323 research outputs found

    From SMART to agent systems development

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    In order for agent-oriented software engineering to prove effective it must use principled notions of agents and enabling specification and reasoning, while still considering routes to practical implementation. This paper deals with the issue of individual agent specification and construction, departing from the conceptual basis provided by the SMART agent framework. SMART offers a descriptive specification of an agent architecture but omits consideration of issues relating to construction and control. In response, we introduce two new views to complement SMART: a behavioural specification and a structural specification which, together, determine the components that make up an agent, and how they operate. In this way, we move from abstract agent system specification to practical implementation. These three aspects are combined to create an agent construction model, actSMART, which is then used to define the AgentSpeak(L) architecture in order to illustrate the application of actSMART

    Logic-Based Specification Languages for Intelligent Software Agents

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    The research field of Agent-Oriented Software Engineering (AOSE) aims to find abstractions, languages, methodologies and toolkits for modeling, verifying, validating and prototyping complex applications conceptualized as Multiagent Systems (MASs). A very lively research sub-field studies how formal methods can be used for AOSE. This paper presents a detailed survey of six logic-based executable agent specification languages that have been chosen for their potential to be integrated in our ARPEGGIO project, an open framework for specifying and prototyping a MAS. The six languages are ConGoLog, Agent-0, the IMPACT agent programming language, DyLog, Concurrent METATEM and Ehhf. For each executable language, the logic foundations are described and an example of use is shown. A comparison of the six languages and a survey of similar approaches complete the paper, together with considerations of the advantages of using logic-based languages in MAS modeling and prototyping.Comment: 67 pages, 1 table, 1 figure. Accepted for publication by the Journal "Theory and Practice of Logic Programming", volume 4, Maurice Bruynooghe Editor-in-Chie

    Leveraging New Plans in AgentSpeak(PL)

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    Many papers have been written on the anticancer properties of dietary flavonoids, and a range of potential mechanisms of action of flavonoids. However, most dietary flavonoids - notably polyphenolic flavonoids—have very poor ADME properties, and the levels necessary to stop growth of tumour cells cannot be sustained in a human body trough dietary intake alone. At present no flavonoid based drugs are clinically used in cancer therapy. Thus, whereas epidemiological and pre-clinical data seem to indicate a high potential for flavonoids, from the point of view of the pharmaceutical industry and drug developers, they are considered poor candidates. The flavones—which constitute a subgroup of the flavonoids—show some structural analogy with oestrogen and are known to interact with human oestrogen receptors, either as agonist or as antagonist. They are classed as phytoestrogens, and may play a role in cancer prevention through a mechanism of action possibly similar to that of the clinically used medication tamoxifen. Flavones are abundantly present in common fruits and vegetables, many of which have been associated with cancer prevention. Their phytoestrogen activity makes that they can assert their biological action at concentrations that are realistically achievable in the human systemic circulation

    Agent programming in the cognitive era

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    It is claimed that, in the nascent ‘Cognitive Era’, intelligent systems will be trained using machine learning techniques rather than programmed by software developers. A contrary point of view argues that machine learning has limitations, and, taken in isolation, cannot form the basis of autonomous systems capable of intelligent behaviour in complex environments. In this paper, we explore the contributions that agent-oriented programming can make to the development of future intelligent systems. We briefly review the state of the art in agent programming, focussing particularly on BDI-based agent programming languages, and discuss previous work on integrating AI techniques (including machine learning) in agent-oriented programming. We argue that the unique strengths of BDI agent languages provide an ideal framework for integrating the wide range of AI capabilities necessary for progress towards the next-generation of intelligent systems. We identify a range of possible approaches to integrating AI into a BDI agent architecture. Some of these approaches, e.g., ‘AI as a service’, exploit immediate synergies between rapidly maturing AI techniques and agent programming, while others, e.g., ‘AI embedded into agents’ raise more fundamental research questions, and we sketch a programme of research directed towards identifying the most appropriate ways of integrating AI capabilities into agent programs

    An Analysis of the Insertion of Virtual Players in GMABS Methodology Using the Vip-JogoMan Prototype

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    The GMABS (Games and Multi-Agent-Based Simulation) methodology was created from the integration of RPG and MABS techniques. This methodology links the dynamic capacity of MABS (Multi-Agent-Based Simulation) and the discussion and learning capacity of RPG (Role-Playing Games). Using GMABS, we have developed two prototypes in the natural resources management domain. The first prototype, called JogoMan (Adamatti et. al, 2005), is a paper-based game: all players need to be physically present in the same place and time, and there is a minimum needed number of participants to play the game. In order to avoid this constraint, we have built a second prototype, called ViP-JogoMan (Adamatti et. al, 2007), which is an extension of the first one. This second game enables the insertion of virtual players that can substitute some real players in the game. These virtual players can partially mime real behaviors and capture autonomy, social abilities, reaction and adaptation of the real players. We have chosen the BDI architecture to model these virtual players, since its paradigm is based on folk psychology; hence, its core concepts easily map the language that people use to describe their reasoning and actions in everyday life. ViP-JogoMan is a computer-based game, in which people play via Web, players can be in different places and it does not have a hard constraint regarding the minimum number of real players. Our aim in this paper is to present some test results obtained with both prototypes, as well as to present a preliminary discussion on how the insertion of virtual players has affected the game results.Role-Playing Games, Multi-Agent Based Simulation, Natural Resources, Virtual Players

    Failure Handling in BDI Plans via Runtime Enforcement

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    This project CONVINCE has received funding from the European Union’s Horizon research and innovation programme G.A. n. 101070227. This publication is funded by the European Union. Views and opinions expressed are however those of the authors only and do not necessarily reflect those of the European Union or European Commission (the granting authority). Neither the European Union nor the granting authority can be held responsible for themPublisher PD

    Measuring plan coverage and overlap for agent reasoning

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    In Belief Desire Intention (BDI) agent systems it is usual for goals to have a number of plans that are possible ways of achieving the goal, applicable in di erent situations, usually captured by a context condition. In Agent Oriented Software Engineering it has been suggested that a designer should be conscious of whether a goal has complete coverage, that is, is there some plan that is applicable for every situation. Similarly a designer should be conscious of overlap, that is, for a given goal, are there situations where more than one plan could be applicable for achieving that goal. In this paper we further develop these notions in two ways, and then describe how they can be used both in agent reasoning and agent system development. Firstly we replace the boolean value for basic coverage and overlap with numerical measures, and explain how these may be calculated. Secondly we describe a measure that combines these basic measures, with the characteristics of the coverage/overlap in the goal-plan tree below a given goal. We then describe how these domain independent measures can be used for both plan selection and intention selection, as well as for guidance in agent system development
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