Russ, 
I'm probably just saying this out of ignorance, but... If you want to "really"
do that, I'm not sure how to do so.... However, given that you are simulating
anyway... If you want to simulate doing that, it seems
straightforward. Pick any agent-based simulation program, create two classes of
agents, call one class "rules" and the others "agents". Let individuals in the
"rules" class do all sorts of things to individuals in the "agents" class
(including controlling which other "rules" they accept commands from and how
they respond to those commands). 

Not the most elegant solution in the world, but it would likely be able to
answer whatever question you want to answer (assuming it is a question
answering task you wish to engage in), with minimum time spent banging your
head against the wall programming it. My biases (and lack of programming
brilliance) typically lead me to find the simplest way to simulate what I want,
even if that means the computers need to run a little longer. I assume there is
some reason this would not be satisfactory? 

Eric



On Sat, Aug 22,
2009 11:13 PM, Russ Abbott <[email protected]>
wrote:
>
>
>
>Hi,
>
>I'm interesting in developing a model that uses
>rule-driven agents. I would like the agent rules to be condition-action rules,
>i.e., similar to the sorts of rules one finds in forward chaining blackboard
>systems. In addition, I would like both the agents and the rules themselves to
>be first class objects. In other words, the rules should be able: 
>


>
>to refer to agents, 
>
>
>to create and destroy agents, 
>
>
>to create new rules for newly created agents, 
>
>
>to disable rules for existing agents, and 
>
>
>to modify existing rules for existing agents. 
>
>
>Does anyone know of a system like that?
>
>-- Russ 
>
>
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>

Eric Charles

Professional Student and
Assistant
Professor of Psychology
Penn State University
Altoona, PA
16601



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