3,073 research outputs found
Towards Flexible Teamwork
Many AI researchers are today striving to build agent teams for complex,
dynamic multi-agent domains, with intended applications in arenas such as
education, training, entertainment, information integration, and collective
robotics. Unfortunately, uncertainties in these complex, dynamic domains
obstruct coherent teamwork. In particular, team members often encounter
differing, incomplete, and possibly inconsistent views of their environment.
Furthermore, team members can unexpectedly fail in fulfilling responsibilities
or discover unexpected opportunities. Highly flexible coordination and
communication is key in addressing such uncertainties. Simply fitting
individual agents with precomputed coordination plans will not do, for their
inflexibility can cause severe failures in teamwork, and their
domain-specificity hinders reusability. Our central hypothesis is that the key
to such flexibility and reusability is providing agents with general models of
teamwork. Agents exploit such models to autonomously reason about coordination
and communication, providing requisite flexibility. Furthermore, the models
enable reuse across domains, both saving implementation effort and enforcing
consistency. This article presents one general, implemented model of teamwork,
called STEAM. The basic building block of teamwork in STEAM is joint intentions
(Cohen & Levesque, 1991b); teamwork in STEAM is based on agents' building up a
(partial) hierarchy of joint intentions (this hierarchy is seen to parallel
Grosz & Kraus's partial SharedPlans, 1996). Furthermore, in STEAM, team members
monitor the team's and individual members' performance, reorganizing the team
as necessary. Finally, decision-theoretic communication selectivity in STEAM
ensures reduction in communication overheads of teamwork, with appropriate
sensitivity to the environmental conditions. This article describes STEAM's
application in three different complex domains, and presents detailed empirical
results.Comment: See http://www.jair.org/ for an online appendix and other files
accompanying this articl
Knowledge management for self-organised resource allocation
Many open systems, such as networks, distributed computing and socio-technical systems address a common problem of how to define knowledge management processes to structure and guide decision-making, coordination and learning. While participation is an essential and desirable feature of such systems, the amount of information produced by its individual agents can often be overwhelming and intractable. The challenge, thus, is how to organise and process such information, so it is transformed into productive knowledge used for the resolution of collective action problems.
To address this problem, we consider a study of classical Athenian democracy which investigates how the governance model of the city-state flourished. The work suggests that exceptional knowledge management, i.e. making information available for socially productive purposes, played a crucial role in sustaining its democracy for nearly 200 years, by creating processes for aggregation, alignment and codification of knowledge. We therefore examine the proposition that some properties of this historical experience can be generalised and applied to computational systems, so we establish a set of design principles intended to make knowledge management processes open, inclusive, transparent and effective in self-governed social technical systems. We operationalise three of these principles in the context of a collective action situation, namely self-organised common-pool resource allocation, exploring four governance problems: (a) how fairness can be perceived; (b) how resources can be distributed; (c) how policies should be enforced and (d) how tyranny can be opposed.
By applying this operationalisation of the design principles for knowledge management processes as a complement to institutional approaches to governance, we demonstrate empirically how it can guide solutions that satisfice shared values, distribute power fairly, apply "common sense" in dealing with rule violations, and protect agents against abuse of power. We conclude by arguing that this approach to the design of open systems can provide the foundations for sustainable and democratic self-governance in socio-technical systems.Open Acces
GUARDIANS final report
Emergencies in industrial warehouses are a major concern for firefghters. The large dimensions together with the development of dense smoke that drastically reduces visibility, represent major challenges. The Guardians robot swarm is designed to assist fire fighters in searching a
large warehouse. In this report we discuss the technology developed for a swarm of robots searching and assisting fire fighters. We explain the swarming algorithms which provide the functionality by which the robots react to and follow humans while no communication is required. Next we
discuss the wireless communication system, which is a so-called mobile ad-hoc network. The communication network provides also one of the means to locate the robots and humans. Thus the robot swarm is able to locate itself and provide guidance information to the humans. Together with
the re ghters we explored how the robot swarm should feed information back to the human fire fighter. We have designed and experimented with interfaces for presenting swarm based information to human beings
Agents for educational games and simulations
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
Every team deserves a second chance:Identifying when things go wrong
Voting among different agents is a powerful tool in problem solving, and it has been widely applied to improve the performance in finding the correct answer to complex problems. We present a novel benefit of voting, that has not been observed before: we can use the voting patterns to assess the performance of a team and predict their final outcome. This prediction can be executed at any moment during problem-solving and it is completely domain independent. We present a theoretical explanation of why our prediction method works. Further, contrary to what would be expected based on a simpler explanation using classical voting models, we argue that we can make accurate predictions irrespective of the strength (i.e., performance) of the teams, and that in fact, the prediction can work better for diverse teams composed of different agents than uniform teams made of copies of the best agent. We perform experiments in the Computer Go domain, where we obtain a high accuracy in predicting the final outcome of the games. We analyze the prediction accuracy for three different teams with different levels of diversity and strength, and we show that the prediction works significantly better for a diverse team. Since our approach is domain independent, it can be easily applied to a variety of domains
- ā¦