to-site computations.
        The main emphasis here is on a easy-to-setup environment that
        promotes quick experimentation on mobile agents.



     Kafka

     o  Web site: www.fujitsu.co.jp/hypertext/free/kafka/


        Kafka is yet another agent library designed for constructing
        multi-agent based distributed applications. Kafka is a flexible,
        extendable, and easy-to-use java class library for programmers
        who are familiar with distributed programming. It is based on
        Java's RMI and has the following added features:

     o  Runtime Reflection: Agents can modify their behaviour (program
        codes) at runtime. The behaviour of the agent is represented by
        an abstract class Action. It is useful for remote maintenance or
        installation services.

     o  Remote Evaluation: Agents can receive and evaluate program codes
        (classes) with or without the serialized object. Remote
        evaluation is a fundamental function of a mobile agent and is
        thought to be a push model of service delivery.

     o  Distributed Name Service: Agents have any number of logical
        names that don't contain the host name. These names can be
        managed by the distributed directories.

     o  Customizable security policy: a very flexible, customizable,
        3-layered security model is implemented in Kafka.

     o  100% Java and RMI compatible: Kafka is written completely in
        Java. Agent is a Java RMI server object itself. So, agents can
        directly communicate with other RMI objects.



     Khepera Simulator

     o  Web site: diwww.epfl.ch/lami/team/michel/khep-sim/


        Khepera Simulator is a public domain software package written by
        Olivier MICHEL during the preparation of his Ph.D. thesis, at
        the Laboratoire I3S, URA 1376 of CNRS and University of Nice-
        Sophia Antipolis, France. It allows to write your own controller
        for the mobile robot Khepera using C or C++ languages, to test
        them in a simulated environment and features a nice colorful X11
        graphical interface. Moreover, if you own a Khepera robot, it
        can drive the real robot using the same control algorithm. It is
        mainly oriented toward to researchers studying autonomous
        agents.



     Mole

     o  Web site: mole.informatik.uni-stuttgart.de/


        Mole is an agent system supporting mobile agents programmed in
        Java.  Mole's agents consist of a cluster of objects, which have
        no references to the outside, and as a whole work on tasks given
        by the user or another agent. They have the ability to roam a
        network of "locations" autonomously. These "locations" are an
        abstraction of real, existing nodes in the underlying network.
        They can use location-specific resources by communicating with
        dedicated agents representing these services. Agents are able to
        use services provided by other agents and to provide services as
        well.



     Penguin!

     o  FTP site: www.perl.org/CPAN/modules/by-
        category/23_Miscellaneous_Modules/Penguin/FSG/


        Penguin is a Perl 5 module. It provides you with a set of
        functions which allow you to:

     o  send encrypted, digitally signed Perl code to a remote machine
        to be executed.

     o  receive code and, depending on who signed it, execute it in an
        arbitrarily secure, limited compartment.

        The combination of these functions enable direct Perl coding of
        algorithms to handle safe internet commerce, mobile information-
        gathering agents, "live content" web browser helper apps,
        distributed load-balanced computation, remote software update,
        distance machine administration, content-based information
        propagation, Internet-wide shared-data applications, network
        application builders, and so on.



     RealTimeBattle

     o  Web site: www.lysator.liu.se/realtimebattle/

        RealTimeBattle is a programming game, in which robots controlled
        by programs are fighting each other. The goal is to destroy the
        enemies, using the radar to examine the environment and the
        cannon to shoot.


     o  Game progresses in real time, with the robot programs running as
        child processes to RealTimeBattle.

     o  The robots communicate with the main program using the standard
        input and output.

     o  Robots can be constructed in almost any programming language.

     o  Maximum number of robots can compete simultaneously.

     o  A simple messaging language is used for communication, which
        makes it easy to start constructing robots.

     o  Robots behave like real physical object.

     o  You can create your own arenas.

     o  Highly configurable.

     Remembrance Agents

     o  Web site: rhodes.www.media.mit.edu/people/rhodes/RA/

        Remembrance Agents are a set of applications that watch over a
        user's shoulder and suggest information relevant to the current
        situation.  While query-based memory aids help with direct
        recall, remembrance agents are an augmented associative memory.
        For example, the word-processor version of the RA continuously
        updates a list of documents relevant to what's being typed or
        read in an emacs buffer.  These suggested documents can be any
        text files that might be relevant to what you are currently
        writing or reading.  They might be old emails related to the
        mail you are currently reading, or abstracts from papers and
        newspaper articles that discuss the topic of your writing.



     SimRobot

     o  Web site: www.informatik.uni-bremen.de/~simrobot/

     o  FTP site: ftp.uni-bremen.de/pub/ZKW/INFORM/simrobot/


        SimRobot is a program for simulation of sensor based robots in a
        3D environment. It is written in C++, runs under UNIX and X11
        and needs the graphics toolkit XView.

     o  Simulation of robot kinematics

     o  Hierarchically built scene definition via a simple definition
        language

     o  Various sensors built in: camera, facette eye, distance
        measurement, light sensor, etc.

     o  Objects defined as polyeders

     o  Emitter abstractly defined; can be interpreted e.g. as light or
        sound

     o  Camera images computed according to the raytracing or Z-buffer
        algorithms known from computer graphics

     o  Specific sensor/motor software interface for communicating with
        the simulation

     o  Texture mapping onto the object surfaces: bitmaps in various
        formats

     o  Comprehensive visualization of the scene: wire frame w/o hidden
        lines, sensor and actor values

     o  Interactive as well as batch driven control of the agents and
        operation in the environment

     o  Collision detection

     o  Extendability with user defined object types

     o  Possible socket communication to e.g. the Khoros image
        processing software


     Sulawesi

     o  Web site: wearables.essex.ac.uk/sulawesi/

        A framework called Sulawesi has been designed and implemented to
        tackle what has been considered to be important challenges in a
        wearable user interface. The ability to accept input from any
        number of modalities, and perform if necessary a translation to
        any number of modal outputs. It does this primarily through a
        set of proactive agents to act on the input.



     TclRobots

     o  FTP site: ftp.neosoft.com/pub/tcl/sorted/games/tclrobots-2.0/

     o  Redhat Patch: ftp.coe.uga.edu/users/jae/ai/tclrobots-
        redhat.patch

     o  RPMs (search at): http://rufus.w3.org/


        TclRobots is a programming game, similar to 'Core War'.  To play
        TclRobots, you must write a Tcl program that controls a robot.
        The robot's mission is to survive a battle with other robots.
        Two, three, or four robots compete during a battle, each running
        different programs (or possibly the same program in different
        robots.)  Each robot is equipped with a scanner, cannon, drive
        mechanism.  A single match continues until one robot is left
        running.  Robots may compete individually, or combine in a team
        oriented battle.  A tournament can be run with any number of
        robot programs, each robot playing every other in a round-robin
        fashion, one-on-one.  A battle simulator is available to help
        debug robot programs.


        The TclRobots program provides a physical environment, imposing
        certain game parameters to which all robots must adhere.
        TclRobots also provides a view on a battle, and a controlling
        user interface.  TclRobots requirements: a wish interpreter
        built from Tcl 7.4 and Tk 4.0.



     TKQML

     o  Web site: www.csee.umbc.edu/tkqml/

        TKQML is a KQML application/addition to Tcl/Tk, which allows Tcl
        based systems to communicate easily with a powerful agent
        communication language.



     The Tocoma Project

     o  Web site: www.tacoma.cs.uit.no/


        An agent is a process that may migrate through a computer
        network in order to satisfy requests made by clients. Agents are
        an attractive way to describe network-wide computations.
        The TACOMA project focuses on operating system support for
        agents and how agents can be used to solve problems
        traditionally addressed by operating systems. We have
        implemented a series of prototype systems to support agents.


        TACOMA Version 1.2 is based on UNIX and TCP. The system supports
        agents written in C, Tcl/Tk, Perl, Python, and Scheme (Elk). It
        is implemented in C. This TACOMA version has been in public
        domain since April 1996.


        We are currently focusing on heterogeneity, fault-tolerance,
        security and management issues. Also, several TACOMA
        applications are under construction. We implemented StormCast
        4.0, a wide-area network weather monitoring system accessible
        over the internet, using TACOMA and Java. We are now in the
        process of evaluating this application, and plan to build a new
        StormCast version to be completed by June 1997.



     UMPRS Agent

     o  Web site: members.home.net/marcush/IRS/

        UMPRS supports top-down, goal-based reasoning and selects goals
        and plans based on maximal priority. Execution of multiple
        simultaneous goals are supported, with suspension and resumption
        capabilities for each goal (i.e., intention) thread. UMPRS plans
        have an integrated precondition/runtime attribute that constrain
        their applicability.  Available plan constructs include:
        sequencing, iteration, subgoaling, atomic (i.e., non-
        interruptable) blocks, n-branch deterministic conditional
        execution, explicit failure-handling section, and C++ primitive
        function definition.



     Virtual Secretary Project (ViSe)
        (Tcl/Tk)

     o  Web site: www.cs.uit.no/DOS/Virt_Sec


        The motivation of the Virtual Secretary project is to construct
        user-model-based intelligent software agents, which could in
        most cases replace human for secretarial tasks, based on modern
        mobile computing and computer network. The project includes two
        different phases: the first phase (ViSe1) focuses on information
        filtering and process migration, its goal is to create a secure
        environment for software agents using the concept of user
        models; the second phase (ViSe2) concentrates on agents'
        intelligent and efficient cooperation in a distributed
        environment, its goal is to construct cooperative agents for
        achieving high intelligence. (Implemented in Tcl/TclX/Tix/Tk)



     VWORLD


     o  Web site: zhar.net/gnu-linux/projects/vworld/


        Vworld is a simulated environment for research with autonomous
        agents written in prolog. It is currently in something of an
        beta stage. It works well with SWI-prolog, but should work with
        Quitnus-prolog with only a few changes.  It is being designed to
        serve as an educational tool for class projects dealing with
        prolog and autonomous agents. It comes with three demo worlds or
        environments, along with sample agents for them. There are two
        versions now. One written for SWI-prolog and one written for
        LPA-prolog. Documentation is roughly done (with a
        student/professor framework in mind), and a graphical interface
        is planned.



     WebMate

     o  Web site: www.cs.cmu.edu/~softagents/webmate/


        WebMate is a personal agent for World-Wide Web browsing and
        searching. It accompanies you when you travel on the internet
        and provides you what you want.

        Features include:

     o  Searching enhancement, including parallel search, searching
        keywords refinement using our relevant keywords extraction
        technology, relevant feedback, etc.

     o  Browsing assistant, including learning your current interesting,
        recommending you new URLs according to your profile and selected
        resources, monitoring bookmarks of Netscape or IE, sending the
        current browsing page to your friends, etc.

     o  Offline browsing, including downloading the following pages from
        the current page for offline browsing.

     o  Filtering HTTP header, including recording http header and all
        the transactions between your browser and WWW servers, etc.

     o  Checking the HTML page to find the errors or dead links,  etc.

     o  Programming in Java, independent of operating system, runing in
        multi-thread.



     Zeus

     o  Web site: www.labs.bt.com/projects/agents/zeus/

        The construction of multi-agent systems involves long
        development times and requires solutions to some considerable
        technical difficulties. This has motivated the development of
        the ZEUS toolkit, which provides a library of software
        components and tools that facilitate the rapid design,
        development and deployment of agent system



  7.

  Programming languages


  While any programming language can be used for artificial
  intelligence/life research, these are programming languages which are
  used extensively for, if not specifically made for, artificial
  intelligence programming.



     Allegro CL

     o  Web site: www.franz.com

        Franz Inc's free linux version of their lisp development
        environment. You can download it or they will mail you a CD free
        (you don't even have to pay for shipping). It is generally
        considered to be one of the better lisp platforms.



     B-Prolog

     o  Web site: www.sci.brooklyn.cuny.edu/~zhou/bprolog.html

     o  Web site: www.cad.mse.kyutech.ac.jp/people/zhou/bprolog.html

        B-Prolog is a compact and complete CLP system that runs Prolog
        and CLP(FD) programs. An emulator-based system, B-Prolog has a
        performance comparable with SICStus-Prolog.


     o  In addition to Edinburgh-style programs, B-Prolog accepts
        canonical-form programs that can be compiled into more compact
        and faster code than standard Prolog programs.

     o  B-Prolog includes an interpreter and provides an interactive
        interface through which users can consult, list, compile, load,
        debug and run programs. The command editor facilitates reuse old
        commands.

     o  B-Prolog provides a bi-directional interface with C and Java.>
        resources in C and Java such as Graphics and sockets, and also
        makes it possible for a Prolog program to be embadded in a C and
        Java applications.

     o  B-Prolog supports most of the built-ins in ISO Prolog.

     o  B-Prolog supports the delaying (co-routining) mechanism, which
        can be used to implement concurrency, test-and-generate search
        algorithms, and most importantly constraint propagation
        algorithms.

     o  B-Prolog has an efficient constraint compiler for constraints>
        over finite-domains and Booleans.

     o  B-Prolog supports the tabling mechanism, which has proven
        effective for applications including parsing, problem solving,
        theorem proving, and deductive databases.



     DHARMI

     o  Web site: http://megazone.bigpanda.com/~wolf/DHARMI/

        DHARMI is a high level spatial, tinker-toy like language who's
        components are transparently administered by a background
        process called the Habitat. As the name suggests, the language
        was designed to make modelling prototypes and handle living
        data. Programs can be modified while running. This is
        accomplished by blurring the distinction between source code,
        program, and data.



     ECoLisp

     o  Web site (???): www.di.unipi.it/~attardi/software.html


        ECoLisp (Embeddable Common Lisp) is an implementation of Common
        Lisp designed for being embeddable into C based applications.
        ECL uses standard C calling conventions for Lisp compiled
        functions, which allows C programs to easily call Lisp functions
        and viceversa. No foreign function interface is required: data
        can be exchanged between C and Lisp with no need for conversion.
        ECL is based on a Common Runtime Support (CRS) which provides
        basic facilities for memory managment, dynamic loading and
        dumping of binary images, support for multiple threads of
        execution. The CRS is built into a library that can be linked
        with the code of the application. ECL is modular: main modules
        are the program development tools (top level, debugger, trace,
        stepper), the compiler, and CLOS. A native implementation of
        CLOS is available in ECL: one can configure ECL with or without
        CLOS. A runtime version of ECL can be built with just the
        modules which are required by the application. The ECL compiler
        compiles from Lisp to C, and then invokes the GCC compiler to
        produce binaries.



     ESTEREL

     o  Web site: www-sop.inria.fr/meije/esterel/

        Esterel is both a programming language, dedicated to programming
        reactive systems, and a compiler which translates Esterel
        programs into finite-state machines. It is particularly well-
        suited to programming reactive systems, including real-time
        systems and control automata.

        Only the binary is available for the language compiler. :P



     Goedel

     o  Web page: www.cs.bris.ac.uk/~bowers/goedel.html

        Goedel is a declarative, general-purpose programming language in
        the family of logic programming languages.  It is a strongly
        typed language, the type system being based on many-sorted logic
        with parametric polymorphism.  It has a module system.  Goedel
        supports infinite precision integers, infinite precision
        rationals, and also floating-point numbers.  It can solve
        constraints over finite domains of integers and also linear
        rational constraints. It supports processing of finite sets.  It
        also has a flexible computation rule and a pruning operator
        which generalizes the commit of the concurrent logic programming
        languages.  Considerable emphasis is placed on Goedel's meta-
        logical facilities which provide significant support for meta-
        programs that do analysis, transformation, compilation,
        verification, debugging, and so on.



     LIFE

     o  Web page: www.isg.sfu.ca/life

        LIFE (Logic, Inheritance, Functions, and Equations) is an
        experimental programming language proposing to integrate three
        orthogonal programming paradigms proven useful for symbolic
        computation.  From the programmer's standpoint, it may be
        perceived as a language taking after logic programming,
        functional programming, and object-oriented programming.  From a
        formal perspective, it may be seen as an instance (or rather, a
        composition of three instances) of a Constraint Logic
        Programming scheme due to Hoehfeld and Smolka refining that of
        Jaffar and Lassez.



     CLisp (Lisp)

     o  FTP site: sunsite.unc.edu/pub/Linux/devel/lang/lisp/

        CLISP is a Common Lisp implementation by Bruno Haible and
        Michael Stoll.  It mostly supports the Lisp described by Common
        LISP: The Language (2nd edition) and the ANSI Common Lisp
        standard.  CLISP includes an interpreter, a byte-compiler, a
        large subset of CLOS (Object-Oriented Lisp) , a foreign language
        interface and, for some machines, a screen editor.


        The user interface language (English, German, French) is chosen
        at run time.  Major packages that run in CLISP include CLX &
        Garnet.  CLISP needs only 2 MB of memory.



     CMU Common Lisp

     o  Web page: www.mv.com/users/pw/lisp/index.html

     o  FTP site: sunsite.unc.edu/pub/Linux/devel/lang/lisp/

     o  Linux Installation: www.telent.net/lisp/howto.html


        CMU Common Lisp is a public domain "industrial strength" Common
        Lisp programming environment. Many of the X3j13 changes have
        been incorporated into CMU CL. Wherever possible, this has been
        done so as to transparently allow the use of either CLtL1 or
        proposed ANSI CL. Probably the new features most interesting to
        users are SETF functions, LOOP and the WITH-COMPILATION-UNIT
        macro.



     GCL (Lisp)

     o  FTP site: sunsite.unc.edu/pub/Linux/devel/lang/lisp/


        GNU Common Lisp (GCL) has a compiler and interpreter for Common
        Lisp.  It used to be known as Kyoto Common Lisp.  It is very
        portable and extremely efficient on a wide class of
        applications.  It compares favorably in performance with
        commercial Lisps on several large theorem-prover and symbolic
        algebra systems. It supports the CLtL1 specification but is
        moving towards the proposed ANSI definition.  GCL compiles to C
        and then uses the native optimizing C compilers (e.g., GCC).  A
        function with a fixed number of args and one value turns into a
        C function of the same number of args, returning one value, so
        GCL is maximally efficient on such calls.  It has a conservative
        garbage collector which allows great freedom for the C compiler
        to put Lisp values in arbitrary registers.


        It has a source level Lisp debugger for interpreted code, with
        display of source code in an Emacs window.  Its profiling tools
        (based on the C profiling tools) count function calls and the
        time spent in each function.



     GNU Prolog

     o  Web site: pauillac.inria.fr/~diaz/gnu-prolog/

     o  Web site: www.gnu.org/software/prolog/prolog.html


        GNU Prolog is a free Prolog compiler with constraint solving
        over finite domains developed by Daniel Diaz.

        GNU Prolog accepts Prolog+constraint programs and produces
        native binaries (like gcc does from a C source). The obtained
        executable is then stand-alone. The size of this executable can
        be quite small since GNU Prolog can avoid to link the code of
        most unused built-in predicates. The performances of GNU Prolog
        are very encouraging (comparable to commercial systems).

        Beside the native-code compilation, GNU Prolog offers a
        classical interactive interpreter (top-level) with a debugger.

        The Prolog part conforms to the ISO standard for Prolog with
        many extensions very useful in practice (global variables, OS
        interface, sockets,...).

        GNU Prolog also includes an efficient constraint solver over
        Finite Domains (FD). This opens contraint logic pogramming to
        the user combining the power of constraint programming to the
        declarativity of logic programming.



     Mercury

     o  Web page: www.cs.mu.oz.au/research/mercury/


        Mercury is a new, purely declarative logic programming language.
        Like Prolog and other existing logic programming languages, it
        is a very high-level language that allows programmers to
        concentrate on the problem rather than the low-level details
        such as memory management.  Unlike Prolog, which is oriented
        towards exploratory programming, Mercury is designed for the
        construction of large, reliable, efficient software systems by
        teams of programmers. As a consequence, programming in Mercury
        has a different flavor than programming in Prolog.



     Mozart

     o  Web page: www.mozart-oz.org/


        The Mozart system provides state-of-the-art support in two
        areas: open distributed computing and constraint-based
        inference. Mozart implements Oz, a concurrent object-oriented
        language with dataflow synchronization.  Oz combines concurrent
        and distributed programming with logical constraint-based
        inference, making it a unique choice for developing multi-agent
        systems. Mozart is an ideal platform for both general-purpose
        distributed applications as well as for hard problems requiring
        sophisticated optimization and inferencing abilities. We have
        developed applications in scheduling and time-tabling, in
        placement and configuration, in natural language and knowledge
        representation, multi-agent systems and sophisticated
        collaborative tools.



     SWI Prolog

     o  Web page: www.swi.psy.uva.nl/projects/SWI-Prolog/

     o  FTP site: swi.psy.uva.nl/pub/SWI-Prolog/


        SWI is a free version of prolog in the Edinburgh Prolog family
        (thus making it very similar to Quintus and many other
        versions).  With: a large library of built in predicates, a
        module system, garbage collection, a two-way interface with the
        C language, plus many other features. It is meant as a
        educational language, so it's compiled code isn't the fastest.
        Although it similarity to Quintus allows for easy porting.


        XPCE is freely available in binary form for the Linux version of
        SWI-prolog.  XPCE is an object oriented X-windows GUI
        development package/environment.



     Kali Scheme


     o  Web site: www.neci.nj.nec.com/PLS/Kali.html


        Kali Scheme is a distributed implementation of Scheme that
        permits efficient transmission of higher-order objects such as
        closures and continuations. The integration of distributed
        communication facilities within a higher-order programming
        language engenders a number of new abstractions and paradigms
        for distributed computing. Among these are user-specified load-
        balancing and migration policies for threads, incrementally-
        linked distributed computations, agents, and parameterized
        client-server applications. Kali Scheme supports concurrency and
        communication using first-class procedures and continuations. It
        integrates procedures and continuations into a message-based
        distributed framework that allows any Scheme object (including
        code vectors) to be sent and received in a message.



     RScheme

     o  Web site:www.rosette.com/~donovan/rs/rscheme.html

     o  FTP site: ftp.rosette.com/pub/rscheme


        RScheme is an object-oriented, extended version of the Scheme
        dialect of Lisp. RScheme is freely redistributable, and offers
        reasonable performance despite being extraordinarily portable.
        RScheme can be compiled to C, and the C can then compiled with a
        normal C compiler to generate machine code. By default, however,
        RScheme compiles to bytecodes which are interpreted by a
        (runtime) virtual machine. This ensures that compilation is fast
        and keeps code size down. In general, we recommend using the
        (default) bytecode code generation system, and only compiling
        your time-critical code to machine code. This allows a nice
        adjustment of space/time tradeoffs.  (see web site for details)



     Scheme 48

     o  Web site: www.neci.nj.nec.com/homepages/kelsey/


        Scheme 48 is a Scheme implementation based on a virtual machine
        architecture. Scheme 48 is designed to be straightforward,
        flexible, reliable, and fast. It should be easily portable to
        32-bit byte-addressed machines that have POSIX and ANSI C
        support.  In addition to the usual Scheme built-in procedures
        and a development environment, library software includes support
        for hygienic macros (as described in the Revised^4 Scheme
        report), multitasking, records, exception handling, hash tables,
        arrays, weak pointers, and FORMAT.  Scheme 48 implements and
        exploits an experimental module system loosely derived from
        Standard ML and Scheme Xerox.  The development environment
        supports interactive changes to modules and interfaces.



     SCM (Scheme)

     o  Web site: www-swiss.ai.mit.edu/~jaffer/SCM.html

     o  FTP site: swiss-ftp.ai.mit.edu:/archive/scm/


        SCM conforms to the Revised^4 Report on the Algorithmic Language
        Scheme and the IEEE P1178 specification. Scm is written in C. It
        uses the following utilities (all available at the ftp site).

     o  SLIB (Standard Scheme Library) is a portable Scheme library
        which is intended to provide compatibility and utility functions
        for all standard Scheme implementations, including SCM, Chez,
        Elk, Gambit, MacScheme, MITScheme, scheme->C, Scheme48, T3.1,
        and VSCM, and is available as the file slib2c0.tar.gz. Written
        by Aubrey Jaffer.

     o  JACAL is a symbolic math system written in Scheme, and is
        available as the file jacal1a7.tar.gz.

     o  Interfaces to standard libraries including REGEX string regular
        expression matching and the CURSES screen management package.

     o  Available add-on packages including an interactive debugger,
        database, X-window graphics, BGI graphics, Motif, and Open-
        Windows packages.

     o  A compiler (HOBBIT, available separately) and dynamic linking of
        compiled modules.



     Shift

     o  Web site: www.path.berkeley.edu/shift/

        Shift is a programming language for describing dynamic networks
        of hybrid automata.  Such systems consist of components which
        can be created, interconnected and destroyed as the system
        evolves. Components exhibit hybrid behavior, consisting of
        continuous-time phases separated by discrete-event transitions.
        Components may evolve independently, or they may interact
        through their inputs, outputs and exported events. The
        interaction network itself may evolve.



     YAP Prolog

     o  Web site: www.ncc.up.pt/~vsc/Yap/

        YAP is a high-performance Prolog compiler developed at
        LIACC/Universidade do Porto. Its Prolog engine is based in the
        WAM (Warren Abstract Machine), with several optimizations for
        better performance. YAP follows the Edinburgh tradition, and is
        largely compatible with DEC-10 Prolog, Quintus Prolog, and
        especially with C-Prolog. Work on the more recent version of YAP
        strives at several goals:


     o  Portability: The whole system is now written in C. YAP compiles
        in popular 32 bit machines, such as Suns and Linux PCs, and in a
        64 bit machines, the Alphas running OSF Unix and Linux.
     o  Performance: We have optimised the emulator to obtain
        performance comparable to or better than well-known Prolog
        systems. In fact, the current version of YAP performs better
        than the original one, written in assembly language.

     o  Robustness: We have tested the system with a large array of
        Prolog applications.

     o  Extensibility: YAP was designed internally from the beginning to
        encapsulate manipulation of terms. These principles were used,
        for example, to implement a simple and powerful C-interface. The
        new version of YAP extends these principles to accomodate
        extensions to the unification algorithm, that we believe will be
        useful to implement extensions such as constraint programming.

     o  Completeness: YAP has for a long time provided most builtins
        expected from a Edinburgh Prolog implementation.  These include
        I/O functionality, data-base operations, and modules. Work on
        YAP aims now at being compatible with the Prolog standard.

     o  Openess: We would like to make new development of YAP open to
        the user community.

     o  Research: YAP has been a vehicle for research within and outside
        our group. Currently research is going on on parallelisation and
        tabulation, and we have started work to support constraint
        handling.



