Development Techniques of Multi-Agents Based Autonomous Railway Vehicles Control Systems

This paper presents the development techniques for a complete autonomous design model of an advanced train control system and gives a new approach for the implementation of multi-agents based system. This research work proposes to develop a novel control system to enhance the efficiency of the vehicles under constraints of various conditions, and contributes in stability and controllability issues, considering relevant safety and operational requirements with command control communication and various sensors to avoid accidents. The approach of speed scheduling, management and control in local and distributed environment is given to fulfill the dire needs of modern trend and enhance the vehicles control systems in automation. These techniques suggest the state of the art microelectronic technology with accuracy and stability as forefront goals.

An HCI Template for Distributed Applications

Both software applications and their development environment are becoming more and more distributed. This trend impacts not only the way software computes, but also how it looks. This article proposes a Human Computer Interface (HCI) template from three representative applications we have developed. These applications include a Multi-Agent System based software, a 3D Internet computer game with distributed game world logic, and a programming language environment used in constructing distributed neural network and its visualizations. HCI concepts that are common to these applications are described in abstract terms in the template. These include off-line presentation of global entities, entities inside a hierarchical namespace, communication and languages, reconfiguration of entity references in a graph, impersonation and access right, etc. We believe the metaphor that underlies an HCI concept as well as the relationships between a bunch of HCI concepts are crucial to the design of software systems and vice versa.

Behavioral Analysis of Team Members in Virtual Organization based on Trust Dimension and Learning

Trust management and Reputation models are becoming integral part of Internet based applications such as CSCW, E-commerce and Grid Computing. Also the trust dimension is a significant social structure and key to social relations within a collaborative community. Collaborative Decision Making (CDM) is a difficult task in the context of distributed environment (information across different geographical locations) and multidisciplinary decisions are involved such as Virtual Organization (VO). To aid team decision making in VO, Decision Support System and social network analysis approaches are integrated. In such situations social learning helps an organization in terms of relationship, team formation, partner selection etc. In this paper we focus on trust learning. Trust learning is an important activity in terms of information exchange, negotiation, collaboration and trust assessment for cooperation among virtual team members. In this paper we have proposed a reinforcement learning which enhances the trust decision making capability of interacting agents during collaboration in problem solving activity. Trust computational model with learning that we present is adapted for best alternate selection of new project in the organization. We verify our model in a multi-agent simulation where the agents in the community learn to identify trustworthy members, inconsistent behavior and conflicting behavior of agents.

Representing Collective Unconsciousness Using Neural Networks

Instead of representing individual cognition only, population cognition is represented using artificial neural networks whilst maintaining individuality. This population network trains continuously, simulating adaptation. An implementation of two coexisting populations is compared to the Lotka-Volterra model of predator-prey interaction. Applications include multi-agent systems such as artificial life or computer games.

Distributed Architecture of an Autonomous Four Rotor Mini-Rotorcraft based on Multi-Agent System

In this paper, we present the recently implemented approach allowing dynamics systems to plan its actions, taking into account the environment perception changes, and to control their execution when uncertainty and incomplete knowledge are the major characteristics of the situated environment [1],[2],[3],[4]. The control distributed architecture has three modules and the approach is related to hierarchical planning: the plan produced by the planner is further refined at the control layer that in turn supervises its execution by a functional level. We propose a new intelligent distributed architecture constituted by: Multi-Agent subsystem of the sensor, of the interpretation and representation of environment [9], of the dynamic localization and of the action. We tested this distributed architecture with dynamic system in the known environment. The autonomous for Rotor Mini Rotorcraft task is described by the primitive actions. The distributed controlbased on multi-agent system is in charge of achieving each task in the best possible way taking into account the context and sensory feedback.

A Two-Phase Mechanism for Agent's Action Selection in Soccer Simulation

Soccer simulation is an effort to motivate researchers and practitioners to do artificial and robotic intelligence research; and at the same time put into practice and test the results. Many researchers and practitioners throughout the world are continuously working to polish their ideas and improve their implemented systems. At the same time, new groups are forming and they bring bright new thoughts to the field. The research includes designing and executing robotic soccer simulation algorithms. In our research, a soccer simulation player is considered to be an intelligent agent that is capable of receiving information from the environment, analyze it and to choose the best action from a set of possible ones, for its next move. We concentrate on developing a two-phase method for the soccer player agent to choose its best next move. The method is then implemented into our software system called Nexus simulation team of Ferdowsi University. This system is based on TsinghuAeolus[1] team that was the champion of the world RoboCup soccer simulation contest in 2001 and 2002.

An Experimental Multi-Agent Robot System for Operating in Hazardous Environments

In this paper, a multi-agent robot system is presented. The system consists of four robots. The developed robots are able to automatically enter and patrol a harmful environment, such as the building infected with virus or the factory with leaking hazardous gas. Further, every robot is able to perform obstacle avoidance and search for the victims. Several operation modes are designed: remote control, obstacle avoidance, automatic searching, and so on.

Towards Self-ware via Swarm-Array Computing

The work reported in this paper proposes Swarm-Array computing, a novel technique inspired by swarm robotics, and built on the foundations of autonomic and parallel computing. The approach aims to apply autonomic computing constructs to parallel computing systems and in effect achieve the self-ware objectives that describe self-managing systems. The constitution of swarm-array computing comprising four constituents, namely the computing system, the problem/task, the swarm and the landscape is considered. Approaches that bind these constituents together are proposed. Space applications employing FPGAs are identified as a potential area for applying swarm-array computing for building reliable systems. The feasibility of a proposed approach is validated on the SeSAm multi-agent simulator and landscapes are generated using the MATLAB toolkit.

A Finite-Time Consensus Protocol of the Multi-Agent Systems

According to conjugate gradient algorithm, a new consensus protocol algorithm of discrete-time multi-agent systems is presented, which can achieve finite-time consensus. Finally, a numerical example is given to illustrate our theoretical result.

A Study on Multi-Agent Behavior in a Soccer Game Domain

There have been many games developing simulation of soccer games. Many of these games have been designed with highly realistic features to attract more users. Many have also incorporated better artificial intelligent (AI) similar to that in a real soccer game. One of the challenging issues in a soccer game is the cooperation, coordination and negotiation among distributed agents in a multi-agent system. This paper focuses on the incorporation of multi-agent technique in a soccer game domain. The better the cooperation of a multi-agent team, the more intelligent the game will be. Thus, past studies were done on the robotic soccer game because of the better multi-agent system implementation. From this study, a better approach and technique of multi-agent behavior could be select to improve the author-s 2D online soccer game.

Capturing an Unknown Moving Target in Unknown Territory using Vision and Coordination

In this paper we present an extension to Vision Based LRTA* (VLRTA*) known as Vision Based Moving Target Search (VMTS) for capturing unknown moving target in unknown territory with randomly generated obstacles. Target position is unknown to the agents and they cannot predict its position using any probability method. Agents have omni directional vision but can see in one direction at some point in time. Agent-s vision will be blocked by the obstacles in the search space so agent can not see through the obstacles. Proposed algorithm is evaluated on large number of scenarios. Scenarios include grids of sizes from 10x10 to 100x100. Grids had obstacles randomly placed, occupying 0% to 50%, in increments of 10%, of the search space. Experiments used 2 to 9 agents for each randomly generated maze with same obstacle ratio. Observed results suggests that VMTS is effective in locate target time, solution quality and virtual target. In addition, VMTS becomes more efficient if the number of agents is increased with proportion to obstacle ratio.

HIV Modelling - Parallel Implementation Strategies

We report on the development of a model to understand why the range of experience with respect to HIV infection is so diverse, especially with respect to the latency period. To investigate this, an agent-based approach is used to extract highlevel behaviour which cannot be described analytically from the set of interaction rules at the cellular level. A network of independent matrices mimics the chain of lymph nodes. Dealing with massively multi-agent systems requires major computational effort. However, parallelisation methods are a natural consequence and advantage of the multi-agent approach and, using the MPI library, are here implemented, tested and optimized. Our current focus is on the various implementations of the data transfer across the network. Three communications strategies are proposed and tested, showing that the most efficient approach is communication based on the natural lymph-network connectivity.