16,568 research outputs found

    Coordination in software agent systems

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    A multi-agent system with application in project scheduling

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    The new economic and social dynamics increase project complexity and makes scheduling problems more difficult, therefore scheduling requires more versatile solutions as Multi Agent Systems (MAS). In this paper the authors analyze the implementation of a Multi-Agent System (MAS) considering two scheduling problems: TCPSP (Time-Constrained Project Scheduling), and RCPSP (Resource-Constrained Project Scheduling). The authors propose an improved BDI (Beliefs, Desires, and Intentions) model and present the first the MAS implementation results in JADE platform.multi-agent architecture, scheduling, project management, BDI architecture, JADE.

    Human-Agent Decision-making: Combining Theory and Practice

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    Extensive work has been conducted both in game theory and logic to model strategic interaction. An important question is whether we can use these theories to design agents for interacting with people? On the one hand, they provide a formal design specification for agent strategies. On the other hand, people do not necessarily adhere to playing in accordance with these strategies, and their behavior is affected by a multitude of social and psychological factors. In this paper we will consider the question of whether strategies implied by theories of strategic behavior can be used by automated agents that interact proficiently with people. We will focus on automated agents that we built that need to interact with people in two negotiation settings: bargaining and deliberation. For bargaining we will study game-theory based equilibrium agents and for argumentation we will discuss logic-based argumentation theory. We will also consider security games and persuasion games and will discuss the benefits of using equilibrium based agents.Comment: In Proceedings TARK 2015, arXiv:1606.0729

    The first automated negotiating agents competition (ANAC 2010)

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    Motivated by the challenges of bilateral negotiations between people and automated agents we organized the first automated negotiating agents competition (ANAC 2010). The purpose of the competition is to facilitate the research in the area bilateral multi-issue closed negotiation. The competition was based on the Genius environment, which is a General Environment for Negotiation with Intelligent multi-purpose Usage Simulation. The first competition was held in conjunction with the Ninth International Conference on Autonomous Agents and Multiagent Systems (AAMAS-10) and was comprised of seven teams. This paper presents an overview of the competition, as well as general and contrasting approaches towards negotiation strategies that were adopted by the participants of the competition. Based on analysis in post--tournament experiments, the paper also attempts to provide some insights with regard to effective approaches towards the design of negotiation strategies

    Social influence, negotiation and cognition

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    To understand how personal agreements can be generated within complexly differentiated social systems, we develop an agent-based computational model of negotiation in which social influence plays a key role in the attainment of social and cognitive integration. The model reflects a view of social influence that is predicated on the interactions among such factors as the agents' cognition, their abilities to initiate and maintain social behaviour, as well as the structural patterns of social relations in which influence unfolds. Findings from a set of computer simulations of the model show that the degree to which agents are influenced depends on the network of relations in which they are located, on the order in which interactions occur, and on the type of information that these interactions convey. We also find that a fundamental role in explaining influence is played by how inclined the agents are to be concilatory with each other, how accurate their beliefs are, and how self-confident they are in dealing with their social interactions. Moreover, the model provides insights into the trade-offs typically involved in the exercise of social influence

    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
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