Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.