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Online Deception Detection Using BDI AgentsMerritts, Richard Alan 01 January 2013 (has links)
This research has two facets within separate research areas. The research area of Belief, Desire and Intention (BDI) agent capability development was extended. Deception detection research has been advanced with the development of automation using BDI agents. BDI agents performed tasks automatically and autonomously. This study used these characteristics to automate deception detection with limited intervention of human users. This was a useful research area resulting in a capability general enough to have practical application by private individuals, investigators, organizations and others. The need for this research is grounded in the fact that humans are not very effective at detecting deception whether in written or spoken form. This research extends the deception detection capability research in that typical deception detection tools are labor intensive and require extraction of the text in question following ingestion into a deception detection tool. A neural network capability module was incorporated to lend the resulting prototype Machine Learning attributes.
The prototype developed as a result of this research was able to classify online data as either "deceptive" or "not deceptive" with 85% accuracy. The false discovery rate for "deceptive" online data entries was 20% while the false discovery rate for "not deceptive" was 10%. The system showed stability during test runs. No computer crashes or other anomalous system behavior were observed during the testing phase. The prototype successfully interacted with an online data communications server database and processed data using Neural Network input vector generation algorithms within seconds
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Intelligent-Agent-Based Management of Heterogeneous Networks for the Army EnterpriseRichards, Clyde E., Jr. 09 1900 (has links)
Approved for public release; distribution in unlimited. / The Army is undergoing a major realignment in accordance with the Joint Vision 2010/2020 transformation to establish an enterprise command that is the single authority to operate and manage the Army Enterprise Information Infrastructure (Infrastructure). However, there are a number of critical network management issues that the Army will have to overcome before attaining the full capabilities to manage the full spectrum of Army networks at the enterprise level. The Army network environment consists of an excessive number of heterogeneous applications, systems, and network architectures that are incompatible. There are a number of legacy systems and proprietary platforms. Most of the NM architectures in the Army are based on traditional centralized NM approaches such as the Simple Network Management Protocol (SNMP). Although SNMP is the most pervasive protocol, it lacks the scalability, reliability, flexibility and adaptability necessary to effectively support an enterprise network as large and complex as the Army. Attempting to scale these technologies to this magnitude can be extremely difficult and very costly. This thesis makes the argument that intelligent-agent-based technologies are a leading solution, among the other current technologies, to achieve the Army's enterprise network management goals. / Major, United States Army
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[en] TRUST IN INTELLIGENT AGENTS / [pt] CONFIANÇA EM AGENTES INTELIGENTESJULIANA CARPES IMPERIAL 27 March 2008 (has links)
[pt] Confiança é um aspecto fundamental em sistemas distribuídos
abertos de larga-escala. Ela está no núcleo de todas as
interações entre as entidades que precisam operar em
ambientes com muita incerteza e que se modificam
constantemente. Dada essa complexidade, esses componentes,
e o sistema resultante, são cada vez mais contextualizados,
desenhados e construídos usando técnicas baseadas em
agentes. Portanto, confiança é fundamental em um sistema
multi-agentes (MAS) aberto. Logo, este trabalho investiga
como se ter um modelo de confiança explicitamente em um
agente inteligente, que possui crenças (Beliefs), desejos
(Desires) e intenções (Intentions), chamado de agente BDI.
Ou seja, o agente passa a ter um quarto componente chamado
confiança (Trust). Dessa forma, é necessário uma lógica
para englobar o conceito de confiança em um MAS BDI aberto.
Isso é feito usando uma lógica multi-modal indexada, onde
os mundos possíveis que modelam um sistema multi-agentes
representam quais agentes estão presentes em um dado
instante de tempo. E, para cada uma três componentes
originais de um agente BDI, há também uma representação de
mundos possíveis, pois as mesmas são tratadas como
modalidades. Já a confiança é modelada como sendo um
predicado, e não uma modalidade. / [en] Trust is a fundamental concern in large-escale open
distributed sytems. It lies at the core of all interactios
between the entities that have to operate in such uncertain
and constantly changing environmonts. Given the complexity
of the interactions, these components, and the ensuing
system, are increasingly being conceptualised, desined, and
built using agent-based techiques. Therefore, the presence
of trust is imperative in a multi-agent system (MAS).
Consequently, this work studies how to have a explicit
trust model in intelligent agent, which has beliefs,
desires and intentions (BDI agent). Thas is, the agent now
has a fourth component called Trust. This way, a logic to
include the concept of trust in an open BDI MAS is
interesting, so that the different aspects of a trust model
can be expressed formally and accuratelly. This is achieved
by using an indexed multi-modal logic, where the possible
worlds which model a multi-agent system represent which
agents are in the system in a given moment. Moreover, for
each one of the three original components of a BDI agent,
where the components represent beliefs, desires and
intentions, there is a representation of possible worlds,
because these are treated as modalities. However, trust is
modelled as predicate, not as a modality.
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[en] HIERARCHICAL STATE MACHINES IN ELECTRONIC GAMES / [pt] MÁQUINAS DE ESTADOS HIERÁRQUICAS EM JOGOS ELETRÔNICOSGILLIARD LOPES DOS SANTOS 25 March 2004 (has links)
[pt] Esta obra compreende a utilização de Máquinas de Estados
Hierárquicas na definição e no controle de comportamento
de
agentes inteligentes para jogos eletrônicos. Esse tipo de
Máquina de Estados permite reduções drásticas no número
de
transições quando comparada com uma Máquina de Estados
não hierárquica que implemente o mesmo comportamento;
além
disso, oferece uma maneira mais intuitiva de se definir e
entender representações gráficas de Máquinas de Estados
compostas por muitos estados, típicas de agentes de jogos
que necessitam de comportamento reativo complexo. / [en] This work comprehends the use of Hierarchical State
Machines in the definition and control of behavior
pertaining to intelligent agents in electronic games. This
type of State Machine permits drastic reductions in the
number of transitions when compared to a non-hierarchical
State Machine that implements the same behavior; besides,
it offers a more intuitive manner for defining and
understanding graphical representations of State Machines
consisting of many states, a typical scenario in game
agents that need to exhibit complex reactive behavior.
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DESIGN AND DEVELOPMENT OF AN INTELLIGENT ONLINE PERSONAL ASSISTANT IN SOCIAL LEARNING MANAGEMENT SYSTEMSSeyed Mahmood Hosseini Asanjan (6630863) 11 June 2019 (has links)
<div>Over the past decade, universities had a significant improvement in using online learning tools. A standard learning management system provides fundamental functionalities to satisfy the basic needs of its users. The new generation of learning management systems have introduced a novel system that provides social networking features. An unprecedented number of users use the social aspects of such platforms to create their profile, collaborate with other users, and find their desired career path. Nowadays there are many learning systems which provide learning materials, certificates, and course management systems. This allows us to utilize such information to help the students and the instructors in their academic life. </div><div><br></div><div>The presented research work's primary goal is to focus on creating an intelligent personal assistant within the social learning systems. The proposed personal assistant has a human-like persona, learns about the users, and recommends useful and meaningful materials for them. The designed system offers a set of features for both institutions and members to achieve their goal within the learning system. It recommends jobs and friends for the users based on their profile. The proposed agent also prioritizes the messages and shows the most important message to the user. </div><div><br></div><div>The developed software supports model-controller-view architecture and provides a set of RESTful APIs which allows the institutions to integrate the proposed intelligent agent with their learning system. <br></div>
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Autonomous design and optimisation of a complex energy system using a reinforcement learning intelligent agentMumith, Jurriath-Azmathi January 2016 (has links)
Since the realisation of the computer, and shortly after the inception of artificial intelligence (AI), there has been an explosion of research solving human-level tasks using autonomous entities that are able to learn about an environment by observing and influencing it, known as intelligent agents (IA). This potent AI technique has yet to filter into the field of thermoscience, where the conceptual design and optimisation of complex energy systems has been a particularly challenging problem. Much of the design process still requires human expertise. But with the continual increase in computational power and the use of IAs, it is now time to shift the responsibility from the human to the computer. This research attempts to answer the question of whether it is possible for a computer to conceptually design a complex energy system autonomously, from inception. The complex energy system to be designed and optimised is a thermoacoustic heat engine (TAHE), which converts thermal to acoustic power. The complexity of its physical behaviour and its many design parameters makes it a challenging energy system for conceptual design and optimisation and consequently an ideal candidate for this particular research. The TAHE is designed for low temperature waste heat utilisation from a baking process. In this work an approach is employed that is based on a reinforcement learning intelligent agent (RLIA). The RLIA is first employed to simultaneously optimise thirteen design parameter values. The RLIA was able to learn key design features of a TAHE which lead to the reduction in acoustic losses and an acoustic power from the engine of 495.32 W, when the thermal power input was 19 kW. For the main experiment, the RLIA must conceptually design the TAHE from scratch, changing both the parameter values and the configuration of the device. The results have shown the remarkable ability of the RLIA to identify several key design features of the TAHE: the correct configuration of the device, selecting designs that reduce acoustic losses, create positive acoustic power in the stack region and determine the region of optimality of the design parameter values. The RLIA has shown a great capacity to learn, even when contending with a complex environment and a vast search space. With this work we have introduced RLIAs as a new way approach to such multidimensional problems in the field of thermoscience/thermal engineering.
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[en] HIERARQUICAL NEURO-FUZZY MODELS BASED ON REINFORCEMENT LEARNING FOR INTELLIGENT AGENTS / [pt] NOVOS MODELOS NEURO-FUZZY HIERÁRQUICOS COM APRENDIZADO POR REFORÇO PARA AGENTES INTELIGENTESKARLA TEREZA FIGUEIREDO LEITE 21 July 2003 (has links)
[pt] Esta tese investiga modelos híbridos neuro-fuzzy para
aprendizado automático de ações efetuadas por agentes. O
objetivo dos modelos é dotar um agente de inteligência,
tornando-o capaz de, através da interação com o seu
ambiente, adquirir e armazenar o conhecimento e raciocinar
(inferir uma ação). O aprendizado desses modelos é
realizado através de processo não-supervisionado denominado
Aprendizado por Reforço (RL: Reinforcement Learning). Esta
nova proposta de modelos neuro-fuzzy apresenta as seguintes
características: aprendizado automático da estrutura do
modelo; auto-ajuste dos parâmetros associados à estrutura;
capacidade de aprender a ação a ser tomada quando o agente
está em um determinado estado do ambiente; possibilidade de
lidar com um número maior de entradas do que os sistemas
neuro-fuzzy tradicionais; e geração de regras lingüísticas
com hierarquia.
O trabalho envolveu três etapas principais: levantamento
bibliográfico e estudo de modelos de aprendizado; definição
e implementação de dois novos modelos neuro-fuzzy
hierárquicos baseados em RL; e estudo de casos.
O levantamento bibliográfico e o estudo de modelos de
aprendizado foi feito a partir dos modelos usados em
agentes (com o objetivo de ampliar a ação autônoma) e em
espaço de estados grande e/ou contínuo.
A definição dos dois novos modelos neuro-fuzzy foi motivada
pela importância de se estender a capacidade autônoma de
agentes através do quesito inteligência, em particular a
capacidade de aprendizado. Os modelos foram concebidos a
partir do estudo das limitações existentes nos modelos
atuais e das características desejáveis para sistemas de
aprendizado baseados em RL, em particular quando aplicados
a ambientes contínuos e/ou ambientes considerados de grande
dimensão. Tais ambientes apresentam uma característica
denominada curse of dimensionality que inviabiliza a
aplicação direta de métodos tradicionais de RL. Assim
sendo, a decisão de se usar uma metodologia de
particionamento recursivo, já explorada com excelentes
resultados em Souza (1999), que reduz significativamente as
limitações dos sistemas neuro-fuzzy existentes, foi de
fundamental importância para este trabalho. Optou-se pelos
particionamentos BSP e Quadtree/Politree, gerando os dois
modelos RL-NFHB (Reinforcement Learning - Neuro-Fuzzy
Hierárquico BSP) e RL-NFHP (Reinforcement Learning
- Neuro-Fuzzy Hierárquico Politree). Estes dois novos
modelos são derivados dos modelos neuro-fuzzy hierárquicos
NFHB e NFHQ (Souza, 1999) que utilizam aprendizado
supervisionado. Com o uso desses métodos de particionamento,
associados ao Reinforcement Learning, obteve-se uma nova
classe de Sistemas Neuro-Fuzzy (SNF) que executam, além do
aprendizado da estrutura, o aprendizado autônomo das ações
a serem tomadas por um agente. Essas características
representam um importante diferencial em relação aos
sistemas de aprendizado de agentes inteligentes existentes.
No estudo de casos, os dois modelos foram testados em 3
aplicações benckmark e uma aplicação em robótica. As
aplicações benchmark são referentes a 3 problemas de
sistemas de controle: o carro na montanha (mountain cart
problem), estacionamento do carro (cart-centering problem)
e o pêndulo invertido. A aplicação em robótica utilizou o
modelo Khepera. A implementação dos modelos RL-NFHB e RL-
NFHP foi feita em linguagem Java em microcomputadores com
plataforma Windows 2000.
Os testes efetuados demonstram que estes novos modelos se
ajustam bem a problemas de sistemas de controle e robótica,
apresentando boa generalização e gerando sua própria
estrutura hierárquica de regras com interpretação
lingüística.
Além disso, o aprendizado automático do ambiente dota o
agente de inteligência - (base de conhecimento, raciocínio
e aprendizado), característica que aumenta a capacidade
autônoma deste agente. A área de sistemas neuro-fuzzy
hie / [en] This thesis investigates neuro-fuzzy hybrid models for
automatic learning of actions taken by agents. The
objective of these models is to provide an agent with
intelligence, making it capable of acquiring and retaining
knowledge and of reasoning (infer an action) by interacting
with its environment. Learning in these models is performed
by a non-supervised process, called Reinforcement Learning.
These novel neuro-fuzzy models have the following
characteristics: automatic learning of the model structure;
auto-adjustment of parameters associated with the
structure; capability of learning the action to be taken
when the agent is on a given environment state; possibility
of dealing with a larger number of inputs than those of
traditional neuro-fuzzy systems; and the generation of
hierarchical linguistic rules.
This work comprised three main stages: bibliographic survey
and study of learning models; definition and implementation
of two new hierarchical neurofuzzy models based on
Reinforcement Learning; and case studies.
The bibliographic survey and the study of learning models
considered learning models employed in agents (aiming to
enhance the autonomous action) and in large and/or
continuous state spaces.
The definition of the two new neuro-fuzzy models was
motivated by the importance of extending the autonomous
capacity of agents through its intelligence, particularly
the learning capacity. The models were conceived from
the study of the existing limitations in current models, as
well as the desirable characteristics for RL-based learning
systems, particularly, when applied to continuous and/or
high dimension environments. These environments present a
characteristic called curse of dimensionality, which makes
impracticable the direct application of the traditional RL-
methods. Therefore, the decision of using a recursive
partitioning methodology (already explored with excellent
results in Souza, 1999), which significantly reduces the
existing neuro-fuzzy systems limitations, was crucial to
this work. The BSP (Binary Space Partitioning) and the
Quadtree/Politree partitioning were then chosen, generating
the RL-NFHB (Reinforcement Learning - Hierarchical Neuro-
Fuzzy BSP) and RL-NFHP (Reinforcement Learning -
Hierarchical Neuro-Fuzzy Politree) models. These two
new models are derived from the hierarchical neuro-fuzzy
models NFHB and NFHQ (Souza, 1999), which use supervised
learning. By using these partitioning methods, together
with the Reinforcement Learning methodology, a new class of
Neuro-Fuzzy Systems (SNF) was obtained, which executes, in
addition to structure learning, the autonomous learning of
the actions to be taken by an agent.
These characteristics represent an important differential
when compared to the existing intelligent agents learning
systems.
In the case studies, the two models were tested in three
benchmark applications and one application in robotics. The
benchmark applications refer to 3 problems of control
systems : the mountain cart problem, cart-centering
problem, and the inverted pendulum. The application in
robotics made use of the
Khepera model. The RL-NFHB and RL-NFHP models were
implemented using the Java language in Windows 2000
platform microcomputers.
The experiments demonstrate that these new models are
suitable for problems of control systems and robotics,
presenting a good generalization and generating their own
hierarchical structure of rules with linguistic
interpretation.
Moreover, the automatic environment learning endows the
agent with intelligence (knowledge base, reasoning and
learning). These are characteristics that increase
the autonomous capacity of this agent. The hierarchical
neuro-fuzzy systems field was also enhanced by the
introduction of reinforcement learning, allowing the
learning of hierarchical rules and actions to take place
within the same process.
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Sistema LINNAEUS: apoio inteligente para a catalogação e edição de metadados de objetos de aprendizagemSilveira, Ederson Luiz 21 October 2013 (has links)
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Previous issue date: 2013-01-31 / UNISINOS - Universidade do Vale do Rio dos Sinos / A tecnologia de objetos de aprendizagem (OA) vêm tendo uma crescente utilização em contexto educacional, oferendo recursos digitais que estão cada vez mais presentes em salas de aula e na educação a distância. Em muitos casos, esta tecnologia está presente nos ambientes educacionais de forma implícita, sem que seja necessário saber que os materiais educacionais estão incorporados em objetos de aprendizagem. Como sua utilização cresce a cada ano, surge a necessidade de ferramentas que auxiliem o processo de catalogação e de edição dos metadados destes objetos, para tornar possível a sua recuperação, reutilização e alteração dos objetos. Para prover apoio a este processo de catalogação, a presente dissertação apresenta o sistema Linnaeus de suporte a catalogação de objetos de aprendizagem e edição de metadados, que através da junção das tecnologias de agentes inteligentes e da web semântica, na forma de wizards e de ontologias educacionais, se propõe a fornecer um apoio inteligente e pró-ativo, ajudando usuários sem conhecimentos técnicos sobre metadados ou padrões de objetos de aprendizagem a catalogar de forma correta seus objetos. / Learning objects (LO) are getting more importance in the education environment, providing digital resources that are increasingly common in both classrooms and e-learning teaching. Nowadays, these objects can be found in educational materials, without being explicitly defined as learning objects. During the latest years the use of learning objects is growing up, bringing with that the necessity of solutions for the cataloging and editing metadata information about these objects to make possible the recovery, reuse and even the change of these objects. To give support for this task, this dissertation proposes an intelligent learning object metadata editor, the Linnaeus system, which will provide help for the cataloging process of learning objects through the use of intelligent agents, and semantic web technologies, in the form of editing wizards and learning domain educational ontologies.
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Modelling intelligent agents for web-based information gathering.Li, Yuefeng, mikewood@deakin.edu.au January 2000 (has links)
The recent emergence of intelligent agent technology and advances in information gathering have been the important steps forward in efficiently managing and using the vast amount of information now available on the Web to make informed decisions. There are, however, still many problems that need to be overcome in the information gathering research arena to enable the delivery of relevant information required by end users.
Good decisions cannot be made without sufficient, timely, and correct information. Traditionally it is said that knowledge is power, however, nowadays sufficient, timely, and correct information is power. So gathering relevant information to meet user information needs is the crucial step for making good decisions.
The ideal goal of information gathering is to obtain only the information that users need (no more and no less). However, the volume of information available, diversity formats of information, uncertainties of information, and distributed locations of information (e.g. World Wide Web) hinder the process of gathering the right information to meet the user needs. Specifically, two fundamental issues in regard to efficiency of information gathering are mismatch and overload. The mismatch means some information that meets user needs has not been gathered (or missed out), whereas, the overload means some gathered information is not what users need.
Traditional information retrieval has been developed well in the past twenty years. The introduction of the Web has changed people's perceptions of information retrieval. Usually, the task of information retrieval is considered to have the function of leading the user to those documents that are relevant to his/her information needs. The similar function in information retrieval is to filter out the irrelevant documents (or called information filtering). Research into traditional information retrieval has provided many retrieval models and techniques to represent documents and queries. Nowadays, information is becoming highly distributed, and increasingly difficult to gather. On the other hand, people have found a lot of uncertainties that are contained in the user information needs. These motivate the need for research in agent-based information gathering.
Agent-based information systems arise at this moment. In these kinds of systems, intelligent agents will get commitments from their users and act on the users behalf to gather the required information. They can easily retrieve the relevant information from highly distributed uncertain environments because of their merits of intelligent, autonomy and distribution. The current research for agent-based information gathering systems is divided into single agent gathering systems, and multi-agent gathering systems. In both research areas, there are still open problems to be solved so that agent-based information gathering systems can retrieve the uncertain information more effectively from the highly distributed environments.
The aim of this thesis is to research the theoretical framework for intelligent agents to gather information from the Web. This research integrates the areas of information retrieval and intelligent agents. The specific research areas in this thesis are the development of an information filtering model for single agent systems, and the development of a dynamic belief model for information fusion for multi-agent systems. The research results are also supported by the construction of real information gathering agents (e.g., Job Agent) for the Internet to help users to gather useful information stored in Web sites. In such a framework, information gathering agents have abilities to describe (or learn) the user information needs, and act like users to retrieve, filter, and/or fuse the information.
A rough set based information filtering model is developed to address the problem of overload. The new approach allows users to describe their information needs on user concept spaces rather than on document spaces, and it views a user information need as a rough set over the document space. The rough set decision theory is used to classify new documents into three regions: positive region, boundary region, and negative region. Two experiments are presented to verify this model, and it shows that the rough set based model provides an efficient approach to the overload problem.
In this research, a dynamic belief model for information fusion in multi-agent environments is also developed. This model has a polynomial time complexity, and it has been proven that the fusion results are belief (mass) functions. By using this model, a collection fusion algorithm for information gathering agents is presented. The difficult problem for this research is the case where collections may be used by more than one agent. This algorithm, however, uses the technique of cooperation between agents, and provides a solution for this difficult problem in distributed information retrieval systems.
This thesis presents the solutions to the theoretical problems in agent-based information gathering systems, including information filtering models, agent belief modeling, and collection fusions. It also presents solutions to some of the technical problems in agent-based information systems, such as document classification, the architecture for agent-based information gathering systems, and the decision in multiple agent environments. Such kinds of information gathering agents will gather relevant information from highly distributed uncertain environments.
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An Autonomous Machine Learning Approach for Global Terrorist RecognitionHill, Jerry L., Mora, Randall P. 10 1900 (has links)
ITC/USA 2012 Conference Proceedings / The Forty-Eighth Annual International Telemetering Conference and Technical Exhibition / October 22-25, 2012 / Town and Country Resort & Convention Center, San Diego, California / A major intelligence challenge we face in today's national security environment is the threat of terrorist attack against our national assets, especially our citizens. This paper addresses global reconnaissance which incorporates an autonomous Intelligent Agent/Data Fusion solution for recognizing potential risk of terrorist attack through identifying and reporting imminent persona-oriented terrorist threats based on data reduction/compression of a large volume of low latency data possibly from hundreds, or even thousands of data points.
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