343 research outputs found

    Case-Based Argumentation in Agent Societies

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    Hoy en día los sistemas informáticos complejos se pueden ven en términos de los servicios que ofrecen y las entidades que interactúan para proporcionar o consumir dichos servicios. Los sistemas multi-agente abiertos, donde los agentes pueden entrar o salir del sistema, interactuar y formar grupos (coaliciones de agentes u organizaciones) de forma dinámica para resolver problemas, han sido propuestos como una tecnología adecuada para implementar este nuevo paradigma informático. Sin embargo, el amplio dinamismo de estos sistemas requiere que los agentes tengan una forma de armonizar los conflictos que surgen cuando tienen que colaborar y coordinar sus actividades. En estas situaciones, los agentes necesitan un mecanismo para argumentar de forma eficiente (persuadir a otros agentes para que acepten sus puntos de vista, negociar los términos de un contrato, etc.) y poder llegar a acuerdos. La argumentación es un medio natural y efectivo para abordar los conflictos y contradicciones del conocimiento. Participando en diálogos argumentativos, los agentes pueden llegar a acuerdos con otros agentes. En un sistema multi-agente abierto, los agentes pueden formar sociedades que los vinculan a través de relaciones de dependencia. Estas relaciones pueden surgir de sus interacciones o estar predefinidas por el sistema. Además, los agentes pueden tener un conjunto de valores individuales o sociales, heredados de los grupos a los que pertenecen, que quieren promocionar. Las dependencias entre los agentes y los grupos a los que pertenecen y los valores individuales y sociales definen el contexto social del agente. Este contexto tiene una influencia decisiva en la forma en que un agente puede argumentar y llegar a acuerdos con otros agentes. Por tanto, el contexto social de los agentes debería tener una influencia decisiva en la representación computacional de sus argumentos y en el proceso de gestión de argumentos.Heras Barberá, SM. (2011). Case-Based Argumentation in Agent Societies [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/12497Palanci

    Novel Internet of Vehicles Approaches for Smart Cities

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    Smart cities are the domain where many electronic devices and sensors transmit data via the Internet of Vehicles concept. The purpose of deploying many sensors in cities is to provide an intelligent environment and a good quality of life. However, different challenges still appear in smart cities such as vehicular traffic congestion, air pollution, and wireless channel communication aspects. Therefore, in order to address these challenges, this thesis develops approaches for vehicular routing, wireless channel congestion alleviation, and traffic estimation. A new traffic congestion avoidance approach has been developed in this thesis based on the simulated annealing and TOPSIS cost function. This approach utilizes data such as the traffic average travel speed from the Internet of Vehicles. Simulation results show that the developed approach improves the traffic performance for the Sheffield the scenario in the presence of congestion by an overall average of 19.22% in terms of travel time, fuel consumption and CO2 emissions as compared to other algorithms. In contrast, transmitting a large amount of data among the sensors leads to a wireless channel congestion problem. This affects the accuracy of transmitted information due to the packets loss and delays time. This thesis proposes two approaches based on a non-cooperative game theory to alleviate the channel congestion problem. Therefore, the congestion control problem is formulated as a non-cooperative game. A proof of the existence of a unique Nash equilibrium is given. The performance of the proposed approaches is evaluated on the highway and urban testing scenarios. This thesis also addresses the problem of missing data when sensors are not available or when the Internet of Vehicles connection fails to provide measurements in smart cities. Two approaches based on l1 norm minimization and a relevance vector machine type optimization are proposed. The performance of the developed approaches has been tested involving simulated and real data scenarios

    Generalizing Agent Plans and Behaviors with Automated Staged Observation in The Real-Time Strategy Game Starcraft

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    In this thesis we investigate the processes involved in learning to play a game. It was inspired by two observations about how human players learn to play. First, learning the domain is intertwined with goal pursuit. Second, games are designed to ramp up in complexity, walking players through a gradual cycle of acquiring, refining, and generalizing knowledge about the domain. This approach does not rely on traces of expert play. We created an integrated planning, learning and execution system that uses StarCraft as its domain. The planning module creates command/event groupings based on the data received. Observations of unit behavior are collected during execution and returned to the learning module which tests the generalization hypothesizes. The planner uses those test results to generate events that will pursue the goal and facilitate learning the domain. We demonstrate that this approach can efficiently learn the subtle traits of commands through multiple scenarios

    Online Build-Order Optimization for Real-Time Strategy Agents Using Multi-Objective Evolutionary Algorithms

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    The investigation introduces a novel approach for online build-order optimization in real-time strategy (RTS) games. The goal of our research is to develop an artificial intelligence (AI) RTS planning agent for military critical decision- making education with the ability to perform at an expert human level, as well as to assess a players critical decision- making ability or skill-level. Build-order optimization is modeled as a multi-objective problem (MOP), and solutions are generated utilizing a multi-objective evolutionary algorithm (MOEA) that provides a set of good build-orders to a RTS planning agent. We de ne three research objectives: (1) Design, implement and validate a capability to determine the skill-level of a RTS player. (2) Design, implement and validate a strategic planning tool that produces near expert level build-orders which are an ordered sequence of actions a player can issue to achieve a goal, and (3) Integrate the strategic planning tool into our existing RTS agent framework and an RTS game engine. The skill-level metric we selected provides an original and needed method of evaluating a RTS players skill-level during game play. This metric is a high-level description of how quickly a player executes a strategy versus known players executing the same strategy. Our strategic planning tool combines a game simulator and an MOEA to produce a set of diverse and good build-orders for an RTS agent. Through the integration of case-base reasoning (CBR), planning goals are derived and expert build- orders are injected into a MOEA population. The MOEA then produces a diverse and approximate Pareto front that is integrated into our AI RTS agent framework. Thus, the planning tool provides an innovative online approach for strategic planning in RTS games. Experimentation via the Spring Engine Balanced Annihilation game reveals that the strategic planner is able to discover build-orders that are better than an expert scripted agent and thus achieve faster strategy execution times

    A Bayesian Model for RTS Units Control applied to StarCraft

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    International audienceIn real-time strategy games (RTS), the player must reason about high-level strategy and planning while having effective tactics and even individual units micro-management. Enabling an artificial agent to deal with such a task entails breaking down the complexity of this environment. For that, we propose to control units locally in the Bayesian sensory motor robot fashion, with higher level orders integrated as perceptions. As complete inference encompassing global strategy down to individual unit needs is intractable, we embrace incompleteness through a hierarchical model able to deal with uncertainty. We developed and applied our approach on a StarCraft AI

    A Survey of Distributed and Data Intensive CBR Systems

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    Case-Based Reasoning is a methodology that uses information that has been considered as valid in previous situations to solve new problems. That use of the information allows CBR systems to be applied to different fields where the reutilization of past good solutions is a key factor. In this paper some of the most modern applications of the CBR methodology are revised in order to obtain a global vision of the techniques used to develop functional systems. In order to analyze the systems, the four main phases of the CBR cycled are considered as the key elements to organize an application based on CBR
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