79 research outputs found

    Anytime planning for agent behaviour

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    For an agent to act successfully in a complex and dynamic environment (such as a computer game)it must have a method of generating future behaviour that meets the demands of its environment. One such method is anytime planning. This paper discusses the problems and benefits associated with making a planning system work under the anytime paradigm, and introduces Anytime-UMCP (A-UMCP), an anytime version of the UMCP hierarchical task network (HTN) planner [Erol, 1995]. It also covers the necessary abilities an agent must have in order to execute plans produced by an anytime hierarchical task network planner

    Improving the Parallel Execution of Behavior Trees

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    Behavior Trees (BTs) have become a popular framework for designing controllers of autonomous agents in the computer game and in the robotics industry. One of the key advantages of BTs lies in their modularity, where independent modules can be composed to create more complex ones. In the classical formulation of BTs, modules can be composed using one of the three operators: Sequence, Fallback, and Parallel. The Parallel operator is rarely used despite its strong potential against other control architectures as Finite State Machines. This is due to the fact that concurrent actions may lead to unexpected problems similar to the ones experienced in concurrent programming. In this paper, we introduce Concurrent BTs (CBTs) as a generalization of BTs in which we introduce the notions of progress and resource usage. We show how CBTs allow safe concurrent executions of actions and we analyze the approach from a mathematical standpoint. To illustrate the use of CBTs, we provide a set of use cases in robotics scenarios

    Augmenting Agent Platforms to Facilitate Conversation Reasoning

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    Within Multi Agent Systems, communication by means of Agent Communication Languages (ACLs) has a key role to play in the co-operation, co-ordination and knowledge-sharing between agents. Despite this, complex reasoning about agent messaging, and specifically about conversations between agents, tends not to have widespread support amongst general-purpose agent programming languages. ACRE (Agent Communication Reasoning Engine) aims to complement the existing logical reasoning capabilities of agent programming languages with the capability of reasoning about complex interaction protocols in order to facilitate conversations between agents. This paper outlines the aims of the ACRE project and gives details of the functioning of a prototype implementation within the Agent Factory multi agent framework

    Game-theoretic Simulations with Cognitive Agents

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    SAGE: A Logical Agent-Based Environment Monitoring and Control System

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    Design an evaluation of RoboCup humanoid goalie

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    P. 19-26In this article we describe the ethological inspired architecture we have developed and how it has been used to implement a humanoid goalkeeper according to the regulations of the two-legged Standard Platform League of the RoboCup Federation. We present relevant concepts borrowed from ethology that we have successfully used for generating autonomous behaviours in mobile robotics, such as the use of ethograms in robotic pets or the ideas of schemata, or the use of fixed actions patterns to implement reactivity. Then we discuss the implementation of this architecture on the Nao biped robot. Finally, we propose a method for its evaluation and validation and analyse the results obtained during RoboCup real competition, which allowed us to test first hand how it worked in a real environmentS
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