4,374 research outputs found

    Decentralised Coordination in RoboCup Rescue

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    Emergency responders are faced with a number of significant challenges when managing major disasters. First, the number of rescue tasks posed is usually larger than the number of responders (or agents) and the resources available to them. Second, each task is likely to require a different level of effort in order to be completed by its deadline. Third, new tasks may continually appear or disappear from the environment, thus requiring the responders to quickly recompute their allocation of resources. Fourth, forming teams or coalitions of multiple agents from different agencies is vital since no single agency will have all the resources needed to save victims, unblock roads, and extinguish the ?res which might erupt in the disaster space. Given this, coalitions have to be efficiently selected and scheduled to work across the disaster space so as to maximise the number of lives and the portion of the infrastructure saved. In particular, it is important that the selection of such coalitions should be performed in a decentralised fashion in order to avoid a single point of failure in the system. Moreover, it is critical that responders communicate only locally given they are likely to have limited battery power or minimal access to long range communication devices. Against this background, we provide a novel decentralised solution to the coalition formation process that pervades disaster management. More specifically, we model the emergency management scenario defined in the RoboCup Rescue disaster simulation platform as a Coalition Formation with Spatial and Temporal constraints (CFST) problem where agents form coalitions in order to complete tasks, each with different demands. In order to design a decentralised algorithm for CFST we formulate it as a Distributed Constraint Optimisation problem and show how to solve it using the state-of-the-art Max-Sum algorithm that provides a completely decentralised message-passing solution. We then provide a novel algorithm (F-Max-Sum) that avoids sending redundant messages and efficiently adapts to changes in the environment. In empirical evaluations, our algorithm is shown to generate better solutions than other decentralised algorithms used for this problem

    Decentralized dynamic task allocation for UAVs with limited communication range

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    We present the Limited-range Online Routing Problem (LORP), which involves a team of Unmanned Aerial Vehicles (UAVs) with limited communication range that must autonomously coordinate to service task requests. We first show a general approach to cast this dynamic problem as a sequence of decentralized task allocation problems. Then we present two solutions both based on modeling the allocation task as a Markov Random Field to subsequently assess decisions by means of the decentralized Max-Sum algorithm. Our first solution assumes independence between requests, whereas our second solution also considers the UAVs' workloads. A thorough empirical evaluation shows that our workload-based solution consistently outperforms current state-of-the-art methods in a wide range of scenarios, lowering the average service time up to 16%. In the best-case scenario there is no gap between our decentralized solution and centralized techniques. In the worst-case scenario we manage to reduce by 25% the gap between current decentralized and centralized techniques. Thus, our solution becomes the method of choice for our problem

    Decentralized Coordination in RoboCup Rescue

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    Control of large distributed systems using games with pure strategy nash equilibria

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    Control mechanisms for optimisation in large distributed systems cannot be constructed based on traditional methods of control because they are typically characterised by distributed information and costly and/or noisy communication. Furthermore, noisy observations and dynamism are also inherent to these systems, so their control mechanisms need to be flexible, agile and robust in the face of these characteristics. In such settings, a good control mechanism should satisfy the following four design requirements: (i) it should produce high quality solutions, (ii) it should be robustness and flexibility in the face of additions, removals and failures of components, (iii) it should operate by making limited use of communication, and (iv) its operation should be computational feasible. Against this background, in order to satisfy these requirements, in this thesis we adopt a design approach based on dividing control over the system across a team of self–interested agents. Such multi–agent systems (MAS) are naturally distributed (matching the application domains in question), and by pursing their own private goals, the agents can collectively implement robust, flexible and scalable control mechanisms. In more detail, the design approach we adopt is (i) to use games with pure strategy Nash equilibria as a framework or template for constructing the agents’ utility functions, such that good solutions to the optimisation problem arise at the pure strategy Nash equilibria of the game, and (ii) to derive distributed techniques for solving the games for their Nash equilibria. The specific problems we tackle can be grouped into four main topics. First, we investigate a class of local algorithms for distributed constraint optimisation problems (DCOPs). We introduce a unifying analytical framework for studying such algorithms, and develop a parameterisation of the algorithm design space, which represents a mapping from the algorithms’ components to their performance according to each of our design requirements. Second, we develop a game–theoretic control mechanism for distributed dynamic task allocation and scheduling problems. The model in question is an expansion of DCOPs to encompass dynamic problems, and the control mechanism we derive builds on the insights from our first topic to address our four design requirements. Third, we elaborate a general class of problems including DCOPs with noisy rewards and state observations, which are realistic traits of great concern in real–world problems, and derive control mechanisms for these environments. These control mechanism allow the agents to either learn their reward functions or decide when to make observations of the world’s state and/or communicate their beliefs over the state of the world, in such a manner that they perform well according to our design requirements. Fourth, we derive an optimal algorithm for computing and optimising over pure strategy Nash equilibria in games with sparse interaction structure. By exploiting the structure present in many multi-agent interactions, this distributed algorithm can efficiently compute equilibria that optimise various criteria, thus reducing the computational burden on any one agent and operating using less communication than an equivalent centralised algorithms.For each of these topics, the control mechanisms that we derive are developed such that they perform well according to all four f our design requirements. In sum, by making the above contributions to these specific topics, we demonstrate that the general approach of using games with pure strategy Nash equilibria as a template for designing MAS produces good control mechanisms for large distributed systems

    Multi-objective Optimisation of Multi-robot Task Allocation with Precedence Constraints

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    Efficacy of the multi-robot systems depends on proper sequencing and optimal allocation of robots to the tasks. Focuses on deciding the optimal allocation of set-of-robots to a set-of-tasks with precedence constraints considering multiple objectives. Taguchi’s design of experiments based parameter tuned genetic algorithm (GA) is developed for generalised task allocation of single-task robots to multi-robot tasks. The developed methodology is tested for 16 scenarios by varying the number of robots and number of tasks. The scenarios were tested in a simulated environment with a maximum of 20 robots and 40 multi-robot foraging tasks. The tradeoff between performance measures for the allocations obtained through GA for different task levels was used to decide the optimal number of robots. It is evident that the tradeoffs occur at 20 per cent of performance measures and the optimal number of robot varies between 10 and 15 for almost all the task levels. This method shows good convergence and found that the precedence constraints affect the optimal number of robots required for a particular task level

    A tutorial on optimization for multi-agent systems

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    Research on optimization in multi-agent systems (MASs) has contributed with a wealth of techniques to solve many of the challenges arising in a wide range of multi-agent application domains. Multi-agent optimization focuses on casting MAS problems into optimization problems. The solving of those problems could possibly involve the active participation of the agents in a MAS. Research on multi-agent optimization has rapidly become a very technical, specialized field. Moreover, the contributions to the field in the literature are largely scattered. These two factors dramatically hinder access to a basic, general view of the foundations of the field. This tutorial is intended to ease such access by providing a gentle introduction to fundamental concepts and techniques on multi-agent optimization. © 2013 The Author.Peer Reviewe

    Human–agent collaboration for disaster response

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    In the aftermath of major disasters, first responders are typically overwhelmed with large numbers of, spatially distributed, search and rescue tasks, each with their own requirements. Moreover, responders have to operate in highly uncertain and dynamic environments where new tasks may appear and hazards may be spreading across the disaster space. Hence, rescue missions may need to be re-planned as new information comes in, tasks are completed, or new hazards are discovered. Finding an optimal allocation of resources to complete all the tasks is a major computational challenge. In this paper, we use decision theoretic techniques to solve the task allocation problem posed by emergency response planning and then deploy our solution as part of an agent-based planning tool in real-world field trials. By so doing, we are able to study the interactional issues that arise when humans are guided by an agent. Specifically, we develop an algorithm, based on a multi-agent Markov decision process representation of the task allocation problem and show that it outperforms standard baseline solutions. We then integrate the algorithm into a planning agent that responds to requests for tasks from participants in a mixed-reality location-based game, called AtomicOrchid, that simulates disaster response settings in the real-world. We then run a number of trials of our planning agent and compare it against a purely human driven system. Our analysis of these trials show that human commanders adapt to the planning agent by taking on a more supervisory role and that, by providing humans with the flexibility of requesting plans from the agent, allows them to perform more tasks more efficiently than using purely human interactions to allocate tasks. We also discuss how such flexibility could lead to poor performance if left unchecked

    The Viability of Domain Constrained Coalition Formation for Robotic Collectives

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    Applications, such as military and disaster response, can benefit from robotic collectives' ability to perform multiple cooperative tasks (e.g., surveillance, damage assessments) efficiently across a large spatial area. Coalition formation algorithms can potentially facilitate collective robots' assignment to appropriate task teams; however, most coalition formation algorithms were designed for smaller multiple robot systems (i.e., 2-50 robots). Collectives' scale and domain-relevant constraints (i.e., distribution, near real-time, minimal communication) make coalition formation more challenging. This manuscript identifies the challenges inherent to designing coalition formation algorithms for very large collectives (e.g., 1000 robots). A survey of multiple robot coalition formation algorithms finds that most are unable to transfer directly to collectives, due to the identified system differences; however, auctions and hedonic games may be the most transferable. A simulation-based evaluation of three auction and hedonic game algorithms, applied to homogeneous and heterogeneous collectives, demonstrates that there are collective compositions for which no existing algorithm is viable; however, the experimental results and literature survey suggest paths forward.Comment: 46 pages, 9 figures, Swarm Intelligence (under review
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