Spelling suggestions: "subject:"[een] MULTI-AGENT SYSTEMS"" "subject:"[enn] MULTI-AGENT SYSTEMS""
111 |
Immunity-based framework for heterogeneous mobile robotic systemsRaza, Ali, 1977- 21 February 2013 (has links)
Artificial immune systems (AIS), biologically inspired from natural immune functions, can be reactive as well as adaptive in handling generic and varying pathogens, respectively. Researchers have used the immunological metaphors to solve science and engineering problems where unknown/unexpected scenarios are plausible. AIS can be a suitable choice for various robotic applications requiring reactive and/or deliberative control. This research aims to translate modern trends in immunology, to develop an immunity-based framework, to control a team of heterogenous robots on varying levels of task allocation and mutual interactions. The presented framework is designed to work as a multi-agent system in which safe environment is treated reactively through innate immunity, whereas unsafe situations invoke adaptive part of immune system, simultaneously. Heterogeneity is defined in terms of different sensing and/or actuation capabilities as well as in terms of different behavior-sets robot(s) possess. Task allocation ranges from primitive to advanced behaviors. Mutual interactions, on the other hand, range from simpler one-to-one interaction to mutual coordination. In this context, a new immunity-based algorithm has been developed & tested, combining innate and adaptive immunities, to regulate cell populations and corresponding maturations, along with internal health indicators, in order to effectively arbitrate behaviors/robots in a heterogenous robotic system, in environments that are dynamic and unstructured. / text
|
112 |
Encouraging expert participation in online communitiesDeAngelis, David 26 September 2011 (has links)
In concept, online communities allow people to access the wide range of knowledge and abilities of a heterogeneous group of users. In reality, current implementations of various online communities suffer from a lack of participation by the most qualified users. The participation of qualified users, or experts, is crucial to the social welfare and widespread adoption of such systems. This research proposes techniques for identifying the most valuable contributors to several classes of online communities, including question and answer (QA) forums and other content-oriented social networks. Once these target users are identified, content recommendation and novel quantitative incentives can be used to encourage their participation. This research represents an in-depth investigation into QA systems, while the major findings are widely applicable to online communities in general. An algorithm for recommending content in a QA forum is introduced which can route questions to the most appropriate responders. This increases the efficiency of the system and reduces the time investment of an expert responder by eliminating the need to search for potential questions to answer. This recommender is analyzed using real data captured from Yahoo! Answers. Additionally, an incentive mechanism for QA systems based on a novel class of incentives is developed. This mechanism relies on systemic rewards, or rewards that have tangible value within the framework of the online community. This research shows that human users have a strong preference for reciprocal systemic rewards over traditional rewards, and a simulation of a QA system based on an incentive that utilizes these reciprocal rewards outperforms a leading incentive mechanism according to expert participation. An architecture is developed for a QA system built upon content recommendation and this novel incentive mechanism. This research shows that it is possible to identify the most valuable contributors to an online community and motivate their participation through a novel incentive mechanism based on meaningful rewards. / text
|
113 |
Μελέτη αποδοτικού μηχανισμού επικοινωνίας σε σμήνος που αποτελείται από διαμεσολαβητές περιορισμένων δυνατοτήτωνΣταμάτης, Παναγιώτης 13 November 2007 (has links)
Πολλά συστήματα πολλαπλών διαμεσολαβητών είναι εμπνευσμένα από διάφορες κοινωνίες εντόμων, τα οποία συλλογικά πετυχαίνουν διάφορους στόχους οι οποίοι είναι αδύνατο να επιτευχθούν σε ατομικό επίπεδο. Στις περισσότερες περιπτώσεις, κινητήρια δύναμη στην «συνεργασία» και τη συλλογικότητα των εντόμων είναι η στιγματική συμπεριφορά (stigmergy). Ο όρος αυτός χρησιμοποιείται στη βιολογία για να περιγράψει τον τρόπο επίδρασης αλλαγών στο περιβάλλον που προέκυψαν από μια παρελθοντική συμπεριφορά κάποιων κοινωνικών εντόμων στην συμπεριφορά ατόμων της ίδιας ομάδας. Χαρακτηριστικά παραδείγματα από τη φύση βρίσκουμε σε κάποια είδη μυρμηγκιών με τον τρόπο αναζήτησης τροφής και τη δημιουργία διαδρομών μεταξύ φωλιάς και πηγών τροφής ή την κατασκευαστική διαδικασία των τερμιτών. Αν και η έννοια αυτή είναι άρρητα συνδεδεμένη με την έκκριση μιας η περισσοτέρων χημικών ουσιών (στίγματα) για την έμμεση επικοινωνία μεταξύ ατόμων μιας κοινωνίας εντόμων, έχει εφαρμοστεί σε διαφορετικούς τομείς της επιστήμης των υπολογιστών. Αν και ένα μέρος του κλάδου της τεχνητής ζωής ασχολείται με μια ένα- προς -ένα αντιστοίχηση του έμμεσου αυτού τρόπου επικοινωνίας σε ομάδες ρομπότ που λειτουργούν στον πραγματικό κόσμο με την έκκριση κάποιας αντίστοιχης ουσίας, μεγάλο επιστημονικό ενδιαφέρον υπάρχει για την αναγωγή της έννοιας και της λειτουργίας της στιγματικής συμπεριφοράς στον ψηφιακό κόσμο: Η έννοια των ψηφιακών φερορμονών ή των στιγματικών πακέτων συναντάται, κυρίως σε αντίστοιχους αλγορίθμους δρομολόγησης πακέτων σε ένα δίκτυο κόμβων.
Όσο αφορά στην ένα -προς- ένα αντιστοίχηση μηχανισμών σε συστήματα διαμεσολαβητών που λειτουργούν αναλογικά (αισθητήρες) στον πραγματικό κόσμο υπάρχουν περιπτώσεις όπου ενώ ένας στιγματικός μηχανισμός που εμφανίζεται στη φύση φαινομενικά βοηθά στην αντιμετώπιση του προβλήματος που το σύστημα καλείται να αντιμετωπίσει. Η υλοποίηση όμως ενός τέτοιου μηχανισμού μπορεί να είναι ανέφικτη λόγω τεχνικών ή / και οικονομικών λόγων. Ένας προτεινόμενος τρόπος αντιμετώπισης του προβλήματος αυτού είναι η αντιστοίχηση (προσέγγιση) ενός τέτοιου μηχανισμού με ένα μηχανισμό επικοινωνίας ο οποίος θα προσφέρει αντίστοιχα αποτελέσματα χωρίς επιπλέον ή με το μικρότερο κόστος. Για το σκοπό αυτό μπορεί να γίνει χρήση της τεχνολογίας μεταφοράς αναλογικών (π.χ ήχος, φως) ή ψηφιακών σημάτων (π.χ πακέτα δεδομένων). Πόσο στιγματικός όμως είναι μια ένας τρόπος επικοινωνίας μέσω μηνυμάτων, και ποιες είναι οι παραδοχές για κάτι τέτοιο; Μπορεί να υπάρξει αντιστοίχηση της επικοινωνίας (μέσω φερορμονών) που εμφανίζεται στη φύση με κάποιο τρόπο (ασύρματης) επικοινωνίας ο οποίος να μπορεί να εφαρμοστεί σε διαμεσολαβητές περιορισμένων δυνατοτήτων? Η αντιστοίχηση μπορεί να αξιολογηθεί με ποιοτικά κριτήρια όπως η εμφάνιση ή όχι μιας επιθυμητής συμπεριφοράς του συστήματος. Στη διπλωματική αυτή διατριβή παρουσιάζεται ένα μοντέλο ψηφιακής επικοινωνίας το οποίο θεωρητικά αντιστοιχεί στην ποιοτική στιγματική συμπεριφορά ενός συστήματος διαμεσολαβητών. Επιπλέον, εισάγονται δυο μετρήσιμα κριτήρια αξιολόγησης βάση των οποίων μπορεί να γίνει σύγκριση διαφορετικών τρόπων επικοινωνίας. Τα κριτήρια αυτά προκύπτουν από τη μοντελοποίηση μιας κοινής πλατφόρμας – συστήματος διαμεσολαβητών για ένα συγκεκριμένο σενάριο λειτουργίας. Αφού πραγματοποιήθηκαν τρεις σειρές εξομοιώσεων, προέκυψε ότι το σύστημα με χρήση ψηφιακής επικοινωνίας μπορεί να επιτύχει αυτοοργανωτική συμπεριφορά αντίστοιχη με τη συμπεριφορά όταν χρησιμοποιείται στιγματική επικοινωνία ή καμία επικοινωνία. Παρόλα αυτά, η απόδοση του συστήματος βάση των κριτηρίων αξιολόγησης δεν ήταν καλύτερη για τις περισσότερες εξομοιώσεις, κάτι που δεν ήταν θεωρητικά αναμενόμενο. Τέλος, τα αποτελέσματα των εξομοιώσεων οδηγούν σε διάφορα συμπεράσματα τα οποία πρέπει να λαμβάνονται υπόψη στη μελέτη τέτοιων συστημάτων. / Multiagent systems are inspired from insect societies, which collectively achieve different targets, each of is impossible to complete by an individual. In most cases, the driving force to insect “cooperation” and collectiveness is stigmergic behavior. This concept is used in biology to describe the way that environmental changes that occur as a result of a behavior of some social insects, affects the behavior of individuals of the same species. A prominent nature –based example is found in some ant species, where individuals use pheromones during food acquisition, creating different routes between the nest and several food sources. Another example is the termite nest building process. Stigmergy is associated to the emission of one or several chemical substances (stigmata), so as to achieve forms of indirect communication between individuals of a society, although, this concept has been used in different sections of the Computer Science. While much effort is done from the Artificial Life discipline to achieve a one-to-one equivalence of this indirect form of communication into groups of robots that operate in the real world by emitting a pheromone-alike substance, there is much interest in converting this stigmergic behavior to the digital world. The concept of digital pheromones (or stigmergic packets) is met in relative network routing algorithms.
Staying on the one-to-one equivalence, there are cases and situations where a proposed stigmergic mechanism can be applied in a multiagent system, where each individual is operating using sensors and actuators inside the real world. However, the implementation of such a mechanism may be unfeasible because of technical, technological or economic reasons. A suggestion to counterattack this limitation is to approximate the stigmergic solution using a different communication mechanism, which may combine feasible, low cost implementation with corresponding to the stigmergic mechanism results. To achieve that, analog (eg light, sound) or digital (data packets) signals may be used. The question is, by using these new concepts, the mechanism of communication is classified as stigmergic and, if yes, are there any admissions? Is there any digital communication analog to the stigmergic communication which may be used to robotic and limited agents? This hypothetical equivalent can be evaluated using qualitative measures like the relevance (or absence) of a desired system behavior
In this master thesis, I use a digital communication model which is theoretically assumed to be relative to the quantitative stigmergic behavior of a multiagent system. Additionally, two measurable evaluation criteria are introduced. By using these criteria, different mechanisms of communication may be compared to each other. These criteria result from the modeling of the common platform-multiagent system for a particular scenario of operation. By performing three different series of simulation, there was demonstrated that by using digital communication, the system achieves self organizing behavior relative to the behavior of the same system, using stigmergic or no form of communication. Still, the system performance (according to the introduced evaluation criteria) was not better for most cases of simulations, as it may be expected. Finally, the results lead to several conclusions that must be taken under consideration and further attention for the study of swarm intelligence based systems.
|
114 |
Story decorated context-awareness role playing learning activity generationLu, Chien-Heng (Chris) 13 January 2012 (has links)
In this research, a context-aware mobile role playing game is developed to provide users with a series of story decorated quests and allows them to interact with specific real and virtual objects in the real world. The game is designed based on multi-agent architecture, which allows reusable and modular agents and makes the game much more flexible and scalable. The usefulness of the CAM-RPG is evaluated with a comprehensive experiment. The interesting findings are: (1) generated story in CAM-RPG positively influences users' attitude toward game use and increases users' perceived game usefulness; (2) users' game-playing confidence, degree of liking computer games, and attitude toward computer games significantly influence attitudes toward CAM-RPG; and (3) there is no gender difference for users' game acceptance, but users' computer game attitude, time spent playing computer games, and voluntariness of use do significantly influence users' acceptance. / 2012-02
|
115 |
Advisor Networks and Referrals for Improved Trust Modelling in Multi-Agent SystemsGorner, Joshua Mark January 2011 (has links)
This thesis relates to the usage of trust modelling in multi-agent systems - environments in which there are interacting software agents representing various users (for example, buyers and sellers exchanging products and services in an electronic marketplace). In such applications, trust modelling may be crucial to allow one group of agents (in the e-commerce scenario, buyers) to make effective decisions about which other agents (i.e., sellers) are the most appropriate partners. A number of existing multi-agent trust models have been proposed in the literature to help buyers accurately select the most trustworthy sellers.
Our contribution is to propose several modifications that can be applied to existing probabilistic multi-agent trust models. First, we examine how the accuracy of the model can be improved by limiting the network to a portion of the population consisting of the most trustworthy agents, such that the less trustworthy contributions of the remaining agents can be ignored. In particular, we explore how this can be accomplished by either setting a maximum size for a buyer's advisor network or setting a minimum trustworthiness threshold for agents to be accepted into that advisor network, and develop methods for appropriately selecting the values to limit the network size. We demonstrate that for two models, both the Personalized Trust Model (PTM) developed by Zhang as well as TRAVOS, these approaches will yield significant improvements to the accuracy of the trust model, as opposed to using an unrestricted advisor network.
Our final proposed modification is to use an advisor referral system in combination with one of the network-limiting approaches. This would ensure that if a particular agent within the advisor network had not met a specified level of experience with the seller under consideration, it could be replaced by another agent that had greater experience with that seller, which should in turn allow for a more accurate modelling of the seller's trustworthiness. We present a particular approach for replacing advisors, and show that this will yield additional improvements in trust-modelling accuracy with both PTM and TRAVOS, especially if the limiting step were such that it would yield a very small advisor network.
We believe that these techniques will be very useful for trust researchers seeking to improve the accuracy of their own trust models, and to that end we explain how other researchers could apply these modifications themselves, in order to identify the optimal parameters for their usage. We discuss as well the value of our proposals for identifying an "optimal" size for a social network, and the use of referral systems, for researchers in other areas of artificial intelligence.
|
116 |
Reinforcement Learning Using Potential Field For Role Assignment In A Multi-robot Two-team GameFidan, Ozgul 01 December 2004 (has links) (PDF)
In this work, reinforcement learning algorithms are studied with the help of potential field methods, using robosoccer simulators as test beds.
Reinforcement Learning (RL) is a framework for general problem solving where an agent can learn through experience. The soccer game is selected as the problem domain a way of experimenting multi-agent team behaviors because of its popularity and complexity.
|
117 |
Towards immunization of complex engineered systems: products, processes and organizationsEfatmaneshnik, Mahmoud, Mechanical & Manufacturing Engineering, Faculty of Engineering, UNSW January 2009 (has links)
Engineering complex systems and New Product Development (NPD) are major challenges for contemporary engineering design and must be studied at three levels of: Products, Processes and Organizations (PPO). The science of complexity indicates that complex systems share a common characteristic: they are robust yet fragile. Complex and large scale systems are robust in the face of many uncertainties and variations; however, they can collapse, when facing certain conditions. This is so since complex systems embody many subtle, intricate and nonlinear interactions. If formal modelling exercises with available computational approaches are not able to assist designers to arrive at accurate predictions, then how can we immunize our large scale and complex systems against sudden catastrophic collapse? This thesis is an investigation into complex product design. We tackle the issue first by introducing a template and/or design methodology for complex product design. This template is an integrated product design scheme which embodies and combines elements of both design theory and organization theory; in particular distributed (spatial and temporal) problem solving and adaptive team formation are brought together. This design methodology harnesses emergence and innovation through the incorporation of massive amount of numerical simulations which determines the problem structure as well as the solution space characteristics. Within the context of this design methodology three design methods based on measures of complexity are presented. Complexity measures generally reflect holistic structural characteristics of systems. At the levels of PPO, correspondingly, the Immunity Index (global modal robustness) as an objective function for solutions, the real complexity of decompositions, and the cognitive complexity of a design system are introduced These three measures are helpful in immunizing the complex PPO from chaos and catastrophic failure. In the end, a conceptual decision support system (DSS) for complex NPD based on the presented design template and the complexity measures is introduced. This support system (IMMUNE) is represented by a Multi Agent Blackboard System, and has the dual characteristic of the distributed problem solving environments and yet reflecting the centralized viewpoint to process monitoring. In other words IMMUNE advocates autonomous problem solving (design) agents that is the necessary attribute of innovative design organizations and/or innovation networks; and at the same time it promotes coherence in the design system that is usually seen in centralized systems.
|
118 |
Agents for logistics: a provisional agreement approachPerugini, Don Unknown Date (has links) (PDF)
The thesis solves a challenging problem in military logistics for tasks such as transportation scheduling and combinatorial auctions. A conceptual model has been developed that captures the organisational business processes involved and an effective implementation suitable for computer software agents. The protocol facilitates planning and task allocation among organisations in decentralised, dynamic and open environments.
|
119 |
Λογισμικό για κατανεμημένο έλεγχοΡήγα, Φωτεινή 14 September 2010 (has links)
Η παρούσα εργασία πραγματεύεται ζητήματα που αφορούν σε συστήματα αυτομάτου ελέγχου με ιδιαίτερη έμφαση στα συστήματα κατανεμημένου ελέγχου. Σε αυτό το πλαίσιο, πραγματοποιείται στην εργασία καταρχάς μια σύντομη ανασκόπηση σε σχέση με τα συστήματα ελέγχου και με το πώς αυτά τα συστήματα εισήχθησαν για χρήση στη βιομηχανία. Στη συνέχεια, παρουσιάζονται τα κατανεμημένα συστήματα ελέγχου, τα βασικά χαρακτηριστικά τους αλλά και οι βασικές μεθοδολογίες σχεδίασης ενός τέτοιου συστήματος.
Γίνεται επίσης σημαντική αναφορά στα πολυπρακτορικά συστήματα (Multi Agent Systems – MAS) τα οποία αποτελούν το μέλλον της ανάπτυξης των κατανεμημένων συστημάτων. Τέλος, συνοψίζονται τα βασικά προβλήματα, οι τάσεις αλλά και η κατάσταση στην αγορά αναφορικά με αυτά τα συστήματα. / -
|
120 |
Um modelo de sistema AVA-SMA orientado à legislaçãoMoreira, Maria Isabel Giusti January 2017 (has links)
Dentro da Educação a Distância (EaD), os softwares de apoio como os Ambientes Virtuais de Aprendizagem (AVA) são considerados recursos que favorecem a comunicação entre os atores envolvidos, permitindo a troca de informação. Atribuir Inteligência Artificial a esses AVAs, utilizando Sistemas Multiagentes (SMA) e uma forma de procurar que os mesmos tenham um bom desempenho e que seus recursos facilitem o processo de aprendizagem. Esse trabalho cont em um estudo sobre os principais AVAs existentes e sobre os métodos alternativos de integração de AVA com SMA. Ao analisar o estado da arte dos AVAs pode-se observar que todos trabalham como ferramentas de auxílio ao aluno, por em nenhum deles trabalha aspectos da gestão da EaD dando suporte aos aspectos relevantes da legislação dessa modalidade. Por esse motivo, essa Tese tem por objetivo a criação de um modelo de integração AVA-SMA que possa tornar o AVA MOODLE capaz de auxiliar os gestores da EaD em suas diferentes tarefas, com base na incorporação, ao mesmo, de um modelo de representação de legislação. Para realizar essa integração do modelo AVA-SMA orientado a Legislação foi desenvolvido um espec co modelo organizacional de Sistema Multiagente. Por m com base em um estudo de caso, ser a realizado simulações para veri car as funcionalidades do Modelo de Sistema AVA-SMA orientado a Legislação, proposto nesta Tese. / In Distance Learning (EaD), supporting software such as Virtual Learning Environments (VLE) are considered resources that favor communication between the actors involved, allowing the exchange of information. Assigning Arti cial Intelligence to these VLEs, using Multi-Agent Systems (MAS) is a way of ensuring they have a good performance and that its resources facilitate the learning process. This work contains a study on the major existing VLEs and on alternative methods to integrate VLE with MAS. When analyzing the state of the art of the VLEs it is possible to see that all of them work as aid tools for students, but none of them work on management aspects of distance learning that support the relevant aspects of the legislation for this type of education. Therefore, this thesis aims to create a VLE-MAS integration model that can make the VLE MOODLE able to help distance learning managers in their di erent tasks, based on incorporating a legislation representation model to it. To accomplish this integration of the legislation-oriented VLE-MAS model, a speci c Multi-Agent System organizational model was developed. At last, based on a case study, simulations will be conducted to verify the functionalities of the VLE-MAS System Model oriented to legislation, proposed in this thesis.
|
Page generated in 0.0356 seconds