54 research outputs found
ARBEITSBEREICH WISSENSBASIERTE SYSTEME TEAM PROGRAMMING IN GOLOG UNDER PARTIAL OBSERVABILITY
Abstract. We present and explore the agent programming language TEAMGOLOG, which is a novel approach to programming a team of cooperative agents under partial observability. Every agent is associated with a partial control program in Golog, which is completed by the TEAMGOLOG interpreter in an optimal way by assuming a decision-theoretic semantics. The approach is based on the key concepts of a synchronization state and a communication state, which allow the agents to passively resp. actively coordinate their behavior, while keeping their belief states, observations, and activities invisible to the other agents. We show the practical usefulness of the TEAMGOLOG approach in a rescue simulated domain. We describe the algorithms behind the TEAMGOLOG interpreter and provide a prototype implementation. We also show through experimental results that the TEAMGOLOG approach outperforms a standard greedy one in the rescue simulated domain
A belief-desire-intention architechture with a logic-based planner for agents in stochastic domains
This dissertation investigates high-level decision making for agents that are both goal and utility
driven. We develop a partially observable Markov decision process (POMDP) planner which
is an extension of an agent programming language called DTGolog, itself an extension of the
Golog language. Golog is based on a logic for reasoning about action—the situation calculus.
A POMDP planner on its own cannot cope well with dynamically changing environments
and complicated goals. This is exactly a strength of the belief-desire-intention (BDI) model:
BDI theory has been developed to design agents that can select goals intelligently, dynamically
abandon and adopt new goals, and yet commit to intentions for achieving goals. The contribution
of this research is twofold: (1) developing a relational POMDP planner for cognitive
robotics, (2) specifying a preliminary BDI architecture that can deal with stochasticity in action
and perception, by employing the planner.ComputingM. Sc. (Computer Science
Abstraction of Agents Executing Online and their Abilities in the Situation Calculus
We develop a general framework for abstracting online behavior of an agent that may acquire new knowledge during execution (e.g., by sensing), in the situation calculus and ConGolog. We assume that we have both a high-level action theory and a low-level one that represent the agent's behavior at different levels of detail. In this setting, we define ability to perform a task/achieve a goal, and then show that under some reasonable assumptions, if the agent has a strategy by which she is able to achieve a goal at the high level, then we can refine it into a low-level strategy to do so
Logic-Based Specification Languages for Intelligent Software Agents
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
infinite states verification in game-theoretic logics
Many practical problems where the environment is not in the system's control such as service orchestration and contingent and multi-agent planning can be modelled in game-theoretic logics. This thesis demonstrates that the verification techniques based on regression and fixpoint approximation introduced in De Giacomo, Lesperance and Pearce [DLP10] do work on several game-theoretic problems. De Giacomo, Lesperance and Pearce [DLP10] emphasize that their study is essentially theoretical and call for complementing their work with experimental studies to understand whether these techniques are effective in practical cases. Several example problems with varying properties have been developed and, although not exhaustive nor complete,, our results nevertheless demonstrate that the techniques work on some problems. Our results show that the methods introduced in [DLP10] work for infinite domains where very few verification methods are available and allow reasoning about a wide range of game problems. Our examples also demonstrate the use of a rich language for specifying temporal properties proposed in [DLP10]. While classical model checking is well known and utilized, it is mostly restricted to finite-state models. A important aspect of the work is the demonstration of the use and effectiveness of characteristic graphs (ClaBen and Lakemeyer [CL08]) in verifying properties of games in infinite domains. A special-purpose programming language GameGolog proposed in De Giacomo, Lesperance and Pearce [DLP10] allows such game-theoretic systems to be specified procedurally at a high-level of abstraction. We show its practicality to model game structures in a convenient way that combines declarative and procedural elements. We provided examples to show the verification of GameGolog specifications using characteristic graphs. This thesis also proposes a refinement to the formalism in [DLP10] to incorporate action constraints as a mechanism to incorporate user strategies and for the modeller to supply heuristic guidance in temporal property verification. It also presents an implementation of evaluation-based fixpoint verifier that handles Situation Calculus game structures, as well as GameGolog specifications, for temporal property verification in the initial or a given situation. The verifier supports player action constraints
Progression and Verification of Situation Calculus Agents with Bounded Beliefs
We investigate agents that have incomplete information and make decisions based on their beliefs expressed as situation calculus bounded action theories. Such theories have an infinite object domain, but the number of objects that belong to fluents at each time point is bounded by a given constant. Recently, it has been shown that verifying temporal properties over such theories is decidable. We take a first-person view and use the theory to capture what the agent believes about the domain of interest and the actions affecting it. In this paper, we study verification of temporal properties over online executions. These are executions resulting from agents performing only actions that are feasible according to their beliefs. To do so, we first examine progression, which captures belief state update resulting from actions in the situation calculus. We show that, for bounded action theories, progression, and hence belief states, can always be represented as a bounded first-order logic theory. Then, based on this result, we prove decidability of temporal verification over online executions for bounded action theories. © 2015 The Author(s
Modelling causal reasoning
PhDAlthough human causal reasoning is widely acknowledged as an object
of scientific enquiry, there is little consensus on an appropriate measure
of progress. Up-to-date evidence of the standard method of research in
the field shows that this method has been rejected at the birth of modern
science.
We describe an instance of the standard scientific method for modelling
causal reasoning (causal calculators). The method allows for uniform
proofs of three relevant computational properties: correctness of the model
with respect to the intended model, full abstraction of the model (function)
with respect to the equivalence of reasoning scenarios (input), and formal
relations of equivalence and subsumption between models. The method
extends and exploits the systematic paradigm [Handbook of Logic in Artificial
Intelligence and Logic Programming, volume IV, p. 439-498, Oxford 1995] to
fit with our interpretation of it.
Using the described method, we present results for some major models,
with an updated summary spanning seventy-two years of research in the
field
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