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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
31

All learning is local: Multi-agent learning in global reward games

Chang, Yu-Han, Ho, Tracey, Kaelbling, Leslie P. 01 1900 (has links)
In large multiagent games, partial observability, coordination, and credit assignment persistently plague attempts to design good learning algorithms. We provide a simple and efficient algorithm that in part uses a linear system to model the world from a single agent’s limited perspective, and takes advantage of Kalman filtering to allow an agent to construct a good training signal and effectively learn a near-optimal policy in a wide variety of settings. A sequence of increasingly complex empirical tests verifies the efficacy of this technique. / Singapore-MIT Alliance (SMA)
32

Building Grounded Abstractions for Artificial Intelligence Programming

Hearn, Robert A. 16 June 2004 (has links)
Most Artificial Intelligence (AI) work can be characterized as either ``high-level'' (e.g., logical, symbolic) or ``low-level'' (e.g., connectionist networks, behavior-based robotics). Each approach suffers from particular drawbacks. High-level AI uses abstractions that often have no relation to the way real, biological brains work. Low-level AI, on the other hand, tends to lack the powerful abstractions that are needed to express complex structures and relationships. I have tried to combine the best features of both approaches, by building a set of programming abstractions defined in terms of simple, biologically plausible components. At the ``ground level'', I define a primitive, perceptron-like computational unit. I then show how more abstract computational units may be implemented in terms of the primitive units, and show the utility of the abstract units in sample networks. The new units make it possible to build networks using concepts such as long-term memories, short-term memories, and frames. As a demonstration of these abstractions, I have implemented a simulator for ``creatures'' controlled by a network of abstract units. The creatures exist in a simple 2D world, and exhibit behaviors such as catching mobile prey and sorting colored blocks into matching boxes. This program demonstrates that it is possible to build systems that can interact effectively with a dynamic physical environment, yet use symbolic representations to control aspects of their behavior.
33

Morphologically Responsive Self-Assembling Robots

O'Grady, Rehan 07 October 2010 (has links)
We investigate the use of self-assembly in a robotic system as a means of responding to dierent environmental contingencies. Self-assembly is the mechanism through which agents in a multi-robot system autonomously form connections with one another to create larger composite robotic entities. Initially, we consider a simple response mechanism that uses stochastic self-assembly without any explicit control over the resulting morphology | the robots self-assemble into a larger, randomly shaped composite entity if the task they encounter is beyond the physical capabilities of a single robot. We present distributed behavioural control that enables a group of robots to make this collective decision about when and if to self-assemble in the context of a hill crossing task. In a series of real-world experiments, we analyse the eect of dierent distributed timing and decision strategies on system performance. Outside of a task execution context, we present fully decentralised behavioural control capable of creating periodically repeating global morphologies. We then show how arbitrary morphologies can be generated by abstracting our behavioural control into a morphology control language and adding symbolic communication between connected agents. Finally, we integrate our earlier distributed response mechanism into the morphology control language. We run simulated and real-world experiments to demonstrate a self-assembling robotic system that can respond to varying environmental contingencies by forming dierent appropriate morphologies.
34

Trust Alignment and Adaptation: Two Approaches for Talking about Trust in Multi-Agent Systems

Koster, Andrew 05 February 2012 (has links)
En els sistemes multiagent els models de confiança són una eina important perquè les interaccions entre agents siguin efectives. Ara bé, la confiança és una noció inherentment subjectiva, i per això els agents necessiten informació addicional per poder comunicar les avaluacions de confiança. Aquesta tesi doctoral se centra en dos mètodes per comunicar la confiança: l'alineament de la confiança i l'adaptació de la confiança. En el primer mètode, el problema de la comunicació de la confiança es modela com un problema d'alineament. Mostrem que les solucions actuals basades en ontologies comunes o en l'alineament d'ontologies generen problemes addicionals. Per això proposem com a alternativa alinear la confiança, basant-nos en les interaccions que dos agents comparteixen per tal d'aprendre un alineament. Fent servir el marc matemàtic de la teoria de canals formalitzem com les avaluacions subjectives de dos agents sobre la confiança es relacionen a través de les interaccions que fonamenten aquestes avaluacions. Com que els agents no poden accedir a les avaluacions de confiança dels altres, cal establir una comunicació. Especifiquem la rellevància i la consistència com a propietats necessàries per a aquesta comunicació. L'agent receptor de la confiança comunicada pot generalitzar els missatges fent servir la θ-subsumció, el que duu a un model predictiu que permet a un agent traduir futures comunicacions rebudes del mateix agent emissor. Mostrem aquest procés d'alineament a la pràctica fent servir TILDE, un algorisme de regressió de primer ordre, per tal d'aprendre un alineament. També il·lustrem la seva aplicació en un escenari d'exemple. De forma empírica demostrem: (1) que la dificultat d'aprendre un alineament depèn de la complexitat relativa dels diversos models de confiança; (2) que el nostre mètode millora altres mètodes existents d'alineament de la confiança; i (3) que el nostre mètode funciona bé sota condicions d'engany. El segon mètode per comunicar la confiança es basa en permetre que els agents raonin sobre llurs models de confiança i que personalitzin les comunicacions per adaptar-se millor a les necessitats d'un altre agent. Els mètodes actuals no permeten la suficient introspecció o adaptació del models de confiança. Per això presentem AdaptTrust, un mètode per incorporar un model computacional de confiança a l'arquitectura cognitiva d'un agent. En AdapTrust les creences i els objectius d'un agent influencien les prioritats entre aquells factors que són importants per a la computació de la confiança. Aquests al seu torn defineixen els valors dels paràmetres del model de confiança, i així l'agent pot dur a terme canvis en el seu model computacional de confiança a base de raonar sobre les seves creences i objectius. D'aquesta manera és capaç de modificar proactivament el seu model i produir avaluacions de confiança que millor s'adaptin a les seves necessitats actuals. Donem una formalització declarativa d'aquest sistema integrant-lo en una representació ⎯ fonamentada en un sistema multicontext ⎯ d'una arquitectura d'agent basada en creences, desitjos i intencions (BDI). També mostrem com amb el nostre marc es poden incorporar tres dels actuals models de confiança en el sistema de raonament d'un agent. Finalment fem servir AdapTrust en un marc d'argumentació que permet als agents construir una justificació per a llurs avaluacions de confiança. A través d'aquest marc els agents justifiquen les seves avaluacions segons unes prioritats entre factors, les quals al seu torn són justificades per les creences i objectius dels agents. Aquestes justificacions es poden comunicar a altres agents a través d'un diàleg formal. Així un agent, a base d'argumentar i raonar sobre les prioritats d'un altre agent, pot adaptar el seu model de confiança per oferir-li una recomanació de confiança personalitzada. Aquest sistema l'hem comprovat empíricament i hem vist que millora els actuals sistemes que permeten argumentar sobre avaluacions de confiança. / In open multi-agent systems, trust models are an important tool for agents to achieve effective interactions; however, trust is an inherently subjective concept, and thus for the agents to communicate about trust meaningfully, additional information is required. This thesis focuses on Trust Alignment and Trust Adaptation, two approaches for communicating about trust. The first approach is to model the problem of communicating trust as a problem of alignment. We show that currently proposed solutions, such as common ontologies or ontology alignment methods, lead to additional problems, and propose trust alignment as an alternative. We propose to use the interactions that two agents share as a basis for learning an alignment. We model this using the mathematical framework of Channel Theory, which allows us to formalise how two agents' subjective trust evaluations are related through the interactions that support them. Because the agents do not have access to each other's trust evaluations, they must communicate; we specify relevance and consistency, two necessary properties for this communication. The receiver of the communicated trust evaluations can generalise the messages using θ-subsumption, leading to a predictive model that allows an agent to translate future communications from the same sender. We demonstrate this alignment process in practice, using TILDE, a first-order regression algorithm, to learn an alignment and demonstrate its functioning in an example scenario. We find empirically that: (1) the difficulty of learning an alignment depends on the relative complexity of different trust models; (2) our method outperforms other methods for trust alignment; and (3) our alignment method deals well with deception. The second approach to communicating about trust is to allow agents to reason about their trust model and personalise communications to better suit the other agent's needs. Contemporary models do not allow for enough introspection into ⎯ or adaptation of ⎯ the trust model, so we present AdapTrust, a method for incorporating a computational trust model into the cognitive architecture of the agent. In AdapTrust, the agent's beliefs and goals influence the priorities between factors that are important to the trust calculation. These, in turn, define the values for parameters of the trust model, and the agent can effect changes in its computational trust model, by reasoning about its beliefs and goals. This way it can proactively change its model to produce trust evaluations that are better suited to its current needs. We give a declarative formalisation of this system by integrating it into a multi-context system representation of a beliefs-desires-intentions (BDI) agent architecture. We show that three contemporary trust models can be incorporated into an agent's reasoning system using our framework. Subsequently, we use AdapTrust in an argumentation framework that allows agents to create a justification for their trust evaluations. Agents justify their evaluations in terms of priorities between factors, which in turn are justified by their beliefs and goals. These justifications can be communicated to other agents in a formal dialogue, and by arguing and reasoning about other agents' priorities, goals and beliefs, the agent may adapt its trust model to provide a personalised trust recommendation for another agent. We test this system empirically and see that it performs better than the current state-of-the-art system for arguing about trust evaluations.
35

A Targeting Approach To Disturbance Rejection In Multi-Agent Systems

Liu, Yining January 2012 (has links)
This thesis focuses on deadbeat disturbance rejection for discrete-time linear multi-agent systems. The multi-agent systems, on which Spieser and Shams’ decentralized deadbeat output regulation problem is based, are extended by including disturbance agents. Specifically, we assume that there are one or more disturbance agents interacting with the plant agents in some known manner. The disturbance signals are assumed to be unmeasured and, for simplicity, constant. Control agents are introduced to interact with the plant agents, and each control agent is assigned a target plant agent. The goal is to drive the outputs of all plant agents to zero in finite time, despite the presence of the disturbances. In the decentralized deadbeat output regulation problem, two analysis schemes were introduced: targeting analysis, which is used to determine whether or not control laws can be found to regulate, not all the agents, but only the target agents; and growing analysis, which is used to determine the behaviour of all the non-target agents when the control laws are applied. In this thesis these two analyses are adopted to the deadbeat disturbance rejection problem. A new necessary condition for successful disturbance rejection is derived, namely that a control agent must be connected to the same plant agent to which a disturbance agent is connected. This result puts a bound on the minimum number of control agents and constraints the locations of control agents. Then, given the premise that both targeting and growing analyses succeed in the special case where the disturbances are all ignored, a new control approach is proposed for the linear case based on the idea of integral control and the regulation methods of Spieser and Shams. Preliminary studies show that this approach is also suitable for some nonlinear systems.
36

Cybernetic automata: An approach for the realization of economical cognition for multi-robot systems

Mathai, Nebu John 2008 May 1900 (has links)
The multi-agent robotics paradigm has attracted much attention due to the variety of pertinent applications that are well-served by the use of a multiplicity of agents (including space robotics, search and rescue, and mobile sensor networks). The use of this paradigm for most applications, however, demands economical, lightweight agent designs for reasons of longer operational life, lower economic cost, faster and easily-verified designs, etc. An important contributing factor to an agent’s cost is its control architecture. Due to the emergence of novel implementation technologies carrying the promise of economical implementation, we consider the development of a technology-independent specification for computational machinery. To that end, the use of cybernetics toolsets (control and dynamical systems theory) is appropriate, enabling a principled specifi- cation of robotic control architectures in mathematical terms that could be mapped directly to diverse implementation substrates. This dissertation, hence, addresses the problem of developing a technologyindependent specification for lightweight control architectures to enable robotic agents to serve in a multi-agent scheme. We present the principled design of static and dynamical regulators that elicit useful behaviors, and integrate these within an overall architecture for both single and multi-agent control. Since the use of control theory can be limited in unstructured environments, a major focus of the work is on the engineering of emergent behavior. The proposed scheme is highly decentralized, requiring only local sensing and no inter-agent communication. Beyond several simulation-based studies, we provide experimental results for a two-agent system, based on a custom implementation employing field-programmable gate arrays.
37

Multi-Agent Potential Field based Architectures for Real-Time Strategy Game Bots

Hagelbäck, Johan January 2012 (has links)
Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically in a war setting. The player uses workers to gather resources, which in turn are used for creating new buildings, training combat units, build upgrades and do research. The game is won when all buildings of the opponent(s) have been destroyed. The numerous tasks that need to be handled in real-time can be very demanding for a player. Computer players (bots) for RTS games face the same challenges, and also have to navigate units in highly dynamic game worlds and deal with other low-level tasks such as attacking enemy units within fire range. This thesis is a compilation grouped into three parts. The first part deals with navigation in dynamic game worlds which can be a complex and resource demanding task. Typically it is solved by using pathfinding algorithms. We investigate an alternative approach based on Artificial Potential Fields and show how an APF based navigation system can be used without any need of pathfinding algorithms. In RTS games players usually have a limited visibility of the game world, known as Fog of War. Bots on the other hand often have complete visibility to aid the AI in making better decisions. We show that a Multi-Agent PF based bot with limited visibility can match and even surpass bots with complete visibility in some RTS scenarios. We also show how the bot can be extended and used in a full RTS scenario with base building and unit construction. In the next section we propose a flexible and expandable RTS game architecture that can be modified at several levels of abstraction to test different techniques and ideas. The proposed architecture is implemented in the famous RTS game StarCraft, and we show how the high-level architecture goals of flexibility and expandability can be achieved. In the last section we present two studies related to gameplay experience in RTS games. In games players usually have to select a static difficulty level when playing against computer oppo- nents. In the first study we use a bot that during runtime can adapt the difficulty level depending on the skills of the opponent, and study how it affects the perceived enjoyment and variation in playing against the bot. To create bots that are interesting and challenging for human players a goal is often to create bots that play more human-like. In the second study we asked participants to watch replays of recorded RTS games between bots and human players. The participants were asked to guess and motivate if a player was controlled by a human or a bot. This information was then used to identify human-like and bot-like characteristics for RTS game players.
38

The Fern algorithm for intelligent discretization

Hall, John Wendell 06 November 2012 (has links)
This thesis proposes and tests a recursive, adpative, and computationally inexpensive method for partitioning real-number spaces. When tested for proof-of-concept on both one- and two- dimensional classification and control problems, the Fern algorithm was found to work well in one dimension, moderately well for two-dimensional classification, and not at all for two-dimensional control. Testing ferns as pure discretizers - which would involve a secondary discrete learner - has been left to future work. / text
39

Dynamic Credibility Threshold Assignment in Trust and Reputation Mechanisms Using PID Controller

2015 July 1900 (has links)
In online shopping buyers do not have enough information about sellers and cannot inspect the products before purchasing them. To help buyers find reliable sellers, online marketplaces deploy Trust and Reputation Management (TRM) systems. These systems aggregate buyers’ feedback about the sellers they have interacted with and about the products they have purchased, to inform users within the marketplace about the sellers and products before making purchases. Thus positive customer feedback has become a valuable asset for each seller in order to attract more business. This naturally creates incentives for cheating, in terms of introducing fake positive feedback. Therefore, an important responsibility of TRM systems is to aid buyers find genuine feedback (reviews) about different sellers. Recent TRM systems achieve this goal by selecting and assigning credible advisers to any new customer/buyer. These advisers are selected among the buyers who have had experience with a number of sellers and have provided feedback for their services and goods. As people differ in their tastes, the buyer feedback that would be most useful should come from advisers with similar tastes and values. In addition, the advisers should be honest, i.e. provide truthful reviews and ratings, and not malicious, i.e. not collude with sellers to favour them or with other buyers to badmouth some sellers. Defining the boundary between dishonest and honest advisers is very important. However, currently, there is no systematic approach for setting the honesty threshold which divides benevolent advisers from the malicious ones. The thesis addresses this problem and proposes a market-adaptive honesty threshold management mechanism. In this mechanism the TRM system forms a feedback system which monitors the current status of the e-marketplace. According to the status of the e-marketplace the feedback system improves the performance utilizing PID controller from the field of control systems. The responsibility of this controller is to set the the suitable value of honesty threshold. The results of experiments, using simulation and real-world dataset show that the market-adaptive honesty threshold allows to optimize the performance of the marketplace with respect to throughput and buyer satisfaction.
40

Consensus analysis of networked multi-agent systems with second-order dynamics and Euler-Lagrange dynamics

Mu, Bingxian 30 May 2013 (has links)
Consensus is a central issue in designing multi-agent systems (MASs). How to design control protocols under certain communication topologies is the key for solving consensus problems. This thesis is focusing on investigating the consensus protocols under different scenarios: (1) The second-order system dynamics with Markov time delays; (2) The Euler-Lagrange dynamics with uniform and nonuniform sampling strategies and the event-based control strategy. Chapter 2 is focused on the consensus problem of the multi-agent systems with random delays governed by a Markov chain. For second-order dynamics under the sampled-data setting, we first convert the consensus problem to the stability analysis of the equivalent error system dynamics. By designing a suitable Lyapunov function and deriving a set of linear matrix inequalities (LMIs), we analyze the mean square stability of the error system dynamics with fixed communication topology. Since the transition probabilities in a Markov chain are sometimes partially unknown, we propose a method of estimating the delay for the next sampling time instant. We explicitly give a lower bound of the probability for the delay estimation which can ensure the stability of the error system dynamics. Finally, by applying an augmentation technique, we convert the error system dynamics to a delay-free stochastic system. A sufficient condition is established to guarantee the consensus of the networked multi-agent systems with switching topologies. Simulation studies for a fleet of unmanned vehicles verify the theoretical results. In Chapter 3, we propose the consensus control protocols involving both position and velocity information of the MASs with the linearized Euler-Lagrange dynamics, under uniform sampling and nonuniform sampling schemes, respectively. Then we extend the results to the case of applying the centralized event-triggered strategy, and accordingly analyze the consensus property. Simulation examples and comparisons verify the effectiveness of the proposed methods. / Graduate / 0548

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