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D.1.3 NIAD&R: Plan
for 2003 |
D.1.3 NIAD&R: Plan for 2003
Scientific Objectives
NIAD&R is LIACC's group belonging to the Faculty of Engineering at
the University of Porto. Our team includes 3 PhD (one Senior), 6 Researchers
(including both PhD students and MSc's students) and three external collaborators.
NIAD&R is the smallest LIACC's group and is mostly devoted to the Research
in Distributed Artificial Intelligence and Agent-based Systems. More precisely,
both the theoretical and practical aspects of Autonomous Agents as well
as Multi-Agent Systems have been the broad areas of interest for our research.
We can further identify specific topics inside these areas as shown below:
(i) Automatic Negotiation Models for Autonomous Agents, (ii) Agents' Adaptation,
Learning and Emotions; (iii) Multi-Agent teams's coordination; (iv) Multi-agent
Systems applications.
In the following sub-sections a more detailed description of the work
we intend to pursue is presented.
D.1.3.1 Negotiation Models for Autonomous Agents
People involved: Eugénio Oliveira, Ana Paula Rocha, Henrique L.
Cardoso, Luis Nogueira, Andreia Malucelli
Coordinator: Eugénio Oliveira
Research direction: Research in the context of this issue aims
at developing appropriate models for both Business to Business and Business
to Consumer Negotiation processes as well as to provide platforms, tools
and frameworks enabling Agents' interaction in the context of Virtual Enterprise
formation process
Models and Protocols for Autonomous Agents' Negotiation
Research goals: To develop, implement and test models for autonomous,
individually rational, agents representing either individuals or enterprises
for the sake of reaching agreements through flexible negotiation.
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To develop, implement and test models for autonomous, individually rational,
agents representing either individuals or enterprises for the sake of reaching
agreements through flexible negotiation.
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To enhance and test a specific tool we have been developing for B2B interaction.
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To implement a specific E-Brokering System for the Insurance Domain. For
the past, a prototype (MACIV) for Distributed Resources Management for
the Civil Construction domain has already been concluded and demonstrated.
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Implementing second generation bots for agent-mediated electronic commerce.
RECENT WORK (2002):
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We have now established, together with our colleagues in the AgentLink
Network of Excellence (Agent-Mediated Electronic Commerce Special Interest
Group) the concept of Electronic Institution. In order to implement the
concept, i.e. a framework enabling secure and responsible (enterprise delegate)
agents'interaction we have now a first implemention of ForEV (Virtual Enterprises
Formation framework). Besides all the facilities for registration and matching
between mutually interested agents, ForEV provides sophisticated negotiation
protocols with learning capabilities - Q-Negotiation Algotithm [Roc02].
Q-Negotiation is a multi-attribute negotiation protocol for agents in
the context of the Virtual Enterprise Formation stage, that encompasses
the following characteristics:
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It uses an evaluation function relying on the several different agents
individual preferences;
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It provides qualitative feedback, enabling the agents keeping their own
preferences private;
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It continuously adapt to the dynamics of the market by using a slightly
modified reinforcement learning algorithm to find out the new current proposal
to submit to the market.
The proposed B2B Negotiation Model also includes procedures to solve
distributed constraints among the items under negotiation trying to make
all the process to converge to the mutually accepted solutions space.[Roc02]
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We have specified and proposed [Nog02b],
[Nog02c], [Nog02d],
a new model for automatic agent-based E-brokering in the important domain
of insurance products. This model encompasses different kinds of negotiation
protocols between both the Broker agent and the Insurance companies agents
and the Broker agent and the Customer agents. The main idea is to intelligently
mediate by supplying Customers with meaningful information gathered from
the available Insurance products as well as to take advantage of inferred
customer preferences to negotiate different offer and rank them for the
customer. The Broker Agent is then able to incrementally build up differnt
and separate Customers groups and associate to them meaningful stereotypes.
Specific learning algorithms like Cobweb are used.
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In order to develop "second-generation bots" used in agent-mediated electronic
commerce encounters, "seller agents" have to be capable to implement marketing
strategies through offer differenciation, enabling a model of "dynamic
posted offering" as opposed to a single negotiation-based approach.In particular
we are now exploring the possibility of adapting a technique widely used
in marketing research - conjoint analysis - in order to endow these agents
of market analysis skills, extracting market information for insightful
offer generation applying differentiation strategies [Car02].
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A systematic study on Ontologies has been done in the framework of a new
PhD work. The ultimate aim is the creation of special Agents capable of
providing ontology-related services to heterogeneous agents willing to
interact. We have designed (A. Malucelli) a specific scenario where agents
representing car parts supplyers need an Ontology to interact. This Ontology
has been specified through Rational Rose and edited through OntoEdit. Agents
exchange messages in OXML format.
CURRENT AND FUTURE WORK:
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Our main concern is now to specify what a suitable and effective "contract"
can be as a result of all the negotiation process that leads to a set of
procedures all the agents have agreed upon. This establishec "contract"
has to be at the disposal of the Electronic Institution in order to permit
this entity to verify all the important steps that should be checked and,
if this is the case, to enforce previously agreed corrective actions or
punishements. The Contract, general Rules and Norms, either from generic
legislation or specific to that particular Electronic Institution, all
are important means to guarantee that next stages of the Virtual Enterprise
Life Cycle are correctly supervised.
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Based on the model developed for the E-Brokering negotiation, we are currently
implementing an agent-based system we intend to present, together with
a credible scenario, for automatic mediation of Insurance products offers
and needs. Further developments will imply enhancement of agent negotiation
strategies and automatic product offers on the Insurance companies side.We
reserve our decision to go in this direction depending on the impact the
prototype will have on potential interested software houses.
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We consider the application of techniques such as bundling, demand aggregation,
price and market segmentation to enhance "second-generation bots" that
are supposed to negotiate. Related to this approach is the buyer-side of
the process, where agents need to build models of shoppers in order to
select the best possible offer according to their preferences. We want
our agents to incrementally build up dynamic preferences models. An adaptation
of conjoint analysis - choice based conjoint - might be applied by presenting
to potential buyers real products alternatives in order to induce a preference
model.
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In order to develop further the ontology-services agents, we envisage to
integrate it with ForEV framework. Ontology can then be explored in the
sense of helping different agents, representing different companies, to
understand each others when negotiating their joint participation in a
Virtual Enterprise through their commitment in supplying complementary
parts of the final overall business process.
D.1.3.2 Agents' Adaptation, Learning and Emotions
People involved: Luis Nunes, Luis Sarmento, Daniel Moura, Eugénio
Oliveira
Coordinator: Eugénio Oliveira
Research direction: We here identify two separate research lines
we believe will increase their relative importance in our group in 2003
and that can be seen as an attempt to explore agents advanced features:
(i) Multi-agent learning. The goal of this study is to find an answer
to the following question: "(How) can several different, heterogeneous,
Learning Agents improve their performance by exchanging information during
their own learning process?".
(ii) Emotional-based agents' architectures. Here we would like to answer
another important question: "Will it be possible to escape from usual utility-based
decision functions in which decision-making for autonomous agents is concerned?"
Multi-Agent Learning ()
Research goal: (How) can several
different Learning Agents improve their performance by exchanging information
during their own learning process?" that is the question.
RECENT WORK (2002):
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In order to answer that question, we have been studying the effects of
exchanging information during the learning process in heterogeneous groups
of agents in controled, and somewhat simplified,scenarios, with the objective
of detecting possible improvements of agents' individual and global performances.
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To achieve the above mentioned goal, and having in mind that first question,
a method for information exchange during the learning process based on
the exchange of advice amongst learners has been under development. The
learning environment launches several learners solving different instances
of the same problem. The instances of the problem may be either totally
independent, or similar parts of the same global problem. [Nun02b],
[Nun02c].
As an example in one of our learning environments, agents control traffic
lights in different crossings. Experiments with disconnected crossings
have proved that advice-exchange, even in its simplest form, is effective.
Current work is focused on solving the problems that appear when agents
share the same environment and their actions affect others. In order to
analyze the problems that emerge when several agents are acting concurrently
in the same environment, a set of experiments in the Pursuit Problem was
made, whose results allowed us to uncover and solve several of the problems
that caused disturbances in the learning process. These disturbances are
due to negative interactions between agents'actions or between the learning
algorithms and advice-exchange.
Giving advice consists on sending the best response an agent (taking
the role of advisor) can give to the problem being solved considering the
state of the problem as seen by another agent (the advisee). The advisee
uses this information as input to a supervision mechanism. The way the
advisee uses information depends on the expected quality of the advice
given by the advisor and a measure of trust kept by the agent based on
the result of previous advice given by the same advisor. Several other
mechanisms, such as providing unsolicited advice and combining advice,
are under study.
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This work has deserved an article in the Technical Research News after
an interview to one of the authors [Kimberly, September 18/25, 2002].
CURRENT AND FUTURE WORK:
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For a first evaluation of this method, a traffic control problem is being
simulated. The simulation is similar to the one used by the Gerhard-Mercator-Universität
Department of Physics of the University of Duisburg (Germany) to study
traffic phenomena. This simulation is being built using Java2 and C++,
running on Linux.
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The first results have been published and extensively discussed in the
"Adaptive Agents and Multi-Agent Systems" AAMAS-2 workshop collocated with
AISB'02 conference [Nun02c], and the
interest generated by this approach lead to the acceptance of several other
works accepted for publications [Nun02a],
[Nun02d], [Oli02a].
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The tests are now concentrating in the interaction between agents that
use Reinforcement Learning and Evolutionary Algorithms, although the approach
is, in many respects, generalizable to other learning algorithms.
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Future work will focus on refining the advisor selection process, extending
this approach to other learning algorithms and testing its effectiveness
in problems of traffic-simulation and traffic-control. Other problems,
such as load-balancing and band-width management are under study as possible
applications.
Emotional-based Agents architectures
Research goals: The second question to be answered is now: Will
it be possible to escape from usual utility-based decision functions in
which decision-making for autonomous agents is concerned?
We are pursuing research efforts towards the understanding how emotion-like
concepts can endow agents' architectures with more sophisticated, although
still reliable, decision-making capabilities. new agents' architectures
are being proposed and experiments are being done in simple simulation
scenarios.
Although the study of emotion in the realm of Artificial Intelligence
is not totally new and has been addressed by Simon, Minsky, Sloman and
Croucher among others. Recently much more attention has been devoted to
this subject by several researchers like R. Picard. This renewed effort
is being motivated by trends in neuroscience (see Damásio's recent
work), that are helping to clarify and to establish new connections between
high level cognitive processes, such as memory and reasoning, and emotional
processes. These recent studies point out the fundamental role of emotion
in intelligent behaviour and decision-making. From our perspective, as
engineers and computer scientists, we are mostly interested in studying
the functional aspects of emotional processes. Particularly, we aim at
understanding how emotional mechanisms can improve cognitive abilities,
such as planning, learning and decision-making, for hardware and software
Agents. RECENT WORK (2002):
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We have developed a model of the emotional valence-based mechanisms for
agents. These "mechanisms" receive input from internal sources, "I", as
well as external sources, "E", and produce a valence-based measure, "V",
according to what we call Emotional Valence Function EVF. Emotional Valence
Functions return the valence of the situation regarding a given goal, G:
V = EVF(I,E,G)
The valence measure and the sources of evaluation are then associated
in order to form a Valence Vector: < V, I, E, G >. The Valence Vector
is stored in working memory and made available for all Agent processes
for further consideration, such as, for example, decision, planning and
learning modules.
We assume that for each goal, Agents will have one Emotional Valence
Function that try to relate their performance both with the environment
and their own internal state. We also assume that there may be Emotional
Valence Functions exclusively concerned with either environment evaluation
or internal state evaluation. The Valence Vector may be stored afterwards
in long-term memory by a process that selects which vectors to store according
to their respective relevance. Valence Vectors that have significant valence
may be stored for later processing while the others may be simply discarded.
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We were looking for an evolutionary scenario for Emotional Agent Architectures.
Our first platform was based on RealTimeBattle (RTB). This platform provided
a simulated real-time environment where softbots fought for survival in
dynamic scenarios. However we have decided to switch to a more complete
and rich scenario, giving up this simplified one.
CURRENT AND FUTURE WORK:
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We are now proposing an agent architecture that includes several emotional-like
mechanisms, namely: emotional evaluation functions, emotion-biased processing,
emotional tagging and mood congruent memory. These emotional-like mechanisms
are intended to provide agents with increased performance and adaptability
in real-time environments.
Previously, we have divided emotional phenomena in 3 different categories:
specific emotions, moods and emotional dispositions. We are now concerned
with the dynamics of emotional mechanisms.
The duration of the elicitation process and the activity period of the
emotional phenomenon thereby elicited can be better understood according
to two functional requisites of the response they motivate: urgency and
temporal consistency.This lead us to the definition of Emotion Accumulators.
Emotional Accumulators (EA) couple with Emotional Evaluation Functions
(EEF) to build another element of our architecture, the Basic Emotional
Structure similar to well known emotions ("Fear", "Anxiety", "Self-confidence",...).
We want to alter parameters that influence the agents' planning capabilities
to achieve specific goals.
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Emotional Tagging and Mood-Congruent Memory are ideas also under development.
Besides the possibility of considering emotional states as relevant direct
information to cognitive processes there are yet other important relations
between emotion and information. There is a very strong link between emotion
and memory, a link that has several functionalities associated.
The first of those functionalities is emotional tagging. Instead of
being simply stored in memory, information is first marked with an emotional
tag, relating that information with the current emotional state of the
agent. The tagging procedure is itself important because it allows selecting
which information should be stored in long-term memory and which should
be stored in short-term memory or simply discarded [Oli02b].
Mood-Congruent Memory is being explored once it may help the agent in
discovering interesting opportunities or possible threats in the current
situation, based on its own past experiences.
It may also simplify processes of decision by reusing knowledge acquired
in similar past situations.
We also intend to formalize most of the concepts we have introduced
or, at least to relate them in a systematic way.
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The experiments made using RealTimeBattle allowed us to develop a sharper
understanding about emotional-like structures, namely Emotional Evaluation
Functions coupled with Emotional Accumulators [Oli02b].
They also made possible to validate some of our initial ideas about the
functionalities of emotional-like structures, in particular in biasing
the dominant behavior of the agent (action tendency). However, we soon
realized that to effectively test other emotion-cognition interactions
(e.g.: Mood-Congruent Memory and Processing Strategy management) we needed
a more complex simulated environment that would impose higher demands on
the Agents.
The main requirements for this needed simulation environment are: (1)
high level of complexity for the participating Agent; (2) real-time, highly
dynamic, demands; (3) multiple concerns at stake;(4) Overall goals asking
for a Multi-Agent System approach; (5) closeness to a real-world problem.
Based on all these requirements we decided to develop a forest fire
environment simulator, the Pyrosim [Oli02c].
This simulator supports multi-agent efforts and imposes several low-level
and high-level demands on each agent. In a complex environment such as
Pyrosim, which demands real-time response from the agent, we believe emotional-like
mechanisms will play an essential role. Thus, it seems useful to include
in agent design the following Emotion Structures:"Fear", "Anxiety", "Frustration",
"Self-confidence".
These concepts, together with Mood-Congruent Memory, are examples of
agents' features we are willing to test through the new simulator. We belief
Pyrosim will become an important test-bed for Emotional-like agents Architecture
and that it will help us in enhancing and introducing new emotional-like
mechanisms.
D.1.3.3 Multi-Agent Coordination
People involved: Luis Paulo Reis, Maria Benedita Malheiro, Sérgio
Louro, Eugénio Oliveira (plus external collaboration: IEETA/U.Aveiro,
ISR-Porto and ISEP)
Coordinator: Eugénio Oliveira
Research goal: Coordinating teams of autonomous (or semi-autonomous)
agents that perform in rich, dynamic, both competitive and adversarial
environments is a major aim of this work line. For this objective, we are
exploring four main research directions that can be seen as complementary:
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(i) Developing new coordination protocols that enable teams of agent's
to perform complex tasks in open multi-agent environments
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(ii) Organising and making available knowledge, languages and protocols
for enabling agents' teamwork;
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(iii) Defining policies for coaching teams of autonomous agents;
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(iv) Design and implement an agent-based common framework suitable for
controlling teams of cooperative robots (either physical or simulated)
playing in RoboSoccer-like competitions or performing other team complex
tasks in dynamic domains.
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These approaches have been anchored on one main application domain: (i)
The RoboCup international initiative (simulation, small-size, middle-size
and Sony legged leagues, together with RoboCup coach competition). However,
the research conducted along this line, may be partially applied to several
very useful social areas, like search and rescue domains, fire combat,
battlefield scenarios, mine clearance, land exploration, control of hospital
robots, public transport coordination, satellite control, cleanup of radioactive
and toxic contamination and other problems that imply team coordination.
Conflict Resolution in Decision Support Systems
RECENT AND FUTURE WORK:
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Previous concluded work in this research direction, includes DiPLoMAT prototype
(Distributed Project Location Multi-Agent based Testbed). DiPLoMAT applies
most of the theoretical work on conflict resolution done before, to the
Project Location assessment domain. Evaluation Agencies have to identify
the project land requirements (area, natural resources, transports, price,
etc.), and finding an adequate location for that specific project. The
achieved result is an Intelligent Decision Support System to assist the
project team in finding adequate projects' locations which comply with
the applicable legislation and satisfies the project requirements.
Constraint Satisfaction Programming and Multi-Agent Systems
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Other previous work concluded in 2002 consisted in the application of constraint
satisfaction techniques, together with specific problem description languages
and multi-agent systems architectures to problems close related to school
management. We developed a simple prototype for distributed school timetabling:
UNIPS - University Planning and Scheduling illustrating the application
of our theoretical work. The prototype is able to compute solutions for
several timetabling sub-problems described in our standard language (UniLang)
for representing timetabling problems. UniLang intends to be a standard
suitable as input language for any timetabling system information. It enables
the representation of data, constraints, quality measures and solutions
of different timetabling (and related) problems, like school timetabling,
university timetabling, examination scheduling, room assignment, service
assignment and student scheduling.
Multi-Agent Teams' Coordination
RECENT WORK (2002):
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Simulated Soccer Team: Our Simulated soccer team - FC Portugal (developed
in collaboration with IEETA/Univ.Aveiro), ranked 5th in RoboCup 2002 competition
held in Fukuoka, Japan.
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Coach Agent: Our Coach agent - FCPortugal Coach [Rei02b]
[Rei02c] - won the 2002 coach competition
in the RoboCup competition that took place in Fukuoka, Japan.
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Other RoboCup teams: We have developed some simple methodologies for coordinating
teams of physical robots [Mor02] and
applied them in the context of 5dpo RoboSoccer small-size and middle-size
league teams (developed by ISR-Porto).
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Coordination of Teams of Homogeneous/Heterogeneous Agents in Adversarial
Environments. We proposed several coordination methodologies for dynamic
spatial domains, namely: Strategic coordination, Situation Based Strategic
Positioning (SBSP), Dynamic Positioning and Role Exchange (DPRE) [Lau02]
[Rei02d].
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Coordination using High-Level Communication. We have proposed Intelligent
Communication policies based on appropriate (multi-level) World State knowledge(ADVCOM)
together with a way of balancing strategic and active communication.
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Coordination without Communication. We have proposed some opponent modeling
and teammate modeling techniques enabling coordination without communication.
We also have developed a more adequate perception mechanism called Strategic
Looking Mechanism (SLM) for coordination without communication [Rei02d].
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Partial Hierarchical Coordination. We have developed techniques enabling
a team of autonomous agents to integrate coach advice in their reasoning
processes, together with their local reasoning process [Rei02c].
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A Visual Debugger for analysing intelligent agent-based players was improved
and released as well as COACH UNILANG, a standard Language for Coaching
a (Robo) Soccer Team [Rei02b].
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A Graphical 3D Visualizer for simulated soccer games was developed and
released [Lou02].
CURRENT AND FUTURE WORK:
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Definition of new coordination protocols for our simulated soccer team
(in the context of FC Portugal - New Coordination Methodologies Project).
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Enhancing the definition of a COACH UNILANG as a general language to enable
a special agent ("coach") to supervise a team of co-operative robots.
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Research on opponent modeling and automated coaching and enhancement of
our automated coach. We intend to develop a new graphical tool called Team
Designer enabling easy definition of a complete soccer strategy by a human
designer. This tool will be fused with our automated coach, with a game
analyzer and with a graphical visualizer into a complete coaching environment.
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Increasing the co-operation with ISR-Porto (in the context of 5DPO and
Portus projects) applying, to real robots, several methodologies developed
for the simulated robots.
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Developing a Sony legged RoboSoccer team in the context of Portus and LEMAS
projects (together with ISR-Porto).
D.1.3.4 Other Agent-based systems applications
People involved: Guilherme Pereira, João Luis Pinto, Alexessander
Alves, Rui Camacho, Eugénio Oliveira
Coordinator: Eugénio Oliveira
Research direction: To apply agent architectures, negotiation
protocols and adaptation to specific application domains.
Communications network management
Research goal: To apply learning algorithms to improve resource
allocation in multi-class packet switched networks. The system will be
applicable to multi class settings where decision-making problems are exceptionally
complex.
RECENT WORK (2002):
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We have tried several different methods for Time Series Analysis to deal
with all the past information on traffic control in multi-class packet
switched networks. The objective is to conceive a learning-based system
that adapts to changing traffic conditions and predict traffic conditions
based on past traffic patterns. Both Deterministic Linear and Non-Linear
methods as well as Stochastic methods (ARMA, ARIMA, TES Models) have been
used. TES Models have been reported as the most advantageous.
CURRENT AND FUTURE WORK:
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We are now applying an Inductive Logic Programming algorithm [Alv02b]
to time series data. The models generated by the ILP algorithm are expectd
to give acurate predictions of the observed data over the "lead-time" period
and they also should contribute to the human understanding of the network
behavior. Many experiments have been done. The main conclusion points out
the fact that using compositional modeling enables a wider coverage of
the time series by the induced theory both for the training as well as
test examples.
A complete multi-agent system managing the allocation of all available
resources in multi-class packet switch networks and using the induced prediction
capabilities will be specified and, hopefully, implemented.
Electrical Energy e-Market ()
Research goals: Current European
effort for the establishment of both de-regulated Electrical Energy Markets
and Electronic Commerce platforms can be brought together through appropriate
multi-agent platforms for autonomous agents trading interaction.
RECENT WORK (2002):
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In the specification of the multi-agent system encompassing the needed
functionalities for the Electrical Energy e-market, we have untill now
emphasising security procedures, accountability of the communications,
good performance and software portability. Also, integration with legacy
systems has been privileged.
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The Agents' architecture has been proposed and all the interaction protocols
specified. Giving the choices of using XML and FIPA-ACL, it was settled
that message transfer should be made using HTTP POST requests (both from
each agent to the facilitators and from this one to specific advisor agent).
Also Client requests are made using CET requests. All interactions use
MIME type text/XML.
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The slow process of standardization and wide acceptance of open protocols
for secure data packet transfer induced by IETF (Internet Engineering Task
Force) together with slow specification of message digital signature implementations
creates problems in which concerns security policies selection.IPsec, SSL
and TLS specifications have been under observation, comparing respective
pros and cons.
CURRENT AND FUTURE WORK:
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We are now implementing a prototype for the Electrical Energy e-Market
agent-based system. We have selected the TLS/SSl protocol and, as for the
message digital signatures is concerned, the open standards are being used.
They rely on classical MAC and cryptography algorithms used in SSL. A first
scenario will be specified to check secure and reliable agent interaction.
A secure Multi-Agent System framework making available negotiation algorithms
tuned for this specific domain is to be achieved. We foresee the implementation
of a prototype to showcase all the technological options.
Agent-based Travel Services platform
Research & Development goals: To specify and implement a
generic multi-agent system platform suitable for supporting automatic Travel
Services Agency. This research has been motivated by the "Personal Travel
Assistant" application from British Telecom and the Trading Agent Competition.
RECENT WORK (2002):
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We have designed a platform combining the distributed nature of a multi-agent
system with the security and encryption facilities provided by web servers,
separating data from knowledge and encouraging the use of distributed data
structures in a concurrent, scalable, transaction-safe and remote-event
generator common area. We also endow our agents with learning capabilities
directed to two different aspects: Reinforcement Learning for bidding policies
and a kind of Concept Learning technique for user profiling. The main features
of the proposed architecture are agent communication through a common area,
remote user access through servlets with authentication and encryption,
data/knowledge separation as well as agent reputation assessment using
customer satisfaction values. The functionality of all the proposed multi-agent
system features is now being illustrated through an agent-based Travel
Services application.
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The system allows flight and hotel booking from local or remote customers.
There are three main types of agents: customer, company and hotel agents
who represent the respective entities. There is also a facilitator, a press
agent and a softbot. The facilitator is responsible for storing travel
packages bundled by company and hotel agents. The press agent is an agent
who will publish customer complaints as well as good impressions. It serves
as a mean to establish company and hotel agent reputation. It has to be
capable of extracting information from real world web pages updating company
and hotel agent information systems.
CURRENT AND FUTURE WORK:
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Agent reputation is a major asset in e-commerce applications. In this kind
of applications there are customer agents trying to buy a certain good
or service and supplier agents trying to sell it. Customer agents should
use information about supplier agents' reputation in order to choose which
supplier agent to buy from. Our proposal is that this reputation associated
to supplier agents should be defined in terms of a subset of the cumulative
function of customer agent satisfaction in every commercial transaction
with that supplier agent. The agent satisfaction is defined as the difference
between expected and real price of a certain good or service provided by
a certain supplier agent in a commercial transaction.
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Also a complete scenario where gains from the agents learning features,
concerning both user profiling and negotiation adaptation, can be highlited
is to be specified.
©LIACC, Universidade do Porto, 2003
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D.1.3 NIAD&R: Plan
for 2003 |