15 research outputs found

    A Fibred Tableau Calculus for BDI Logics

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    In [12,16] we showed how to combine propositional BDI logics using Gabbay's fibring methodology. In this paper we extend the above mentioned works by providing a tableau-based decision procedure for the combined/fibred logics. To achieve this end we first outline with an example two types of tableau systems, (graph and path), and discuss why both are inadequate in the case of fibring. Having done that we show how to uniformly construct a tableau calculus for the combined logic using Governatori's labelled tableau system KEM

    Knowledge Assessment: A Modal Logic Approach

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    The possible worlds semantics is a fruitful approach used in Artificial Intelligence (AI) for both modelling as well as reasoning about knowledge in agent systems via modal logics. In this work our main idea is not to model/reason about knowledge but to provide a theoretical framework for knowledge assessment (KA) with the help of Monatague-Scott (MS) semantics of modal logic. In KA questions asked and answers collected are the central elements and knowledge notions will be defined from these (i.e., possible states of knowledge of subjects in a population with respect to a field of information)

    Real Time Strategy Games: A Reinforcement Learning Approach

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    AbstractIn this paper we proposed reinforcement learning algorithms with the generalized reward function. In our proposed method we use Q-learning1 and SARSA1 algorithms with generalised reward function to train the reinforcement learning agent. We evaluated the performance of our proposed algorithms on Real Time Strategy (RTS) game called BattleCity. There are two main advantages of having such an approach as compared to other works in RTS. (1) We can ignore the concept of a simulator which is often game specific and is usually hard coded in any type of RTS games (2) our system can learn from interaction with any opponents and quickly change the strategy according to the opponents and do not need any human traces as used in previous works

    Using a Temporal Constraint Network for Business Process Execution

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    Business process management (BPM) has emerged as a dominant technology in current enterprise systems and business solutions. However, the technology continues to face challenges in coping with dynamic business environments where requirements and goals are constantly changing. In this paper, we present a modelling framework for business processes that is conducive to dynamic change and the need for flexibility in execution. This framework is based on the notion of process constraints. Process constraints may be specified for any aspect of the process, such as task selection, control flow, resource allocation, etc. Our focus in this paper is on a set of scheduling constraints that are specified through a temporal constraint network. We will demonstrate how this specification can lead to increased flexibility in process execution, while maintaining a desired level of control. A key feature and strength of the approach is to use the power of constraints, while still preserving the intuition and visual appeal of graphical languages for process modelling

    Dialogue Games in Defeasible Logic

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    In this paper we show how to capture dialogue games in Defeasible Logic. We argue that Defeasible Logic is a natural candidate and general representation formalism to capture dialogue games even with requirements more complex than existing formalisms for this kind of games. We parse the dialogue into defeasible rules with time of the dialogue as time of the rule. As the dialogue evolves we allow an agent to upgrade the strength of unchallenged rules. The proof procedures of (Antoniou, Billington, Governatori, Maher 2001) are used to determine the winner of a dialogue game

    Process Modelling: The Deontic Way

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    Current enterprise systems rely heavily on the modelling and enactment of business processes. One of the key criteria for a business process is to represent not just the behaviours of the participants but also how the contractual relationships among them evolve over the course of an interaction. In this paper we provide a framework in which one can define policies/business rules using deontic assignments to represent the contractual relationships. To achieve this end we use a combination of deontic/normative concepts like proclamation, directed obligation and direct action to account for a deontic theory of commitment which in turn can be used to model business processes in their organisational settings. In this way we view a business process as a social interaction process for the purpose of doing business. Further, we show how to extend the i* framework, a well known organisational modelling technique, so as to accommodate our notion of deontic dependency

    Observation-based Model for BDI-Agents

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    We present a new computational model of BDI-agents, called the observation-based BDI-model. The key point of this BDI-model is to express agents' beliefs, desires and intentions as a set of runs (computing paths), which is exactly a system in the interpreted system model, a well-known agent model due to Halpern and his colleagues. Our BDI-model is computationally grounded in that we are able to associate the BDI-agent model with a computer program, and formulas, involving agents' beliefs, desires (goals) and intentions, can be understood as properties of program computations. We present a sound and complete proof system with respect to our BDI-model and explore how symbolic model checking techniques can be applied to model checking BDI-agents. In order to make our BDI-model more flexible and practically realistic, we generalize it so that agents can have multiple sources of beliefs, goals and intentions
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