2,738 research outputs found

    KEMNAD: A Knowledge Engineering Methodology for Negotiating Agent Development

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    Automated negotiation is widely applied in various domains. However, the development of such systems is a complex knowledge and software engineering task. So, a methodology there will be helpful. Unfortunately, none of existing methodologies can offer sufficient, detailed support for such system development. To remove this limitation, this paper develops a new methodology made up of: (1) a generic framework (architectural pattern) for the main task, and (2) a library of modular and reusable design pattern (templates) of subtasks. Thus, it is much easier to build a negotiating agent by assembling these standardised components rather than reinventing the wheel each time. Moreover, since these patterns are identified from a wide variety of existing negotiating agents(especially high impact ones), they can also improve the quality of the final systems developed. In addition, our methodology reveals what types of domain knowledge need to be input into the negotiating agents. This in turn provides a basis for developing techniques to acquire the domain knowledge from human users. This is important because negotiation agents act faithfully on the behalf of their human users and thus the relevant domain knowledge must be acquired from the human users. Finally, our methodology is validated with one high impact system

    Desires, norms and constraints

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    This paper deals with modeling mental states of a rational agent, in particular states based on agent’s desires. It shows that the world the agent belongs to forces it to restrict its desires. More precisely, desires of a rational agent are restricted by the constraints that exist in the world and which express what is possible or necessary. Furthermore, if the agent is law-abiding, its desires are restricted by the regulations that are defined in the world and which express what is obligatory, permitted or forbidden. This paper characterizes how desires are restricted depending on the fact that the agent is law-abiding or not. This work considers the general case when the agent orders its own desires according to a preference order. The solution is based on modeling desires, regulations and constraints in an unique formal system which is a logic of conditional preferences

    Applying tropos to socio-technical system design and runtime configuration

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    Recent trends in Software Engineering have introduced the importance of reconsidering the traditional idea of software design as a socio-tecnical problem, where human agents are integral part of the system along with hardware and software components. Design and runtime support for Socio-Technical Systems (STSs) requires appropriate modeling techniques and non-traditional infrastructures. Agent-oriented software methodologies are natural solutions to the development of STSs, both humans and technical components are conceptualized and analyzed as part of the same system. In this paper, we illustrate a number of Tropos features that we believe fundamental to support the development and runtime reconguration of STSs. Particularly, we focus on two critical design issues: risk analysis and location variability. We show how they are integrated and used into a planning-based approach to support the designer in evaluating and choosing the best design alternative. Finally, we present a generic framework to develop self-recongurable STSs

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Dispute Resolution Using Argumentation-Based Mediation

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    Mediation is a process, in which both parties agree to resolve their dispute by negotiating over alternative solutions presented by a mediator. In order to construct such solutions, mediation brings more information and knowledge, and, if possible, resources to the negotiation table. The contribution of this paper is the automated mediation machinery which does that. It presents an argumentation-based mediation approach that extends the logic-based approach to argumentation-based negotiation involving BDI agents. The paper describes the mediation algorithm. For comparison it illustrates the method with a case study used in an earlier work. It demonstrates how the computational mediator can deal with realistic situations in which the negotiating agents would otherwise fail due to lack of knowledge and/or resources.Comment: 6 page

    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.

    Commercial software tools for intelligent autonomous systems

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    This article identifies some of the commercial software tools that can potentially be examined, or relied upon for their techniques, within new EPSRC projects entitled "Reconfigurable Autonomy" and "Distributed Sensing and Control.." awarded and to be undertaken between Liverpool, Southampton and Surrey Universities in the next 4 years. Although such projects strive to produce new techniques of various kinds, the software reviewed here could also influence, shape and help to integrate the algorithmic outcome of all 16 projects awarded within the EPSRC Autonomous and Intelligent Systems programme early 2012. To avoid mis-representation of technololgies provided by the software producer companies listed, most of this review is based on using quotes from original product descriptions

    Flexible story generation with Norms and Preferences in computer role playing games

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    Interactive storytelling is a strength of table-top role playing games as they are facilitated by a game master (GM) who directs the narrative and devises game scenarios. One difficulty with the implementation is the large amount of time
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