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1.
ABSTRACT

Nowadays, multi-agent frameworks allow to implement very complex systems by means of agent technology. However, this complexity makes it more difficult to evaluate software and runtime characteristics of multiagent systems (MAS). Our aim is to define and study some quantitative measures to measure MAS aspects like development time, reusability, scalability, etc. These measures could be used by engineers to guide the selection among several MAS frameworks. Our study has been carried out in several MAS frameworks like JADE, JATLite, SkeletonAgent, and ZEUS, which have been used to build a MAS application for news retrieval.  相似文献   

2.
Agent technology is playing an increasingly important role in developing distributed, intelligent, and collaborative engineering applications. The innate difficulties of interoperation between heterogeneous agent communities and rapid development of multi-agent systems have motivated the emergence of FIPA specifications and the proliferation of multi-agent system platforms or toolkits that implement FIPA specifications. This paper presents a FIPA compliant multi-agent framework called Autonomous Agent Development Environment (AADE). Originating from the engineering fields, AADE can facilitate the rapid development of collaborative engineering applications (especially in engineering design and manufacturing fields) through the provision of reusable packages of agent level components and programming tools. An agent oriented engineering project on the development of a collaborative product design environment is implemented based on the facilities provided by AADE.  相似文献   

3.
The notion of environment is receiving an increasing attention in the development of multiagent applications. This is witnessed by the emergence of a number of infrastructures providing agent designers with useful means to develop the agent environment, and thus to structure an effective multiagent application. In this paper we analyse the role and features of such infrastructures, and survey some relevant examples. We endorse a general viewpoint where the environment of a multiagent system is seen as a set of basic bricks we call environment abstractions, which (i) provide agents with services useful for achieving individual and social goals, and (ii) are supported by some underlying software infrastructure managing their creation and exploitation. Accordingly, we focus the survey on the opportunities that environment infrastructures provide to system designers when developing multiagent applications.  相似文献   

4.

This article describes a multiagent system architecture to increase the value of 24-hour-a day call center service. This system supports call centers in making appointments with clients on the basis ofknowledge ofemployees and their schedules. Relevant activities are scheduled for employees in preparation ofsuch appointments. The multiagent system architecture is based on principled design, using the compositional development method for multiagent systems DESIRE. To schedule procedures in which more than one employee is involved, each employee is represented by its own personal assistant agent, and a work manager agent coordinates the schedules of the personal assistant agents and clients through the call center. The multiagent system architecture has been applied to the banking domain, in cooperation with and partially funded by the Rabobank.  相似文献   

5.

An agent-society of the future is envisioned to be as complex as a human society. Just like human societies, such multiagent systems (MAS) deserve an in-depth study of the dynamics, relationships, and interactions of the constituent agents. An agent in a MAS may have only approximate a priori estimates of the trustworthiness of another agent. But it can learn from interactions with other agents, resulting in more accurate models of these agents and their dependencies together with the influences of other environmental factors. Such models are proposed to be represented as Bayesian or belief networks. An objective mechanism is presented to enable an agent elicit crucial information from the environment regarding the true nature of the other agents. This mechanism allows the modeling agent to choose actions that will produce guaranteed minimal improvement of the model accuracy. The working of the proposed maxim in entropy procedure is demonstrated in a multiagent scenario.  相似文献   

6.
武强  姚莉  刘芳 《计算机工程与应用》2003,39(6):143-144,154
论文提出了建立基于多主体协作的电子商务系统亟待解决的若干问题及其相应的解决方案,并运用ZEUS开发工具箱来说明电子商务的多主体实现方案。  相似文献   

7.
This paper proposes a methodology for the development of distributed real-time systems. The methodology consists of the Hierarchical Communicating Real-Time State Machines (H-CRSM) modelling language, and the Violin toolset. H-CRSM combines Statecharts constructs with CSP-like timed communications. Violin provides a visual environment supporting in a seamless way all the life-cycle development phases of an H-CRSM system. Temporal validation rests on assertion checking during system simulation. Code generation is based on Java and a customizable runtime. The practical use of H-CRSM/Violin is shown by an example. A preliminary version of this paper appears in Proc. of Joint Modular Languages Conference (JMLC'2003), Klagenfurt, Austria, August 2003, LNCS 2789, Springer, pp. 110–121. Angelo Furfaro, Phd, is a computer science assistant professor at Unical, DEIS, teaching object-oriented programming. His research interests include: multiagent systems, Petri nets, parallel simulation, verification of time-dependent systems, distributed measurement systems. He is a member of ACM. Libero Nigro is a full professor of computer science at Unical, DEIS, where he teaches object-oriented programming, software engineering and real-time systems courses. He is the responsible of Software Engineering Laboratory (www.lis.deis.unical.it). His current research interests include: software engineering of time-dependent and distributed systems, real-time systems, Petri nets, modeling and parallel simulation of complex systems, distributed measurement systems. Prof. Nigro is a member of ACM and IEEE. Francesco Pupo, Phd, is a computer science assistant professor at Unical, DEIS, teaching introductory programming and computer architecture courses. His research interests include: Petri nets, discrete-event simulation, real-time systems, distributed measurement systems.  相似文献   

8.
Environment as a first class abstraction in multiagent systems   总被引:2,自引:1,他引:1  
The current practice in multiagent systems typically associates the environment with resources that are external to agents and their communication infrastructure. Advanced uses of the environment include infrastructures for indirect coordination, such as digital pheromones, or support for governed interaction in electronic institutions. Yet, in general, the notion of environment is not well defined. Functionalities of the environment are often dealt with implicitly or in an ad hoc manner. This is not only poor engineering practice, it also hinders engineers to exploit the full potential of the environment in multiagent systems. In this paper, we put forward the environment as an explicit part of multiagent systems.We give a definition stating that the environment in a multiagent system is a first-class abstraction with dual roles: (1) the environment provides the surrounding conditions for agents to exist, which implies that the environment is an essential part of every multiagent system, and (2) the environment provides an exploitable design abstraction for building multiagent system applications. We discuss the responsibilities of such an environment in multiagent systems and we present a reference model for the environment that can serve as a basis for environment engineering. To illustrate the power of the environment as a design abstraction, we show how the environment is successfully exploited in a real world application. Considering the environment as a first-class abstraction in multiagent systems opens up new horizons for research and development in multiagent systems.  相似文献   

9.
Multiagent systems are increasingly present in computational environments. However, the problem of agent design or control is an open research field. Reinforcement learning approaches offer solutions that allow autonomous learning with minimal supervision. The Q‐learning algorithm is a model‐free reinforcement learning solution that has proven its usefulness in single‐agent domains; however, it suffers from dimensionality curse when applied to multiagent systems. In this article, we discuss two approaches, namely TRQ‐learning and distributed Q‐learning, that overcome the limitations of Q‐learning offering feasible solutions. We test these approaches in two separate domains. The first is the control of a hose by a team of robots. The second is the trash disposal problem. Computational results show the effectiveness of Q‐learning solutions to multiagent systems’ control.  相似文献   

10.

Visualizing the behavior of systems with distributed data, control, and process is a notoriously difficult task. Each component in the distributed system has only a local view of the whole setup, and the onus is on the user to integrate, into a coherent whole, the large amounts of limited information they provide. In this article, we describe an architecture and an implemented system for visualizing and controlling distributed multiagent applications. The system comprises a suite of tools, with each tool providing a different perspective of the application being visualized . Each tool interrogates the components of the distributed application, collates the returned information, and presents this information to users in an appropriate manner. This in essence, shifts the burden ofinference from the user to the visualizer. Our visualizer has been evaluated on four distributed multiagent systems: a travel management application, a telecommunications network management application, a business process management demonstrator, and an electronic commerce application. Lastly, we briefly show how the suite of tools can be used together for debugging multiagent applications - a process we refer to as debugging via corroboration.  相似文献   

11.
Multiagent based differential evolution approach to optimal power flow   总被引:1,自引:0,他引:1  
This paper proposes a new differential evolution approach named as multiagent based differential evolution (MADE) based on multiagent systems, for solving optimal power flow problem with non-smooth and non-convex generator fuel cost curves. This method integrates multiagent systems (MAS) and differential evolution (DE) algorithm. An agent in MADE represents an individual to DE and a candidate solution to the optimization problem. All agents live in a lattice like environment, with each agent fixed on a lattice point. In order to obtain optimal solution quickly, each agent competes and cooperates with its neighbors and it can also use knowledge. Making use of these agent-agent interaction and DE mechanism, MADE realizes the purpose of minimizing the value of objective function. MADE applied to optimal power flow is evaluated on 6 bus system and IEEE 30 bus system with different generator characteristics. Simulation results show that the proposed method converges to better solutions much faster than earlier reported approaches.  相似文献   

12.
Computer science in general, and artificial intelligence and multiagent systems in particular, are part of an effort to build intelligent transportation systems. An efficient use of the existing infrastructure relates closely to multiagent systems as many problems in traffic management and control are inherently distributed. In particular, traffic signal controllers located at intersections can be seen as autonomous agents. However, challenging issues are involved in this kind of modeling: the number of agents is high; in general agents must be highly adaptive; they must react to changes in the environment at individual level while also causing an unpredictable collective pattern, as they act in a highly coupled environment. Therefore, traffic signal control poses many challenges for standard techniques from multiagent systems such as learning. Despite the progress in multiagent reinforcement learning via formalisms based on stochastic games, these cannot cope with a high number of agents due to the combinatorial explosion in the number of joint actions. One possible way to reduce the complexity of the problem is to have agents organized in groups of limited size so that the number of joint actions is reduced. These groups are then coordinated by another agent, a tutor or supervisor. Thus, this paper investigates the task of multiagent reinforcement learning for control of traffic signals in two situations: agents act individually (individual learners) and agents can be “tutored”, meaning that another agent with a broader sight will recommend a joint action.  相似文献   

13.
The increasing demand for mobility in our society poses various challenges to traffic engineering, computer science in general, and artificial intelligence and multiagent systems in particular. As it is often the case, it is not possible to provide additional capacity, so that a more efficient use of the available transportation infrastructure is necessary. This relates closely to multiagent systems as many problems in traffic management and control are inherently distributed. Also, many actors in a transportation system fit very well the concept of autonomous agents: the driver, the pedestrian, the traffic expert; in some cases, also the intersection and the traffic signal controller can be regarded as an autonomous agent. However, the “agentification” of a transportation system is associated with some challenging issues: the number of agents is high, typically agents are highly adaptive, they react to changes in the environment at individual level but cause an unpredictable collective pattern, and act in a highly coupled environment. Therefore, this domain poses many challenges for standard techniques from multiagent systems such as coordination and learning. This paper has two main objectives: (i) to present problems, methods, approaches and practices in traffic engineering (especially regarding traffic signal control); and (ii) to highlight open problems and challenges so that future research in multiagent systems can address them.  相似文献   

14.

In this paper we propose a telemedicine sytem model based on multiagent systems. Then, we develop a simulator based on this model. The system is composed of seven agents, such as: a medical database management agent, an application agent, and a planning agent. Some simulations are presented to evaluate the performance of our system. The simulator was developed using JAFMAS (Java-based Agent Framework for Multiagent Systems).  相似文献   

15.
ABSTRACT

Results of a field study of an open-access collaborative virtual environment in actual use suggested that awareness of others significantly increases the level of presence experienced by participants. Given the importance of copresence, this paper argues that, in the absence of other human collaborators in a collaborative virtual environment, copresence can potentially be simulated using agent technology. A controlled experiment deploying a prototype embodied conversational agent was conducted to investigate the potential of such agents to simulate copresence. This paper briefly introduces the concepts of presence and copresence, summarizes experiences drawn from the field study, reports on the controlled experiment, and discusses its results. Results suggest that even limited copresence as provided by the current prototype agent is sufficient to help users feel presence in the environment.  相似文献   

16.
The RoboCup Soccer Server and associated client code is a growing body of software infrastructure that enables a wide variety of multiagent systems research. The Soccer Server is a multiagent environment that supports 22 independent agents interacting in a complex, real-time environment. AI researchers have been using the Soccer Server to pursue research in a wide variety of areas, including real-time multiagent planning, real-time communication methods, collaborative sensing, and multiagent learning. This article describes the current Soccer Server and the champion CMUnited soccer-playing agents, both of which are publically available and used by a growing research community. It also describes the ongoing development of FUSS, a new, flexible simulation environment for multiagent research in a variety of multiagent domains.  相似文献   

17.
Nowadays, with the expansion of Internet, there is a need of methodologies and software tools to ease the development of applications where distributed homogeneous entities can participate. Multiagent systems, and electronic institutions in particular, can play a main role in the development of this type of systems. Electronic institutions define the rules of the game in agent societies, by fixing what agents are permitted and forbidden to do and under what circumstances. The goal of this paper is to present EIDE, an integrated development environment for supporting the engineering of multiagent systems as electronic institutions.  相似文献   

18.

In this paper an authorization-based trust model (ABTM) is described which is designed for managing access to services in a semi-open distributed environment. This is called a multiagent-based smart office environment. In this model, "trust" is defined as a set of authorization attributes that are granted by the owner of a service to the user of the service. Central to this model is a trust manager that redelegates authorizations from the service owner to the requesting user, based on access control policies that are specified by role labels which are assigned to a set of agents. The ABTM scheme is different from a centralized scheme, in which authorizations are granted directly by an authority. It is also different from a fully distributed system,where authorizations are granted based solely on the discretion of the owner of the services. The design philosophy is the separation of trust management and trust application to allow efficient management of access control in large-scale and dynamic environment, such as those that exist in multiagent systems.  相似文献   

19.
20.
Agent's flexibility and autonomy, as well as their capacity to coordinate and cooperate, are some of the features which make multiagent systems useful to work in dynamic and distributed environments. These key features are directly related to the way in which agents communicate and perceive each other, as well as their environment and surrounding conditions. Traditionally, this has been accomplished by means of message exchange or by using blackboard systems. These traditional methods have the advantages of being easy to implement and well supported by multiagent platforms; however, their main disadvantage is that the amount of social knowledge in the system directly depends on every agent actively informing of what it is doing, thinking, perceiving, etc. There are domains, for example those where social knowledge depends on highly distributed pieces of data provided by many different agents, in which such traditional methods can produce a great deal of overhead, hence reducing the scalability, efficiency and flexibility of the multiagent system. This work proposes the use of event tracing in multiagent systems, as an indirect interaction and coordination mechanism to improve the amount and quality of the information that agents can perceive from both their physical and social environment, in order to fulfill their goals more efficiently. In order to do so, this work presents an abstract model of a tracing system and an architectural design of such model, which can be incorporated to a typical multiagent platform.  相似文献   

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