22 research outputs found

    Coordination in software agent systems

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    Mechanisms for Automated Negotiation in State Oriented Domains

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    This paper lays part of the groundwork for a domain theory of negotiation, that is, a way of classifying interactions so that it is clear, given a domain, which negotiation mechanisms and strategies are appropriate. We define State Oriented Domains, a general category of interaction. Necessary and sufficient conditions for cooperation are outlined. We use the notion of worth in an altered definition of utility, thus enabling agreements in a wider class of joint-goal reachable situations. An approach is offered for conflict resolution, and it is shown that even in a conflict situation, partial cooperative steps can be taken by interacting agents (that is, agents in fundamental conflict might still agree to cooperate up to a certain point). A Unified Negotiation Protocol (UNP) is developed that can be used in all types of encounters. It is shown that in certain borderline cooperative situations, a partial cooperative agreement (i.e., one that does not achieve all agents' goals) might be preferred by all agents, even though there exists a rational agreement that would achieve all their goals. Finally, we analyze cases where agents have incomplete information on the goals and worth of other agents. First we consider the case where agents' goals are private information, and we analyze what goal declaration strategies the agents might adopt to increase their utility. Then, we consider the situation where the agents' goals (and therefore stand-alone costs) are common knowledge, but the worth they attach to their goals is private information. We introduce two mechanisms, one 'strict', the other 'tolerant', and analyze their affects on the stability and efficiency of negotiation outcomes.Comment: See http://www.jair.org/ for any accompanying file

    An expert system for project controls in construction management

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    In this paper, I describe an expert project control system for construction management. The purpose of the project is to develop methods and strategies for expert system based planning, scheduling, chronicling and analysis for construction management. Planning defines the actions required to accomplish a goal? scheduling links the plan into a frame of time? chronicling is monitoring job performance and analysis defines reevaluation of the plan as conditions change. Conditions are modeled as constraints and will be coded as rules. As conditions change, constraints must be dynamically modified by the system to accommodate the changes. The research is a combination of three related areas: a. Domain dependent hierarchical planning techniques. b. Model-based planning/scheduling techniques developed for the job-shop environment. c. Expert construction planning/scheduling techniques

    ALGORITMOS DE OTIMIZAÇÃO BASEADOS EM ENXAMES INTELIGENTES

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    Este artigo apresenta um método de otimização para coordenar as ações dos agentes no Problema do Caixeiro Viajante em Sistemas Multi-Agente. A coordenação do Sistema Multi-Agente é necessária quando os recursos são limitados e as informações compartilhadas são essenciais para a cooperação entre grupos de agentes. Distribuir recursos e coordenar as ações dos agentes em ambientes do mundo real é uma tarefa complexa, devido à dinâmica e as características dos agentes. Neste trabalho foi utilizado um algoritmo baseado em Enxames (Colônia de Formigas) capaz de acelerar a convergência dos agentes no sistema. O método foi testado em ambientes dinâmicos e estocásticos, permitindo a avaliação do impacto dos aspectos que afetam a performance da abordagem proposta, como a quantidade de agentes no ambiente,os parâmetros de aprendizagem do algoritmo, entre outros. Resultados experimentais mostram a generalidade e a robustez do algoritmo

    Deep Reinforcement Learning and sub-problem decomposition using Hierarchical Architectures in partially observable environments

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    Reinforcement Learning (RL) is based on the Markov Decision Process (MDP) framework, but not all the problems of interest can be modeled with MDPs because some of them have non-markovian temporal dependencies. To handle them, one of the solutions proposed in literature is Hierarchical Reinforcement Learning (HRL). HRL takes inspiration from hierarchical planning in artificial intelligence literature and it is an emerging sub-discipline for RL, in which RL methods are augmented with some kind of prior knowledge about the high-level structure of behavior in order to decompose the underlying problem into simpler sub-problems. The high-level goal of our thesis is to investigate the advantages that a HRL approach may have over a simple RL approach. Thus, we study problems of interest (rarely tackled by mean of RL) like Sentiment Analysis, Rogue and Car Controller, showing how the ability of RL algorithms to solve them in a partially observable environment is affected by using (or not) generic hierarchical architectures based on RL algorithms of the Actor-Critic family. Remarkably, we claim that especially our work in Sentiment Analysis is very innovative for RL, resulting in state-of-the-art performances; as far as the author knows, Reinforcement Learning approach is only rarely applied to the domain of computational linguistic and sentiment analysis. Furthermore, our work on the famous video-game Rogue is probably the first example of Deep RL architecture able to explore Rogue dungeons and fight against its monsters achieving a success rate of more than 75% on the first game level. While our work on Car Controller allowed us to make some interesting considerations on the nature of some components of the policy gradient equation

    DSHOP: Distributed simple hierarchical ordered planner.

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    Planning has been an important subject in the area of Artificial Intelligence (AI) for over three decades. Planning is the problem of seeking a series of actions (that is, a plan) that will accomplish a desired goal. Most planning approaches rely on a single processor or a single-agent paradigm. Unfortunately, in a complex world, a single agent may not be sufficient to optimally solve the problem. Distributed Planning is a sub-field of Distributed AI that involves multi-agents working together to solve large planning problems. Distribution may speed up the traditional planning system through parallelism. Hierarchical Task Network (HTN) planning is an AI planning methodology that creates plans by task decomposition. SHOP (Simple Hierarchical Ordered Planner) is a domain-independent HTN planning system designed by Dana Nau et al. that plans for tasks in the same order that they will later be executed. This thesis aims at designing and implementing a distributed version of SHOP (that is, DSHOP) and running it on a high performance distributed system called SHARCNET. The implementation is based upon Message Passing Interface (MPI), that is, a library of functions used to achieve parallelism via message-passing. We investigate two approaches to share work between processors: state-copying and state-recomputation. We implemented a state-copying based DSHOP system (DSHOPC), and a state-recomputation based DSHOP system (DSHOPR). We compared these two implementations of DSHOP with the Java version of SHOP on a set of randomly generated artificial domains. A set of experimental results has been used to evaluate the performance of the DSHOP algorithm.Dept. of Computer Science. Paper copy at Leddy Library: Theses & Major Papers - Basement, West Bldg. / Call Number: Thesis2004 .L83. Source: Masters Abstracts International, Volume: 43-01, page: 0240. Advisers: Scott Goodwin; Froduald Kabanza. Thesis (M.Sc.)--University of Windsor (Canada), 2004

    HTN planning: Overview, comparison, and beyond

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    Hierarchies are one of the most common structures used to understand and conceptualise the world. Within the field of Artificial Intelligence (AI) planning, which deals with the automation of world-relevant problems, Hierarchical Task Network (HTN) planning is the branch that represents and handles hierarchies. In particular, the requirement for rich domain knowledge to characterise the world enables HTN planning to be very useful, and also to perform well. However, the history of almost 40 years obfuscates the current understanding of HTN planning in terms of accomplishments, planning models, similarities and differences among hierarchical planners, and its current and objective image. On top of these issues, the ability of hierarchical planning to truly cope with the requirements of real-world applications has been often questioned. As a remedy, we propose a framework-based approach where we first provide a basis for defining different formal models of hierarchical planning, and define two models that comprise a large portion of HTN planners. Second, we provide a set of concepts that helps in interpreting HTN planners from the aspect of their search space. Then, we analyse and compare the planners based on a variety of properties organised in five segments, namely domain authoring, expressiveness, competence, computation and applicability. Furthermore, we select Web service composition as a real-world and current application, and classify and compare the approaches that employ HTN planning to solve the problem of service composition. Finally, we conclude with our findings and present directions for future work. In summary, we provide a novel and comprehensive viewpoint on a core AI planning technique.<br/
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