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51
Adding evolving abilities to a multi-agent system
- CLIMA 2006. LNCS (LNAI
, 2007
"... This paper reports on a fertile marriage between madAgents, a Java and Prolog based multi-agent platform, and EVOLP, a logic programming based language to represent and reason about evolving knowledge. The resulting system, presented with a formal semantic characterisation and implemented using a co ..."
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Cited by 8 (6 self)
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This paper reports on a fertile marriage between madAgents, a Java and Prolog based multi-agent platform, and EVOLP, a logic programming based language to represent and reason about evolving knowledge. The resulting system, presented with a formal semantic characterisation and implemented using a combination of Java, XSB Prolog and Smodels, provides an improvement of madAgents, allowing for the implementation of a richer agent architecture where agents ’ beliefs and behavior, as well as their evolution, are specifiable in EVOLP. It inherits the merits of Answer Set Programming (e.g., default negation for reasoning about incomplete knowledge, a semantics based on multiple answer-sets for reasoning about several possible worlds, etc.) on top of which we add all the specific merits of EVOLP for specifying evolving knowledge. At he same time, the resulting system provides a proof of principle that EVOLP can easily be adopted by existing MAS, to represent an evolving belief base, or also to represent the agent’s evolving behavior.
Current issues in multi-agent systems development (invited paper
- In Post-proceedings of the Seventh Annual International Workshop on Engineering Societies in the Agents World, volume 4457 of Lecture Notes in Artificial Intelligence
, 2007
"... Multi-agent Systems are seen as being an appropriate technology to develop complex distributed software systems. The development of such systems requires a methodology that can guide developers to build and maintain such complex software systems. From the software engineering perspective, the system ..."
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Cited by 7 (0 self)
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Multi-agent Systems are seen as being an appropriate technology to develop complex distributed software systems. The development of such systems requires a methodology that can guide developers to build and maintain such complex software systems. From the software engineering perspective, the systematic development of software should follow several phases. The number and purpose of the phases depend on the problem domain and the methodology. In general, it is easy to find requirement elicitation, system analysis, architectural design, implementation, and validation/verification phases in most software development methodologies. Various agent-oriented methodologies have been proposed, such as GAIA (Zambonelli et al. 2003), Prometheus (Padgham and Winikoff 2004), Tropos (Bresciani et al. 2003), MaSE (DeLoach et al. 2001), SODA (Omicini 2000), MAS-CommonKADS (Iglesias et al. 1998), and INGENIAS (Gomez-sanz et al. 2003). Each of these methodologies focuses on the role of agent abstractions on certain phases of the multi-agent system development. However, the main focus
An experience in using components to construct and compose agent behaviors for agent-based simulation
- Simulation and Planning in High Autonomy Systems (AIS) & Conceptual Modeling and Simulation (CMS), International Modeling and Simulation Multiconference 2007 (IMSM’07), pages 207–212, Buenos Aires, Argentine, février 2007. The Society for Modeling & Simul
"... Abstract — This paper summarizes our experience in using a component model to help at construction of agents for agentbased simulations. In this model, named MALEVA, components encapsulate various units of agent behaviors or activities (e.g., follow gradient, flee, mate, reproduce). Among its specif ..."
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Abstract — This paper summarizes our experience in using a component model to help at construction of agents for agentbased simulations. In this model, named MALEVA, components encapsulate various units of agent behaviors or activities (e.g., follow gradient, flee, mate, reproduce). Among its specificities, it extends the principles of software composition to the specification of control, through the notions of control ports and of control components. Moreover, a notion of composite component allows complex behaviors to be constructed from simpler ones. Two examples, an ecosystem of situated agents and a microsimulation, are presented. We also discuss the benefits of our model for a fine grain control of activation and scheduling.
Revising conflicting intention sets in bdi agents
- In Proc. AAMAS ’12
, 2012
"... Autonomous agents typically have several goals they are pursuing simultaneously. Even if the goals themselves are not necessarily inconsistent, choices made about how to pursue each of these goals may well result in a set of intentions which are conflicting. A rational autonomous agent should be abl ..."
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Cited by 5 (0 self)
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Autonomous agents typically have several goals they are pursuing simultaneously. Even if the goals themselves are not necessarily inconsistent, choices made about how to pursue each of these goals may well result in a set of intentions which are conflicting. A rational autonomous agent should be able to reason about and modify its set of intentions to take account of such issues. This paper presents the semantics of some preferences regarding modified sets of intentions. We look at the possibility of simply deleting some intention(s) but more importantly we also look at the possibility of modifying intentions, such that the goals will still be achieved but in a different way.
Epistemic logic and explicit knowledge in distributed programming (short paper
- Proceedings of the 7th International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2008
, 2008
"... In this paper we propose an explicit form of knowledge-based programming. Our initial motivation is the distributed implementation away from the game-theoretical details and describe a general scenario, where a group of agents each have some initially private bits of information which they can then ..."
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Cited by 5 (3 self)
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In this paper we propose an explicit form of knowledge-based programming. Our initial motivation is the distributed implementation away from the game-theoretical details and describe a general scenario, where a group of agents each have some initially private bits of information which they can then communicate to each other. We draw on existing literature to give a formal model using modal logic to represent the knowledge of the agents as well as how that knowledge changes as they communicate. We sketch an implementation which enables processes in a distributed system to explicitly evaluate knowledge formulae. Then we prove that the implementation captures the formal model, and therefore correctly re ects the general scenario. Finally we look at how our approach lends itself to generalisations, and discuss application perspectives.
An Agent Based Simulator for Production and Transportation
- of Products”, 11 th World Conference on Transport Research, 24-28 of June 2007
, 2007
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Architectural Design of Component-based Agents: a Behavior-based Approach
- AAMAS’06 4th Int. Workshop on Programming Multi-Agent Systems (ProMAS’06
, 2006
"... Abstract. This paper relates an experience in using a component model to design and construct agents. After discussing various rationales and architectural styles for decomposing an agent architecture, we describe a model of component for agents, named MALEVA. In this model, components encapsulate v ..."
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Cited by 4 (3 self)
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Abstract. This paper relates an experience in using a component model to design and construct agents. After discussing various rationales and architectural styles for decomposing an agent architecture, we describe a model of component for agents, named MALEVA. In this model, components encapsulate various units of agent behaviors (e.g., follow gradient, flee, reproduce). It provides an explicit notion of control flow between components (reified through specific control ports, connexions and components), for a fine grain control of activation and scheduling. Moreover, a notion of composite component allows complex behaviors to be constructed from simpler ones. Two examples, in the domain of multi-agent based simulation, are presented in this paper. They illustrate the ability of the model to facilitate both bottom-up and top-down approaches for agent design and construction and also to help at different types of potential reuse.
Evolving Logic Programming based Agents with Temporal Operators
- IEEE/WIC/ACM INTERNATIONAL CONFERENCE ON WEB INTELLIGENCE AND INTELLIGENT AGENT TECHNOLOGY
, 2008
"... Logic Programming Update Languages were proposed as an extension of logic programming, which allow for modelling the dynamics of knowledge bases where both extensional knowledge (facts) as well as intentional knowledge (rules) may change over time due to updates, with important application Multi-Age ..."
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Cited by 4 (4 self)
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Logic Programming Update Languages were proposed as an extension of logic programming, which allow for modelling the dynamics of knowledge bases where both extensional knowledge (facts) as well as intentional knowledge (rules) may change over time due to updates, with important application Multi-Agent Systems (MAS). Despite their generality, these languages do not provide means to directly access past states of the evolving knowledge. They only allow for so-called Markovian changes i.e. changes determined entirely by the current state. This is a drawback in several situation. In this paper, after motivating the need for non-Markovian changes, we extend EVOLP – The Logic Programming Update Language at the heart of an existing MAS – with LTL-like temporal operators that allow referring to the history of the evolving agent. We then show that with a suitable introduction of new propositional variables it is possible to embed the extended EVOLP into the original one, thus demonstrating that EVOLP itself can already be used for non-Markovian changes. While showing how to use EVOLP for encoding non-Markovian changes, this embedding sheds light into the relationship between Logic Programming
Explicit knowledge programming for computer games
- In Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE 2008
, 2008
"... The main aim of this paper is to raise awareness of higher-order knowledge (knowledge about someone else’s knowl-edge) as an issue for computer game AI. We argue that a num-ber of existing game genres, especially those involving social interaction, are natural fields of application for an approach w ..."
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Cited by 3 (2 self)
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The main aim of this paper is to raise awareness of higher-order knowledge (knowledge about someone else’s knowl-edge) as an issue for computer game AI. We argue that a num-ber of existing game genres, especially those involving social interaction, are natural fields of application for an approach we call explicit knowledge programming. We motivate the use of this approach, and describe a simple implementation based upon it. A survey of recent literature and computer games illustrates its novelty.