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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.
11

Shadowboard: an agent architecture for enacting a sophisticated digital self

Goschnick, Steven Brady Unknown Date (has links) (PDF)
In recent years many people have built Personal Assistant Agents, Information Agents and the like, and have simply added them to the operating system as auxiliary applications, without regard to architecture. This thesis argues that an agent architecture, one designed as a sophisticated representation of an individual user, should be embedded deep in the device system software, with at least equal status to the GUI – the graphical user interface. A sophisticated model of the user is then built, drawing upon contemporary Analytical Psychology – the Psychology of Subselves. The Shadowboard Agent architecture is then built upon that user model, drawing both structural and computational implications from the underlying psychology. An XML DTD file named Shadowboard.dtd is declared as a practical manifestation of the semantics of Shadowboard. An implementation of the Shadowboard system is mapped out, via a planned conversion of two existing integrated systems: SlimWinX, an event-driven GUI system; and XSpaces, an object-oriented tuplespace system with Blackboard-like features. The decision making mechanism passes logic terms and contraints between the various sub-agent components (some of which take on the role of Constraint Solvers), giving this agent system some characteristics of a Generalised Constraint Solver. A Shadowboard agent (built using the system) consists of a central controlling autonomous agent named the Aware Ego Agent, and any number of sub-agents, which collectively form an integrated but singular whole agent modelled on the user called the Digital Self. One such whole-agent is defined in a file named DigitalSelf.xml – which conforms to the schema in Shadowboard.dtd - which offers a comprehensive and generic representation of a user’s stance in a 24x7 network, in particular - the Internet. Numerous types of Shadowboard sub-agents are declared.
12

GAME-THEORETIC MODELING OF MULTI-AGENT SYSTEMS: APPLICATIONS IN SYSTEMS ENGINEERING AND ACQUISITION PROCESSES

Salar Safarkhani (9165011) 24 July 2020 (has links)
<div><div><div><p>The process of acquiring the large-scale complex systems is usually characterized with cost and schedule overruns. To investigate the causes of this problem, we may view the acquisition of a complex system in several different time scales. At finer time scales, one may study different stages of the acquisition process from the intricate details of the entire systems engineering process to communication between design teams to how individual designers solve problems. At the largest time scale one may consider the acquisition process as series of actions which are, request for bids, bidding and auctioning, contracting, and finally building and deploying the system, without resolving the fine details that occur within each step. In this work, we study the acquisition processes in multiple scales. First, we develop a game-theoretic model for engineering of the systems in the building and deploying stage. We model the interactions among the systems and subsystem engineers as a principal-agent problem. We develop a one-shot shallow systems engineering process and obtain the optimum transfer functions that best incentivize the subsystem engineers to maximize the expected system-level utility. The core of the principal-agent model is the quality function which maps the effort of the agent to the performance (quality) of the system. Therefore, we build the stochastic quality function by modeling the design process as a sequential decision-making problem. Second, we develop and evaluate a model of the acquisition process that accounts for the strategic behavior of different parties. We cast our model in terms of government-funded projects and assume the following steps. First, the government publishes a request for bids. Then, private firms offer their proposals in a bidding process and the winner bidder enters in a con- tract with the government. The contract describes the system requirements and the corresponding monetary transfers for meeting them. The winner firm devotes effort to deliver a system that fulfills the requirements. This can be assumed as a game that the government plays with the bidder firms. We study how different parameters in the acquisition procedure affect the bidders’ behaviors and therefore, the utility of the government. Using reinforcement learning, we seek to learn the optimal policies of involved actors in this game. In particular, we study how the requirements, contract types such as cost-plus and incentive-based contracts, number of bidders, problem complexity, etc., affect the acquisition procedure. Furthermore, we study the bidding strategy of the private firms and how the contract types affect their strategic behavior.</p></div></div></div>

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