Dissertations / Theses on the topic 'Artificial intelligence service agents'

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1

Dinu, Razvan. "Web Agents : towards online hybrid multi-agent systems." Thesis, Montpellier 2, 2012. http://www.theses.fr/2012MON20126/document.

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Multi-agent systems have been used in a wide range of applications from computer-based simulations and mobile robots to agent-oriented programming and intelligent systems in real environments. However, the largest environment in which software agents can interact is, without any doubt, the World Wide Web and ever since its birth agents have been used in various applications such as search engines, e-commerce, and most recently the semantic web. However, agents have yet to be used on the Web in a way that leverages the full power of artificial intelligence and multi-agent systems, which have the potential of making life much easier for humans. This thesis investigates how this can be changed, and how agents can be brought to the core of the online experience in the sense that we want people to talk and interact with agents instead of "just using yet another application or website". We analyze what makes it hard to develop intelligent agents on the web and we propose a web agent model (WAM) inspired by recent results in multi-agent systems. Nowadays, a simple conceptual model is the key for widespread adoption of new technologies and this is why we have chosen the MASQ meta-model as the basis for our approach, which provides the best compromise in terms of simplicity of concepts, generality and applicability to the web. Since until now the model was introduced only in an informal way, we also provide a clear formalization of the MASQ meta-model.Next, we identify the three main challenges that need to be addressed when building web agents: integration of bodies, web semantics and user friendliness. We focus our attention on the first two and we propose a set of principles to guide the development of what we call strong web agents. Finally, we validate our proposal through the implementation of an award winning platform called Kleenk. Our work is just a step towards fulfilling the vision of having intelligent web agents mediate the interaction with the increasingly complex World Wide Web
Multi-agent systems have been used in a wide range of applications from computer-based simulations and mobile robots to agent-oriented programming and intelligent systems in real environments. However, the largest environment in which software agents can interact is, without any doubt, the World Wide Web and ever since its birth agents have been used in various applications such as search engines, e-commerce, and most recently the semantic web. However, agents have yet to be used on the Web in a way that leverages the full power of artificial intelligence and multi-agent systems, which have the potential of making life much easier for humans. This thesis investigates how this can be changed, and how agents can be brought to the core of the online experience in the sense that we want people to talk and interact with agents instead of "just using yet another application or website". We analyze what makes it hard to develop intelligent agents on the web and we propose a web agent model (WAM) inspired by recent results in multi-agent systems. Nowadays, a simple conceptual model is the key for widespread adoption of new technologies and this is why we have chosen the MASQ meta-model as the basis for our approach, which provides the best compromise in terms of simplicity of concepts, generality and applicability to the web. Since until now the model was introduced only in an informal way, we also provide a clear formalization of the MASQ meta-model.Next, we identify the three main challenges that need to be addressed when building web agents: integration of bodies, web semantics and user friendliness. We focus our attention on the first two and we propose a set of principles to guide the development of what we call strong web agents. Finally, we validate our proposal through the implementation of an award winning platform called Kleenk. Our work is just a step towards fulfilling the vision of having intelligent web agents mediate the interaction with the increasingly complex World Wide Web
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Huhtinen, J. (Jouni). "Utilization of neural network and agent technology combination for distributed intelligent applications and services." Doctoral thesis, University of Oulu, 2005. http://urn.fi/urn:isbn:9514278550.

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Abstract The use of agent systems has increased enormously, especially in the field of mobile services. Intelligent services have also increased rapidly in the web. In this thesis, the utilization of software agent technology in mobile services and decentralized intelligent services in the multimedia business is introduced and described. Both Genie Agent Architecture (GAA) and Decentralized International and Intelligent Software Architecture (DIISA) are described. The common problems in decentralized software systems are lack of intelligence, communication of software modules and system learning. Another problem is the personalization of users and services. A third problem is the matching of users and service characteristics in web application level in a non-linear way. In this case it means that web services follow human steps and are capable of learning from human inputs and their characteristics in an intelligent way. This third problem is addressed in this thesis and solutions are presented with two intelligent software architectures and services. The solutions of the thesis are based on a combination of neural network and agent technology. To be more specific, solutions are based on an intelligent agent which uses certain black box information like Self-Organized Map (SOM). This process is as follows; information agents collect information from different sources like the web, databases, users, other software agents and the environment. Information is filtered and adapted for input vectors. Maps are created from a data entry of an SOM. Using maps is very simple, input forms are completed by users (automatically or manually) or user agents. Input vectors are formed again and sent to a certain map. The map gives several outputs which are passed through specific algorithms. This information is passed to an intelligent agent. The needs for web intelligence and knowledge representation serving users is a current issue in many business solutions. The main goal is to enable this by means of autonomous agents which communicate with each other using an agent communication language and with users using their native languages via several communication channels.
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3

Bladh, Oskar, Hedvig Henrekson, and Ida Modée. "The Impact of Virtual Agents on Customer Loyalty in Major Swedish Banks." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-39856.

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Abstract Background Since the emergence of digital banking, the financial sector has experienced a significant transformation in both how business is conducted and how services are provided to customers. Previous literature has examined how new technologies and the digitalization of banks' customer service affect customer loyalty. Although, since virtual agents acting as service providers in the banking sector is a relatively new phenomenon, there is limited research concerning the implications it will have on the bank-customer relationship. Hence, the novelty and relevance of the topic makes it interesting for further research.    Purpose Through the identified underlying factors affecting customer loyalty, the purpose of this study is to examine how customer loyalty will be affected by the implementation of virtual agents as service providers in major Swedish banks.   Method This is a qualitative study, and the empirical data were collected from semi-structured in-depth interviews with bankers at four major Swedish banks, as well as with ten highly-educated customers who are frequent users of bank services.   Findings The findings showed that virtual agents must affect customer service to a large extent to have a profound impact on customer loyalty. Virtual agents will be able to replace human bankers regarding simpler inquiries satisfyingly. On the other hand, the demand for personal interactions regarding more complex matters is found to be important.
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4

Xu, Duo. "An agent-based tool for China's express delivery SMEs." Click to view the E-thesis via HKUTO, 2008. http://sunzi.lib.hku.hk/hkuto/record/B40987784.

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5

Xu, Duo, and 徐鐸. "An agent-based tool for China's express delivery SMEs." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2008. http://hub.hku.hk/bib/B40987784.

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6

Szarowicz, Adam. "Artificial intelligence for animated autonomous agents." Thesis, Kingston University, 2004. http://eprints.kingston.ac.uk/20735/.

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Automatic creation of animated crowd scenes involving multiple interacting characters is currently a field of extensive research. This is because automatic generation of animation finds immediate applications in film post-production and special effects, computer games or event simulation in crowded areas. The work presented here addresses the problem of inadequate application of AI techniques in current animation research. The thesis presents a survey of different industrial and academic approaches and a number of lacking features are identified. After extensive research in existing systems an agent-based system and an animation framework are chosen for extension and the cognitive architecture FreeWill is proposed. The architecture further extends its underlying principles and combines software agent solutions with typical animation elements. It also allows for easy integration with existing tools. Another important contribution of FreeWill is a proposal of an algorithm for automatic generation of high-level actions using reinforcement learning. The chosen learning technique lends itself well to the animation task, as reinforcement learning allows for easy definition of the learning task - only the ultimate goal of the learning agent must be defined. The process of defining and conducting the learning task is explained in detail. The learning module allows for further automation of the process of animation generation, shortens the task of creating crowd scenes and also reduces the production costs. Newly learnt actions can be applied to increase the quality of the generated sequences. The learning module can be used in both deterministic and non-deterministic environments. Experiments in both modes are presented, and conclusions are drawn. Two modes of control - inverse and forward kinematics are also compared and a number of experiments are demonstrated. Learning with inverse kinematics control was found to converge faster for the same task. A working prototype of the architecture is presented and the learnt motion is compared with human motion. The results of the comparison demonstrate that the learning scheme could be used to imitate human motion in crowd scenes. Finally a number of metrics are defined which allow for easy selection of most relevant actions from the learnt set, again helping to automate the process. The work concludes with pointing out further directions of research based on this work and suggests possible extensions and applications.
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7

Hilton, Erwin. "Visual datasets for artificial intelligence agents." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119553.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2018.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from PDF version of thesis.
Includes bibliographical references (page 41).
In this thesis, I designed and implemented two visual dataset generation tool frameworks. With these tools, I introduce procedurally generated new data to test VQA agents and other visual Al models on. The first tool is Spatial IQ Generative Dataset (SIQGD). This tool generates images based on the Raven's Progressive Matrices spatial IQ examination metric. The second tool is a collection of 3D models along with a Blender3D extension that renders images of the models from multiple viewpoints along with their depth maps.
by Erwin Hilton.
M. Eng.
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Nilsson, Linus. "Explainable Artificial Intelligence for Reinforcement Learning Agents." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-294162.

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Following the success that machine learning has enjoyed over the last decade, reinforcement learning has become a prime research area for automation and solving complex tasks. Ranging from playing video games at a professional level to robots collaborating in picking goods in warehouses, the applications of reinforcement learning are numerous. The systems are however, very complex and the understanding of why the reinforcement learning agents solve the tasks given to them in certain ways are still largely unknown to the human observer. This makes the actual use of the agents limited to non-critical tasks and the information that could be learnt by them hidden. To this end, explainable artificial intelligence (XAI) has been a topic that has received more attention in the last couple of years, in an attempt to be able to explain the machine learning systems to the human operators. In this thesis we propose to use model-agnostic XAI techniques combined with clustering techniques on simple Atari games, as well as proposing an automated evaluation for how well the explanations explain the behavior of the agents. This in an effort to uncover to what extent model-agnostic XAI can be used to gain insight into the behavior of reinforcement learning agents. The tested methods were RISE, t-SNE and Deletion. The methods were evaluated on several different agents trained on playing the Atari-breakout game and the results show that they can be used to explain the behavior of the agents on a local level (one individual frame of a game sequence), global (behavior over the entire game sequence) as well as uncovering different strategies used by the agents and as training time differs between agents.
Efter framgångarna inom maskininlärning de senaste årtiondet har förstärkningsinlärning blivit ett primärt forskningsämne för att lösa komplexa uppgifter och inom automation. Tillämpningarna är många, allt från att spela datorspel på en professionell nivå till robotar som samarbetar för att plocka varor i ett lager. Dock så är systemen väldigt komplexa och förståelsen kring varför en agent väljer att lösa en uppgift på ett specifikt sätt är okända för en mänsklig observatör. Detta gör att de praktiska tillämpningarna av dessa agenter är begränsade till icke-kritiska system och den information som kan användas för att lära ut nya sätt att lösa olika uppgifter är dolda. Utifrån detta så har förklarbar artificiell intelligens (XAI) blivit ett område inom forskning som fått allt mer uppmärksamhet de senaste åren. Detta för att kunna förklara maskininlärningssystem för den mänskliga användaren. I denna examensrapport föreslår vi att använda modelloberoende XAI tekniker kombinerat klustringstekniker på enkla Atarispel, vi föreslår även ett sätt att automatisera hur man kan utvärdera hur väl en förklaring förklarar beteendet hos agenterna. Detta i ett försök att upptäcka till vilken grad modelloberoende XAI tekniker kan användas för att förklara beteenden hos förstärkningsinlärningsagenter. De testade metoderna var RISE, t-SNE och Deletion. Metoderna utvärderades på flera olika agenter, tränade att spelaAtari-breakout. Resultatet visar att de kan användas för att förklara beteendet hos agenterna på en lokal nivå (en individuell bild ur ett spel), globalt beteende (över den totala spelsekvensen) samt även att metoderna kan hitta olika strategier användna av de olika agenterna där mängden träning de fått skiljer sig.
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Badr, Benmammar. "La gestion dynamique de la qualité de service dans les réseaux IP mobiles." Phd thesis, Université Sciences et Technologies - Bordeaux I, 2006. http://tel.archives-ouvertes.fr/tel-00657640.

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Notre contribution dans le cadre de cette thèse est la proposition d'une nouvelle procédure de réservation de ressources à l'avance dans les réseaux IP mobiles et sans fil. Cette procédure fait appel à un nouvel objet nommé MSpec (Mobility Specification) qui représente les futures localisations du terminal mobile. Nous avons proposé un format pour cet objet ainsi qu'un profil de mobilité pour les utilisateurs mobiles qui inclut l'objet MSpec. Ce profil de mobilité découle de l'analyse du comportement de l'utilisateur durant une phase d'observation. Nous avons proposé, également, une extension de ce profil afin de pouvoir gérer le handover vertical (passage d'une technologie d'accès à une autre). Durant la phase d'observation, l'utilisateur est nouveau et le système ne peut donc pas réserver de ressources à l'avance car il ne connaît pas le profil de mobilité de l'utilisateur, et par conséquent le contenu de l'objet MSpec. Sans réservation de ressources à l'avance, nous utilisons la technologie Agent afin d'améliorer la qualité de service demandée par l'utilisateur mobile. Le rôle des agents, dans cette phase, est d'adapter le handover horizontal (passage d'une cellule à une autre en utilisant la même technologie d'accès) et le handover vertical aux besoins de qualité de service de l'utilisateur.
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Bulos, Remedios de dios. "Goal formulation in intelligence agents." Thesis, University of Sussex, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.285077.

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The development of the research "Goal Formulation in Intelligent Agents" is anchored on the rationale that to be truly called "intelligent", an agent must not only be capable of knowing how to achieve its given goals; preferably, it must also have the capability to formulate its own goals. It must be able to detect its own goals, assess their feasibility, prioritize them, evaluate their validity as to whether they have to be acted upon, terminated, or suspended. This research has developed and implemented an intelligent system that is capable for formulating its own goals. Goal formulation refers to the intelligent behavior that an agent exhibits when reasoning about what goals to pursue and when to pursue them. It is an integrated reasoning mechanism that identifies the relevant goals that an agent needs to accomplish to affect the external world (Goal detection); constantly updates the qualitative and quantitative information attributed to the active goals as events unfold (Active goal status evaluation); assesses whether a goal is attainable through the application of the agent's own actions (Goal achievability assessment); and dynamically evaluates the relative merits of an agent's tasks, provides the agent with a sound basis to make a rational choice among a set of competing alternatives and then decides what to do next based on the choice made (Next action selection). In the development of the goal formulator, the types and structure of the required knowledge are identified; architectures for the various goal formulation components have been designed; and algorithms for the various goal formulation reasoning mechanisms (e.g. application of NPV economic decision criterion) have been developed and implemented in Prolog. To prove the applicability of the goal formulation concepts that this research had developed, the system was applied in the housekeeping domain. Simulations of some housekeeping cases are provided.
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Suliman, Hussam. "Artificial intelligence for cognitive agents and intelligent environments." Thesis, University of Wolverhampton, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.440235.

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The objective ofthis research is to create intelligent and cognitive agents that resemble animal or human characters and provide an architecture in which to do so. This requires computational models and the formulation of ontology for agents and their environments that is well structured for software and efficient computer simulation. This research concludes by presenting GOY A - an integrated cognitive agent architecture for the specification of cognitive agents simulated in virtual environments. Cognitive features modelled for GOYA include sensory and spatial perception, attention, and human memory are among the most important. The cognitive systems modelled aim to be practical, plausible, and contribute to produce believable and intelligent agents in virtual environments such as computer games.
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Chen, Hsinchun, Andrea L. Houston, Jerome Yen, and Jay F. Nunamaker. "Toward Intelligent Meeting Agents." IEEE, 1996. http://hdl.handle.net/10150/106163.

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Artificial Intelligence Lab, Department of MIS, University of Arizona
An experiment with an AI-based software agent shows that it can help users organize and consolidate ideas from electronic brainstorming. The agent recalled concepts as effectively as experienced human meeting facilitators and in a fifth of the time.
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Coddington, Alexandra Margrit. "Self motivated planning in autonomous agents." Thesis, University College London (University of London), 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.249232.

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Sommaruga, Lorenzo. "Cooperative heuristics for autonomous agents : an artificial intelligence perspective." Thesis, University of Nottingham, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.335853.

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Hogg, Lisa Marie Jean. "Control of social reasoning in resource bounded agents." Thesis, Queen Mary, University of London, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.251682.

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Chen, Liming. "An architecture for animated human-like interface agents." Thesis, De Montfort University, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.271922.

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Basha, Nagi Nabil. "Survey and analysis of intelligent mobile agents." Thesis, McGill University, 2002. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=32754.

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The notion of mobile agent, a software component that can move autonomously between the different nodes of a network is gaining wide popularity in business and in academia. The term mobile agent was first introduced in 1994. Since then, lots of research has been carried out in various aspects of the newly introduced paradigm. It might even be surprising to know that a recent census reports the existence of more than 70 mobile agent systems. Therefore, there is a need to gather and analyze what has been done so far in this new area.
This survey reviews the field of mobile agents by summarizing the key concepts and giving an overview of the most important implementations. Design and implementation issues of mobile agents are analyzed in general. Some of the most important mobile agent systems are presented and discussed. Java's support for mobile agent development is thoroughly examined. In addition, the role of the Common Object Request Broker Architecture (CORBA) as a broker between mobile agents and their environment is also analyzed. Most importantly, a survey of the major security concerns is provided followed by an analysis of the currently available techniques to address these concerns. Last but not least, a detailed analysis of the Foundation for Intelligent Physical Agents (FIPA) standards for interoperability between heterogeneous agents and their hosts is included. This survey will help in understanding the potentials of mobile agents and why they have not caught on. Once progress is made in the areas of security, programming language support for specific mobile agent requirements, and standards for coordination between heterogeneous agents, it is expected that the mobile agent paradigm will dramatically revolutionize the way the Internet is being used now.
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Chen, Kristin M., and Hsinchun Chen. "Intelligent Software Agents for Electronic Commerce." Springer, 2000. http://hdl.handle.net/10150/106448.

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Artificial Intelligence Lab, Department of MIS, University of Arizona
Electronic commerce (EC) and software agents are two of the hottest fields of research in information science. As the Internet is rapidly becomes a popular marketplace for consumers and sellers of goods and services, combining these two research areas offers lucrative opportunities both for businesses wishing to conduct transactions over the World Wide Web (WWW) and for developers of tools to facilitate this trend. The focus in this chapter will be on software agents specifically designed for electronic commerce activities. We will briefly describe the history of agent research in general, defining characteristics of agents, and will touch on the different types of agents. Following this introduction we will describe the learning and action mechanisms that make it possible for agents to perform tasks. Finally, we will describe the issues associated with the deployment of electronic commerce agents (ECAs).
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Downs, Joseph. "An investigation into architectures for autonomous agents." Thesis, University of Nottingham, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.240299.

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Ortega, Pedro Alejandro. "A unified framework for resource-bounded autonomous agents interacting with unknown environments." Thesis, University of Cambridge, 2011. https://www.repository.cam.ac.uk/handle/1810/239398.

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The aim of this thesis is to present a mathematical framework for conceptualizing and constructing adaptive autonomous systems under resource constraints. The first part of this thesis contains a concise presentation of the foundations of classical agency: namely the formalizations of decision making and learning. Decision making includes: (a) subjective expected utility (SEU) theory, the framework of decision making under uncertainty; (b) the maximum SEU principle to choose the optimal solution; and (c) its application to the design of autonomous systems, culminating in the Bellman optimality equations. Learning includes: (a) Bayesian probability theory, the theory for reasoning under uncertainty that extends logic; and (b) Bayes-Optimal agents, the application of Bayesian probability theory to the design of optimal adaptive agents. Then, two major problems of the maximum SEU principle are highlighted: (a) the prohibitive computational costs and (b) the need for the causal precedence of the choice of the policy. The second part of this thesis tackles the two aforementioned problems. First, an information-theoretic notion of resources in autonomous systems is established. Second, a framework for resource-bounded agency is introduced. This includes: (a) a maximum bounded SEU principle that is derived from a set of axioms of utility; (b) an axiomatic model of probabilistic causality, which is applied for the formalization of autonomous systems having uncertainty over their policy and environment; and (c) the Bayesian control rule, which is derived from the maximum bounded SEU principle and the model of causality, implementing a stochastic adaptive control law that deals with the case where autonomous agents are uncertain about their policy and environment.
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Mitchell, Matthew Winston 1968. "An architecture for situated learning agents." Monash University, School of Computer Science and Software Engineering, 2003. http://arrow.monash.edu.au/hdl/1959.1/5553.

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Leigh, Ryan E. "Using genetic algorithms to create believable agents." abstract and full text PDF (free order & download UNR users only), 2006. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1438914.

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Saunders, Brandon Scot. "Observational Intelligence: An Overview of Computational Actual Entities and their Use as Agents of Artificial Intelligence." VCU Scholars Compass, 2007. http://scholarscompass.vcu.edu/etd/1235.

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This thesis' focus is on the use of Alfred North Whitehead's concept of Actual Entities as a computational tool for computer science and the introduction of a novel usage of Actual Entities as learning agents. Actual Entities are vector based agents that interact within their environment through a process called prehension. It is the combined effect of multiple Actual Entities working within a Colony of Prehending Entities that produces emergent, intelligent behavior. It is not always the case that prehension functions for desired behavior are known beforehand and frequently the functions are too complex to construct by hand. Through the use of Artificial Neural Networks and a technique called Observational Intelligence, Actual Entities can extract the characteristic behavior of observable phenomena. This behavior is then converted into a functional form and generalized to provide a knowledge base for how an observed object interacts with its surroundings.
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Franzén, Daniel. "A Modular API for Intelligent Virtual Agents." Thesis, Linköping University, Department of Science and Technology, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-8508.

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This report proposes a modular Application Programmer's Interface (API) for handling the mental layer of intelligent virtual agents for a wide range of application types, with the aim of reducing the work required to program a completely new AI engine, and describes its implementation. One of the key elements and major difficulties in its design is the need to make it general enough to suit most types of applications, while preserving its usefulness and keeping it both efficient and reliable. A sample application interfacing with the API is created to demonstrate its capabilities, various AI algorithms are looked into and their respective suitability for the API is evaluated, and some techniques are implemented as modules in the API.

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au, os goh@murdoch edu, and Ong Sing Goh. "A framework and evaluation of conversation agents." Murdoch University, 2008. http://wwwlib.murdoch.edu.au/adt/browse/view/adt-MU20081020.134601.

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This project details the development of a novel and practical framework for the development of conversation agents (CAs), or conversation robots. CAs, are software programs which can be used to provide a natural interface between human and computers. In this study, ‘conversation’ refers to real-time dialogue exchange between human and machine which may range from web chatting to “on-the-go” conversation through mobile devices. In essence, the project proposes a “smart and effective” communication technology where an autonomous agent is able to carry out simulated human conversation via multiple channels. The CA developed in this project is termed “Artificial Intelligence Natural-language Identity” (AINI) and AINI is used to illustrate the implementation and testing carried out in this project. Up to now, most CAs have been developed with a short term objective to serve as tools to convince users that they are talking with real humans as in the case of the Turing Test. The traditional designs have mainly relied on ad-hoc approach and hand-crafted domain knowledge. Such approaches make it difficult for a fully integrated system to be developed and modified for other domain applications and tasks. The proposed framework in this thesis addresses such limitations. Overcoming the weaknesses of previous systems have been the key challenges in this study. The research in this study has provided a better understanding of the system requirements and the development of a systematic approach for the construction of intelligent CAs based on agent architecture using a modular N-tiered approach. This study demonstrates an effective implementation and exploration of the new paradigm of Computer Mediated Conversation (CMC) through CAs. The most significant aspect of the proposed framework is its ability to re-use and encapsulate expertise such as domain knowledge, natural language query and human-computer interface through plug-in components. As a result, the developer does not need to change the framework implementation for different applications. This proposed system provides interoperability among heterogeneous systems and it has the flexibility to be adapted for other languages, interface designs and domain applications. A modular design of knowledge representation facilitates the creation of the CA knowledge bases. This enables easier integration of open-domain and domain-specific knowledge with the ability to provide answers for broader queries. In order to build the knowledge base for the CAs, this study has also proposed a mechanism to gather information from commonsense collaborative knowledge and online web documents. The proposed Automated Knowledge Extraction Agent (AKEA) has been used for the extraction of unstructured knowledge from the Web. On the other hand, it is also realised that it is important to establish the trustworthiness of the sources of information. This thesis introduces a Web Knowledge Trust Model (WKTM) to establish the trustworthiness of the sources. In order to assess the proposed framework, relevant tools and application modules have been developed and an evaluation of their effectiveness has been carried out to validate the performance and accuracy of the system. Both laboratory and public experiments with online users in real-time have been carried out. The results have shown that the proposed system is effective. In addition, it has been demonstrated that the CA could be implemented on the Web, mobile services and Instant Messaging (IM). In the real-time human-machine conversation experiment, it was shown that AINI is able to carry out conversations with human users by providing spontaneous interaction in an unconstrained setting. The study observed that AINI and humans share common properties in linguistic features and paralinguistic cues. These human-computer interactions have been analysed and contributed to the understanding of how the users interact with CAs. Such knowledge is also useful for the development of conversation systems utilising the commonalities found in these interactions. While AINI is found having difficulties in responding to some forms of paralinguistic cues, this could lead to research directions for further work to improve the CA performance in the future.
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Bagnall, A. J. "Modelling the UK market in electricity generation with autonomous adaptive agents." Thesis, University of East Anglia, 2000. https://ueaeprints.uea.ac.uk/21583/.

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The modern trend in electricity industries around the world is towards privatisation. Increased competition, it is argued, will ultimately benefit the consumer. However, the particular nature of electricity generation and supply means strong regulation of a privatised market will always be necessary. In establishing a privatised industry, decisions need to be made about the mechanisms governing the requirements to meet demand, to maintain the viability of the network and to ensure generators are paid correctly for power generated. Unfortunately, it is unclear what processes to use to achieve these goals while still delivering some benefit to the consumer in the form of reduced electricity costs. This research, sponsored by the National Grid Company, examines whether the application of new ideas in artificial intelligence could offer the potential for gaining insights into the affects of certain market mechanisms on the competitors in the market. Our approach to gaining greater understanding into how the market operates is to adopt an evolutionary economics perspective. We have constructed autonomous adaptive agents to represent the generating companies in a simplified model of the UK market in electricity generation. The main body of the thesis contains a description of the process of developing the model and the agent architecture. Once we were satisfied that the model incorporated some key features of the real world market and that the agents, based on learning classifier systems, were able to perform well in simpler environments, we examined how multiple adaptive agents learn to interact in the simplified model. We conclude that the agents are able to learn how to behave in ways analogous to the observed behaviour of real world generating companies. We then illustrate the potential for this type of economic model by examining how alterations to market structure affect agent behaviour, and investigate to what extent the agents are able to learn how to cooperate for mutual long term benefit.
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27

Case, Denise Marie. "Engineering complex systems with multigroup agents." Diss., Kansas State University, 2015. http://hdl.handle.net/2097/19045.

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Doctor of Philosophy
Computing and Information Sciences
Scott A. DeLoach
As sensor prices drop and computing devices continue to become more compact and powerful, computing capabilities are being embedded throughout our physical environment. Connecting these devices in cyber-physical systems (CPS) enables applications with significant societal impact and economic benefit. However, engineering CPS poses modeling, architecture, and engineering challenges and, to fully realize the desired benefits, many outstanding challenges must be addressed. For the cyber parts of CPS, two decades of work in the design of autonomous agents and multiagent systems (MAS) offers design principles for distributed intelligent systems and formalizations for agent-oriented software engineering (AOSE). MAS foundations offer a natural fit for enabling distributed interacting devices. In some cases, complex control structures such as holarchies can be advantageous. These can motivate complex organizational strategies when implementing such systems with a MAS, and some designs may require agents to act in multiple groups simultaneously. Such agents must be able to manage their multiple associations and assignments in a consistent and unambiguous way. This thesis shows how designing agents as systems of intelligent subagents offers a reusable and practical approach to designing complex systems. It presents a set of flexible, reusable components developed for OBAA++, an organization-based architecture for single-group MAS, and shows how these components were used to develop the Adaptive Architecture for Systems of Intelligent Systems (AASIS) to enable multigroup agents suitable for complex, multigroup MAS. This work illustrates the reusability and flexibility of the approach by using AASIS to simulate a CPS for an intelligent power distribution system (IPDS) operating two multigroup MAS concurrently: one providing continuous voltage control and a second conducting discrete power auctions near sources of distributed generation.
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28

Perotto, Filipo Studzinski. "Inteligência artificial construtivista : uma nova perspectiva teórica para uma nova arquitetura de agente computacional inteligente." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2004. http://hdl.handle.net/10183/14709.

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A presente pesquisa propõe uma arquitetura de agente computacional inteligente fundamentada nos princípios da Inteligência Artificial Construtivista. A IA Construtivista é um ramo alternativo dentro do panorama paradigmático da IA. Realiza-se preliminarmente um estudo sobre as conseqüências teóricas promovidas pela incorporação das concepções da Psicologia Construtivista à Inteligência Artificial, uma vez que essa nova abordagem cria um novo sentido para procedimentos já bem estabelecidos nos paradigmas clássicos deste campo científico. São examinadas, então, novas posturas epistemológicas, surgidas com a proposta construtivista para a IA. Finalmente, a partir desse estudo, propõe-se um modelo de agente capaz de uma aprendizagem autônoma e eficiente, na perspectiva de um modelo de aprendizagem geral. O agente é capaz de aprender com as próprias experiências, construindo e reconstruindo hipóteses sobre os fenômenos vivenciados e identificando as regularidades do ambiente.
This research proposes an agent architecture based on the Constructivist Artificial Intelligence approach. Constructivist AI is an alternative branch into AI paradigmatic field. We proceed with an initial study about the theoretical consequences promoted by the incorporation of constructivist psychological conceptions in artificial intelligence. We argue that this new approach creates a new meaning to some well-stablished procedures coming from the classic paradigms of the field. Then we examine new epistemological positions born with the constructivist approach. Finally, after that, we propose an agent model able to learn about its universe in an autonomous and efficient way, and from a general learning perspective. Our agent is able to learn with its own experience, building and rebuilding hypothese about the phenomenoums that it observes and identifying the environment regularities.
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29

Coon, William MacDowell. "A Computational Model for Building Relationships Between Humans and Virtual Agents." Digital WPI, 2012. https://digitalcommons.wpi.edu/etd-theses/942.

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"As artificially intelligent agents become more advanced, they will require corresponding advances in social capability. In particular, they will require an understanding of the development of relationships. This work is intended to aid in addressing this need. We have developed a model of the development of relationships, designed and implemented a planning module based on this model, and performed an evaluation study verifying the functionality of the model and implementation. This should provide a foundation for future work in developing artificially intelligent agents capable of appropriately dealing with the development of social relationships."
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30

Goh, Ong Sing. "A framework and evaluation of conversation agents." Thesis, Goh, Ong Sing (2008) A framework and evaluation of conversation agents. PhD thesis, Murdoch University, 2008. https://researchrepository.murdoch.edu.au/id/eprint/752/.

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This project details the development of a novel and practical framework for the development of conversation agents (CAs), or conversation robots. CAs, are software programs which can be used to provide a natural interface between human and computers. In this study, ‘conversation’ refers to real-time dialogue exchange between human and machine which may range from web chatting to “on-the-go” conversation through mobile devices. In essence, the project proposes a “smart and effective” communication technology where an autonomous agent is able to carry out simulated human conversation via multiple channels. The CA developed in this project is termed “Artificial Intelligence Natural-language Identity” (AINI) and AINI is used to illustrate the implementation and testing carried out in this project. Up to now, most CAs have been developed with a short term objective to serve as tools to convince users that they are talking with real humans as in the case of the Turing Test. The traditional designs have mainly relied on ad-hoc approach and hand-crafted domain knowledge. Such approaches make it difficult for a fully integrated system to be developed and modified for other domain applications and tasks. The proposed framework in this thesis addresses such limitations. Overcoming the weaknesses of previous systems have been the key challenges in this study. The research in this study has provided a better understanding of the system requirements and the development of a systematic approach for the construction of intelligent CAs based on agent architecture using a modular N-tiered approach. This study demonstrates an effective implementation and exploration of the new paradigm of Computer Mediated Conversation (CMC) through CAs. The most significant aspect of the proposed framework is its ability to re-use and encapsulate expertise such as domain knowledge, natural language query and human-computer interface through plug-in components. As a result, the developer does not need to change the framework implementation for different applications. This proposed system provides interoperability among heterogeneous systems and it has the flexibility to be adapted for other languages, interface designs and domain applications. A modular design of knowledge representation facilitates the creation of the CA knowledge bases. This enables easier integration of open-domain and domain-specific knowledge with the ability to provide answers for broader queries. In order to build the knowledge base for the CAs, this study has also proposed a mechanism to gather information from commonsense collaborative knowledge and online web documents. The proposed Automated Knowledge Extraction Agent (AKEA) has been used for the extraction of unstructured knowledge from the Web. On the other hand, it is also realised that it is important to establish the trustworthiness of the sources of information. This thesis introduces a Web Knowledge Trust Model (WKTM) to establish the trustworthiness of the sources. In order to assess the proposed framework, relevant tools and application modules have been developed and an evaluation of their effectiveness has been carried out to validate the performance and accuracy of the system. Both laboratory and public experiments with online users in real-time have been carried out. The results have shown that the proposed system is effective. In addition, it has been demonstrated that the CA could be implemented on the Web, mobile services and Instant Messaging (IM). In the real-time human-machine conversation experiment, it was shown that AINI is able to carry out conversations with human users by providing spontaneous interaction in an unconstrained setting. The study observed that AINI and humans share common properties in linguistic features and paralinguistic cues. These human-computer interactions have been analysed and contributed to the understanding of how the users interact with CAs. Such knowledge is also useful for the development of conversation systems utilising the commonalities found in these interactions. While AINI is found having difficulties in responding to some forms of paralinguistic cues, this could lead to research directions for further work to improve the CA performance in the future.
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31

Goh, Ong Sing. "A framework and evaluation of conversation agents." Goh, Ong Sing (2008) A framework and evaluation of conversation agents. PhD thesis, Murdoch University, 2008. http://researchrepository.murdoch.edu.au/752/.

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This project details the development of a novel and practical framework for the development of conversation agents (CAs), or conversation robots. CAs, are software programs which can be used to provide a natural interface between human and computers. In this study, ‘conversation’ refers to real-time dialogue exchange between human and machine which may range from web chatting to “on-the-go” conversation through mobile devices. In essence, the project proposes a “smart and effective” communication technology where an autonomous agent is able to carry out simulated human conversation via multiple channels. The CA developed in this project is termed “Artificial Intelligence Natural-language Identity” (AINI) and AINI is used to illustrate the implementation and testing carried out in this project. Up to now, most CAs have been developed with a short term objective to serve as tools to convince users that they are talking with real humans as in the case of the Turing Test. The traditional designs have mainly relied on ad-hoc approach and hand-crafted domain knowledge. Such approaches make it difficult for a fully integrated system to be developed and modified for other domain applications and tasks. The proposed framework in this thesis addresses such limitations. Overcoming the weaknesses of previous systems have been the key challenges in this study. The research in this study has provided a better understanding of the system requirements and the development of a systematic approach for the construction of intelligent CAs based on agent architecture using a modular N-tiered approach. This study demonstrates an effective implementation and exploration of the new paradigm of Computer Mediated Conversation (CMC) through CAs. The most significant aspect of the proposed framework is its ability to re-use and encapsulate expertise such as domain knowledge, natural language query and human-computer interface through plug-in components. As a result, the developer does not need to change the framework implementation for different applications. This proposed system provides interoperability among heterogeneous systems and it has the flexibility to be adapted for other languages, interface designs and domain applications. A modular design of knowledge representation facilitates the creation of the CA knowledge bases. This enables easier integration of open-domain and domain-specific knowledge with the ability to provide answers for broader queries. In order to build the knowledge base for the CAs, this study has also proposed a mechanism to gather information from commonsense collaborative knowledge and online web documents. The proposed Automated Knowledge Extraction Agent (AKEA) has been used for the extraction of unstructured knowledge from the Web. On the other hand, it is also realised that it is important to establish the trustworthiness of the sources of information. This thesis introduces a Web Knowledge Trust Model (WKTM) to establish the trustworthiness of the sources. In order to assess the proposed framework, relevant tools and application modules have been developed and an evaluation of their effectiveness has been carried out to validate the performance and accuracy of the system. Both laboratory and public experiments with online users in real-time have been carried out. The results have shown that the proposed system is effective. In addition, it has been demonstrated that the CA could be implemented on the Web, mobile services and Instant Messaging (IM). In the real-time human-machine conversation experiment, it was shown that AINI is able to carry out conversations with human users by providing spontaneous interaction in an unconstrained setting. The study observed that AINI and humans share common properties in linguistic features and paralinguistic cues. These human-computer interactions have been analysed and contributed to the understanding of how the users interact with CAs. Such knowledge is also useful for the development of conversation systems utilising the commonalities found in these interactions. While AINI is found having difficulties in responding to some forms of paralinguistic cues, this could lead to research directions for further work to improve the CA performance in the future.
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32

Karlsson, Marcus. "Developing services based on Artificial Intelligence." Thesis, Karlstads universitet, Fakulteten för hälsa, natur- och teknikvetenskap (from 2013), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-73090.

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This thesis explores the development process of services based on artificial intelligence (AI) technology within an industrial setting. There has been a renewed interest in the technology and leading technology companies as well as many start-ups has integrated it into their market offerings. The technology´s general application potential for enhancing products and services along with the task automation possibility for improved operational excellence makes it a valuable asset for companies. However, the implementation rate of AI services is still low for many industrial actors. The research in the area has been technically dominated with little contribution from other disciplines. Therefore, the purpose of this thesis is to identify development challenges of AI services and drawing on service development- and value-theory to propose a process framework promoting implementation. The work will have two main contributions. Firstly, to compare differences in theoretical and practical development challenges and secondly to combine AI with service development and value theory. The empirical research is done through a single case study based on a systematic combining research approach. It moves iteratively between the theory and empirical findings to direct and support the thesis throughout the work process. The data was collected through semi-structured interviews with a purposive sample. It consisted of two groups of interview participants, one AI expert group and one case internal group. This was supported by participant observation of the case environment. The data analysis was done through flexible pattern matching. The results were divided into two sections, practical challenges and development aspect of AI service development. These were combined with the selected theories and a process framework was generated. The study showed a current understudied area of business and organisational aspect regarding AI service development. Several such challenges were identified with limited theoretical research as support. For a wider industrial adoption of AI technology, more research is needed to understand the integration into the organisation. Further, sustainability and ethical aspect were found not to be a primary concern, only mention in one of the interviews. This, despite the plethora of theory and identified risks found in the literature. Lastly, the interdisciplinary research approach was found to be beneficial to the AI field to integrate the technology into an industrial setting. The developed framework could draw from existing service development models to help manage the identified challenges.
Denna uppsats utforskar utvecklingsprocessen av tjänster baserade på artificiell intelligens (AI) i en industriell miljö. Tekniken har fått ett förnyat intresse vilket har lett till att allt fler ledande teknik företag och start-up:s har integrerat AI i deras marknads erbjudande. Teknikens generella applikations möjlighet för att kunna förbättra produkter och tjänster tillsammans med dess automatiserings möjlighet för ökad operationell effektivitet gör den till en värdefull tillgång för företag. Dock så är implementations graden fortfarande låg för majoriteten av industrins aktörer. Forskningen inom AI området har varit mycket teknik dominerat med lite bidrag från andra forskningsdiscipliner. Därför syftar denna uppsats att identifiera utvecklingsutmaningar med AI tjänster och genom att hämta delar från tjänsteutveckling- och värde teori generera ett processramverk som premierar implementation. Uppsatsen har två huvudsakliga forskningsbidrag. Först genom att jämföra skillnader mellan teoretiska och praktiska utvecklingsutmaningar, sedan bidra genom att kombinera AI med tjänsteutveckling- och värdeteori. Den empiriska forskningen utfördes genom en fallstudie baserad på ett systematic combining tillvägagångsätt. På så sätt rör sig forskning iterativt mellan teori och empiri för att forma och stödja uppsatsen genom arbetet. Datat var insamlad genom semi strukturerade intervjuer med två separata, medvetet valda intervjugrupper där ena utgjorde en AI expert grupp och andra en intern grupp för fallstudien. Detta stöttades av deltagande observationer inom fallstudiens miljö. Dataanalysen utfördes med metoden flexible pattern matching. Resultatet var uppdelat i två olika sektioner, den första med praktiska utmaningar och den andra med utvecklingsaspekter av AI tjänsteutveckling. Dessa kombinerades med de utvalda teorierna för att skapa ett processramverk. Uppsatsen visar ett under studerat område angående affär och organisation i relation till AI tjänsteutveckling. Ett flertal av sådana utmaningar identifierades med begränsat stöd i existerande forskningslitteratur. För en mer utbredd adoption av AI tekniken behövs mer forskning för att förstå hur AI ska integreras med organisationer. Vidare, hållbarhet och etiska aspekter var inte en primär aspekt i resultatet, endast bemött i en av intervjuerna trots samlingen av artiklar och identifierade risker i litteraturen. Till sist, det tvärvetenskapliga angreppsättet var givande för AI området för att bättre integrera tekniken till en industriell miljö. Det utvecklade processramverket kunde bygga på existerande tjänsteutvecklings modeller för att hantera de identifierade utmaningarna.
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33

Merrick, Kathryn Elizabeth. "Modelling motivation for experience-based attention focus in reinforcement learning." Connect to full text, 2007. http://ses.library.usyd.edu.au/handle/2123/1935.

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Thesis (Ph. D.)--University of Sydney, 2007.
Includes graphs, tables. Title from title screen (viewed April 1, 2008). Submitted in fulfilment of the requirements for the degree of Doctor of Philosophy to the School of Information Technologies, Faculty of Science. Includes bibliographical references. Also available in print form.
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34

Neves, Pedro. "An Implementation Framework for Emotion Based Adaptive Agents." Master's thesis, Department of Informatics, University of Lisbon, 2008. http://hdl.handle.net/10451/14023.

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The work presented in this document is part of the project AutoFocus: Adaptive Self-Improving Multi-Agent Systems' that is being developed at the research unit LabMAg, which objective is the implementation of multi-agent systems based on autonomous entities capable of self-optimized and adaptive behaviors. The notion of autonomic computation, like other notions that also imply pro-active computation, is based on autonomous entities that actively work to achieve their objectives and have the ability to dynamically adjust to changes in their environment, constrained by time and resource limits. In the approach used by the AutoFocus project, that adaptation to change and the regulation of the agent's capabilities, result from the combination of cognitive aspects with emotional based aspects. The agent model defined and used by the AutoFocus project is the Agent Flow Model. The task that corresponded to the work presented in this document was to develop a platform for the Agent Flow Model. It was intended, with this platform, to provide a tool that enables the rapid deployment and monitoring of agents based on this model. The developed work consisted in the analysis and design, oriented to objects, implementation and testing of components of this platform
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35

Fountoukidis, Dimitrios P. "Adaptive management of emerging battlefield network." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Mar%5FFountoukidis.pdf.

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Thesis (M.S. in Information Technology Management and M.S. in Modeling Virtual Environment and Simulation)--Naval Postgraduate School, March 2004.
Thesis advisor(s): Alex Bordetsky, John Hiles. Includes bibliographical references. Also available online.
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36

Bahers, Quentin. "AI Planning-Based Service Modeling for the Internet of Things." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-246212.

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It is estimated that by 2020, more than 50 billion devices will be interconnected, to form what is called the Internet of Things. Those devices range from consumer electronics to utility meters, including vehicles. Provided with sensory capabilities, those objects will be able to transmit valuable information about their environment, not only to humans, but even more importantly to other machines, which should ultimately be able to interpret and take decisions based on the information received. This “smartness” implies gifting those devices with a certain degree of automation. This Master’s Thesis investigates how recent advances in artificial intelligence planning can be helpful in building such systems. In particular, an artificial intelligence planner able to generate workflows for most of IoT-related use cases has been connected to an IoT platform. A performance study of a state-of-the planner, Fast Downward, on one of the most challenging IoT application, Smart Garbage Collection (which is similar to the Traveling Salesman Problem) has also been carried out. Eventually, different pre-processing and clustering techniques are suggested to tackle the latest AI planners’ inefficiency on quickly finding plans for the most difficult tasks.
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37

Balamuru, Vinay Gopal. "The Role of Intelligent Mobile Agents in Network Management and Routing." Thesis, University of North Texas, 2000. https://digital.library.unt.edu/ark:/67531/metadc2736/.

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In this research, the application of intelligent mobile agents to the management of distributed network environments is investigated. Intelligent mobile agents are programs which can move about network systems in a deterministic manner in carrying their execution state. These agents can be considered an application of distributed artificial intelligence where the (usually small) agent code is moved to the data and executed locally. The mobile agent paradigm offers potential advantages over many conventional mechanisms which move (often large) data to the code, thereby wasting available network bandwidth. The performance of agents in network routing and knowledge acquisition has been investigated and simulated. A working mobile agent system has also been designed and implemented in JDK 1.2.
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38

Yacoubi, Alya. "Vers des agents conversationnels capables de réguler leurs émotions : un modèle informatique des tendances à l’action." Thesis, Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLS378/document.

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Les agents virtuels conversationnels ayant un comportement social reposent souvent sur au moins deux disciplines différentes : l’informatique et la psychologie. Dans la plupart des cas, les théories psychologiques sont converties en un modèle informatique afin de permettre aux agents d’adopter des comportements crédibles. Nos travaux de thèse se positionnent au croisement de ces deux champs disciplinaires. Notre objectif est de renforcer la crédibilité des agents conversationnels. Nous nous intéressons aux agents conversationnels orientés tâche, qui sont utilisés dans un contexte professionnel pour produire des réponses à partir d’une base de connaissances métier. Nous proposons un modèle affectif pour ces agents qui s’inspire des mécanismes affectifs chez l’humain. L’approche que nous avons choisie de mettre en œuvre dans notre modèle s’appuie sur la théorie des Tendances à l’Action en psychologie. Nous avons proposé un modèle des émotions en utilisant un formalisme inspiré de la logique BDI pour représenter les croyances et les buts de l’agent. Ce modèle a été implémenté dans une architecture d’agent conversationnel développée au sein de l’entreprise DAVI. Afin de confirmer la pertinence de notre approche, nous avons réalisé plusieurs études expérimentales. La première porte sur l’évaluation d’expressions verbales de la tendance à l’action. La deuxième porte sur l’impact des différentes stratégies de régulation possibles sur la perception de l’agent par l’utilisateur. Enfin, la troisième étude porte sur l’évaluation des agents affectifs en interaction avec des participants. Nous montrons que le processus de régulation que nous avons implémenté permet d’augmenter la crédibilité et le professionnalisme perçu des agents, et plus généralement qu’ils améliorent l’interaction. Nos résultats mettent ainsi en avant la nécessité de prendre en considération les deux mécanismes émotionnels complémentaires : la génération et la régulation des réponses émotionnelles. Ils ouvrent des perspectives sur les différentes manières de gérer les émotions et leur impact sur la perception de l’agent
Conversational virtual agents with social behavior are often based on at least two different disciplines : computer science and psychology. In most cases, psychological findings are converted into computational mechanisms in order to make agents look and behave in a believable manner. In this work, we aim at increasing conversational agents’ belivielibity and making human-agent interaction more natural by modelling emotions. More precisely, we are interested in task-oriented conversational agents, which are used as a custumer-relationship channel to respond to users request. We propose an affective model of emotional responses’ generation and control during a task-oriented interaction. Our proposed model is based, on one hand, on the theory of Action Tendencies (AT) in psychology to generate emotional responses during the interaction. On the other hand, the emotional control mechanism is inspired from social emotion regulation in empirical psychology. Both mechanisms use agent’s goals, beliefs and ideals. This model has been implemented in an agent architecture endowed with a natural language processing engine developed by the company DAVI. In order to confirm the relevance of our approach, we realized several experimental studies. The first was about validating verbal expressions of action tendency in a human-agent dialogue. In the second, we studied the impact of different emotional regulation strategies on the agent perception by the user. This study allowed us to design a social regulation algorithm based on theoretical and empirical findings. Finally, the third study focuses on the evaluation of emotional agents in real-time interactions. Our results show that the regulation process contributes in increasing the credibility and perceived competence of agents as well as in improving the interaction. Our results highlight the need to take into consideration of the two complementary emotional mechanisms : the generation and regulation of emotional responses. They open perspectives on different ways of managing emotions and their impact on the perception of the agent
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39

Newell, Sima C. "Improved Internet information retrieval through the use of user models, filtering agents and a knowledge-based system." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape16/PQDD_0002/MQ37277.pdf.

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40

Johansson, Anja. "Modelling Expectations and Trust in Virtual Agents." Thesis, Linköping University, Department of Science and Technology, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-9704.

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Computer graphics has long been the foremost area of advancement in both the gaming and the motion picture industry. Nowadays, as computer graphics is getting difficult to advance any further, other areas begin to interest the developers. One of these areas is artificial intelligence. The gaming industry has begun to create far more intelligent virtual characters that no longer are as predictable as they used to be. Mixing character animation with intelligent agents techniques results in a vastly more interesting experience for the gamer as well as for the developer.

This project focuses on introducing expectational behaviour and trust in intelligent virtual characters. The area is highly interesting as it enables a vastly more complex emotional structure for virtual agents than that of reactive, rational behaviour. Although expectations can indeed be rational, often they are not when it comes to humans. This project studies the effects of expectations on the emotional state of agents and the effect that the emotions have on the reasoning abilities and the action selection mechanism. It also examines how trust influences emotions and vice versa and how trust influences the action selection mechanism.

One of the requirements of this work is that the computations concerning the triggering of emotions have to be done in real-time. While it is possible to do off-line computations for simulations (such as is often done for the movie industry), it is not what we desire here. It is our goal to create interesting virtual characters that can be interacted with in real-time. Therefore, also expectations and trust must be calculated and managed in real-time.

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41

Hu, Yuebing, and 胡跃冰. "Consensus control of multi-agent systems." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2011. http://hub.hku.hk/bib/B4658657X.

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42

Kuylenstierna, Elsa, and Hanna Trägårdh. "Customers perception of Artificial Intelligence as Chatbots in CRM." Thesis, Högskolan i Halmstad, Akademin för företagande, innovation och hållbarhet, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44538.

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ABSTRACT  Title: Customers perception of Artificial Intelligence as Chatbots in CRM  Subject: Bachelor thesis in business administration, 15 hp  Authors: Hanna Trägårdh & Elsa Kuylenstierna  Supervisor: Klaus Solberg Söilen  Examiner: Ulf Aagerup  Keywords: Artificial intelligence, Chatbots, Customer Relationship Management, Generation Z, Generation Y  Purpose: The purpose of this study is to determine the perception Swedish customers from Gen Z and Gen Y have of companies using chatbots in customer relationship management. Furthermore the study will analyze if the different generational groups perceive chatbots in different ways. The study also focuses on finding out what role chatbots play in terms of CRM.  Methodology: In this study a deductive research approach was used where the empirical study was collected through a survey. The survey had 212 respondents, 100 of them were between 15 and 25 years old and 112 were between 26 and 44 years old.  Conclusion: Gen Z and Gen Y have similar opinions about how they perceive chatbots. Both Gen Z and Gen Y prefer communicating with a human since chatbots are not living up to their expectations. However, they are optimistic that chatbots have the potential to improve customer services to the better. Companies need to make sure that chatbots create value for customers and not only for companies themselves. Chatbots need to keep developing and make progress to be beneficial for customers to use.  Implications: This study can contribute with new perspectives about chatbots and customer relationships that can be a big advantage for companies when implementing chatbots for their business. The study brings attention to the unexplored issue of Gen Z and Gen Y’s perception in this matter. This study can also be helpful for further research within the subject area.
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43

Demers, Louis-Philippe. "Machine performers : Agents in a multiple ontological states." Thesis, University of Plymouth, 2015. https://eprints.qut.edu.au/128366/1/2015Demers374080PhD.pdf_sequence%3D3%26isAllowed%3Dy.

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In this thesis, the author explores and develops new attributes for machine performers and merges the trans-disciplinary fields of the performing arts and artificial intelligence. The main aim is to redefine the term “embodiment” for robots on the stage and to demonstrate that this term requires broadening in various fields of research. This redefining has required a multifaceted theoretical analysis of embodiment in the field of artificial intelligence (e.g. the uncanny valley), as well as the construction of new robots for the stage by the author. It is hoped that these practical experimental examples will generate more research by others in similar fields. Even though the historical lineage of robotics is engraved with theatrical strategies and dramaturgy, further application of constructive principles from the performing arts and evidence from psychology and neurology can shift the perception of robotic agents both on stage and in other cultural environments. In this light, the relation between representation, movement and behaviour of bodies has been further explored to establish links between constructed bodies (as in artificial intelligence) and perceived bodies (as performers on the theatrical stage). In the course of this research, several practical works have been designed and built, and subsequently presented to live audiences and research communities. Audience reactions have been analysed with surveys and discussions. Interviews have also been conducted with choreographers, curators and scientists about the value of machine performers. The main conclusions from this study are that fakery and mystification can be used as persuasive elements to enhance agency. Morphologies can also be applied that tightly couple brain and sensorimotor actions and lead to a stronger stage presence. In fact, if this lack of presence is left out of human replicants, it causes an “uncanny” lack of agency. Furthermore, the addition of stage presence leads to stronger identification from audiences, even for bodies dissimilar to their own. The author demonstrates that audience reactions are enhanced by building these effects into © Demers 2014 iv machine body structures: rather than identification through mimicry, this causes them to have more unambiguously biological associations. Alongside these traits, atmospheres such as those created by a cast of machine performers tend to cause even more intensely visceral responses. In this thesis, “embodiment” has emerged as a paradigm shift – as well as within this shift – and morphological computing has been explored as a method to deepen this visceral immersion. Therefore, this dissertation considers and builds machine performers as “true” performers for the stage, rather than mere objects with an aura. Their singular and customized embodiment can enable the development of non-anthropocentric performances that encompass the abstract and conceptual patterns in motion and generate – as from human performers – empathy, identification and experiential reactions in live audiences
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44

Demers, Louis-Philippe. "Machine performers : agents in a multiple ontological state." Thesis, University of Plymouth, 2015. http://hdl.handle.net/10026.1/3340.

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In this thesis, the author explores and develops new attributes for machine performers and merges the trans-disciplinary fields of the performing arts and artificial intelligence. The main aim is to redefine the term “embodiment” for robots on the stage and to demonstrate that this term requires broadening in various fields of research. This redefining has required a multifaceted theoretical analysis of embodiment in the field of artificial intelligence (e.g. the uncanny valley), as well as the construction of new robots for the stage by the author. It is hoped that these practical experimental examples will generate more research by others in similar fields. Even though the historical lineage of robotics is engraved with theatrical strategies and dramaturgy, further application of constructive principles from the performing arts and evidence from psychology and neurology can shift the perception of robotic agents both on stage and in other cultural environments. In this light, the relation between representation, movement and behaviour of bodies has been further explored to establish links between constructed bodies (as in artificial intelligence) and perceived bodies (as performers on the theatrical stage). In the course of this research, several practical works have been designed and built, and subsequently presented to live audiences and research communities. Audience reactions have been analysed with surveys and discussions. Interviews have also been conducted with choreographers, curators and scientists about the value of machine performers. The main conclusions from this study are that fakery and mystification can be used as persuasive elements to enhance agency. Morphologies can also be applied that tightly couple brain and sensorimotor actions and lead to a stronger stage presence. In fact, if this lack of presence is left out of human replicants, it causes an “uncanny” lack of agency. Furthermore, the addition of stage presence leads to stronger identification from audiences, even for bodies dissimilar to their own. The author demonstrates that audience reactions are enhanced by building these effects into machine body structures: rather than identification through mimicry, this causes them to have more unambiguously biological associations. Alongside these traits, atmospheres such as those created by a cast of machine performers tend to cause even more intensely visceral responses. In this thesis, “embodiment” has emerged as a paradigm shift – as well as within this shift – and morphological computing has been explored as a method to deepen this visceral immersion. Therefore, this dissertation considers and builds machine performers as “true” performers for the stage, rather than mere objects with an aura. Their singular and customized embodiment can enable the development of non-anthropocentric performances that encompass the abstract and conceptual patterns in motion and generate – as from human performers – empathy, identification and experiential reactions in live audiences.
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45

Leonhardt, Michelle Denise. "Enhancing affective communication in embodied conversational agents through personality-based hidden conversational goals." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2012. http://hdl.handle.net/10183/49756.

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Embodied Conversational Agents (ECAs) are intelligent software entities with an embodiment used to communicate with users, using natural language. Their purpose is to exhibit the same properties as humans in face-to-face conversation, including the ability to produce and respond to verbal and nonverbal communication. Researchers in the field of ECAs try to create agents that can be more natural, believable and easy to use. Designing an ECA requires understanding that manner, personality, emotion, and appearance are very important issues to be considered. In this thesis, we are interested in increasing believability of ECAs by placing personality at the heart of the human-agent verbal interaction. We propose a model relating personality facets and hidden communication goals that can influence ECA behaviors. Moreover, we apply our model in agents that interact in a puzzle game application. We develop five distinct personality oriented agents using an expressive communication language and a plan-based BDI approach for modeling and managing dialogue according to our proposed model. In summary, we present and test an innovative approach to model mental aspects of ECAs trying to increase their believability and to enhance human-agent affective communication. With this research, we hope to improve the understanding on how ECAs with expressive and affective characteristics can establish and maintain long-term human-agent relationships.
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46

Hama, Marcelo Tomio. "Uma plataforma orientada a agentes para o desenvolvimento de software em veículos aéreos não-tripulados." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2012. http://hdl.handle.net/10183/66196.

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Veículos aéreos não-tripulados (VANTs) são relativamente recentes no meio acadêmico, onde muitas tecnologias e algoritmos vêm sendo pesquisados e desenvolvidos. A engenharia de software apliacada a este âmbito possui poucas abordagens em relação a sistemas autônomos e inteligentes, enquanto que sistemas multi-agentes e a programação orientada a agentes vêm sendo cada vez mais utilizadas. Este trabalho foca na aplicação do paradigma da programação orientada a agentes para o controle de VANTs, de modo a conceber um framework e utilizar arquitetura, teoria e ferramentas orientados a agentes como forma de prover uma abstração mais sofisticada para a programação de comportamentos inteligentes em VANTs. Na pesquisa, propõem-se o modelo UAVAS – Unmanned Aerial Vehicles AgentSpeak que é um framework de programação de comportamentos para VANTs que possui um modelo de abstração de veículos aéreos tripulados para veículos aéreos não-tripulados. Ao final, a pesquisa foi avaliada e validada por meio de resultados obtidos em simulações com a infraestrutura implementada. Dois estudos de caso foram realizados, um com ênfase nas comunicações inter-VANTs e cooperação de time, e outro com ênfase nas verificações dos mapeamentos de sinais com o envio de dados da infraestrutura. Para cada um dos casos, simuladores específicos foram criados no intuito de observar as características pertinentes de cada estudo de caso.
Unmanned aerial vehicles (UAVs) are relatively new in civilian context, where many technologies and algorithms have been the focus at much research and development. Software engineering applied to this field has few approaches in relation to autonomous systems and intelligent behavior development, while multi-agent system and agent-oriented programming are being increasingly used. This work focuses on applying the paradigm of agent-oriented programming for the control of UAVs, in order to design a framework and use architecture, theory and agent oriented tools as a way to provide a more sophisticated abstraction for programming intelligent behaviors in UAVs . The main contribution of this work is an architecture that allows the use of the Jason platform to program multiagent system which can control teams of autonomous unmanned aerial vehicles. In this research, we propose the UAVAS - Unmanned Aerial Vehicles AgentSpeak model, which is a framework to program intelligent behaviors to UAVs and owns an abstraction model of manned aircraft to unmanned aerial vehicles. At the end, the survey was evaluated and validated by means of results from simulations in the implemented infrastructure. Two case studies were performed, with emphasis on inter-UAV communication and cooperation of team, and the another one focusing on mapping verifications of data signals sent to the infrastructure. For each case, specific simulators have been created in order to observe the relevant characteristics of each case study.
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47

Casali, Ana. "On intentional and social agents with graded attitudes." Doctoral thesis, Universitat de Girona, 2008. http://hdl.handle.net/10803/7748.

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La principal contribución de esta Tesis es la propuesta de un modelo de agente BDI graduado (g-BDI) que permita especificar una arquitetura de agente capaz de representar y razonar con actitudes mentales graduadas. Consideramos que una arquitectura BDI más exible permitirá desarrollar agentes que alcancen mejor performance en entornos inciertos y dinámicos, al servicio de otros agentes (humanos o no) que puedan tener un conjunto de motivaciones graduadas. En el modelo g-BDI, las actitudes graduadas del agente tienen una representación explícita y adecuada. Los grados en las creencias representan la medida en que el agente cree que una fórmula es verdadera, en los deseos positivos o negativos permiten al agente establecer respectivamente, diferentes niveles de preferencias o de rechazo. Las graduaciones en las intenciones también dan una medida de preferencia pero en este caso, modelan el costo/beneficio que le trae al agente alcanzar una meta. Luego, a partir de la representación e interacción de estas actitudes graduadas, pueden ser modelados agentes que muestren diferentes tipos de comportamiento. La formalización del modelo g-BDI está basada en los sistemas multi-contextos. Diferentes lógicas modales multivaluadas se han propuesto para representar y razonar
sobre las creencias, deseos e intenciones, presentando en cada caso una axiomática completa y consistente. Para tratar con la semántica operacional del modelo de agente, primero se definió un calculus para la ejecución de sistemas multi-contextos, denominado Multi-context calculus. Luego, mediante este calculus se le ha dado al modelo g-BDI semántica computacional. Por otra parte, se ha presentado una metodología para la ingeniería de agentes g-BDI en un escenario multiagente. El objeto de esta propuesta es guiar el diseño de sistemas multiagentes, a partir de un problema del mundo real. Por medio del desarrollo de un sistema recomendador en turismo como caso de estudio, donde el agente recomendador tiene una arquitectura g-BDI, se ha mostrado que este modelo es valioso para diseñar e implementar agentes concretos. Finalmente, usando este caso de estudio se ha realizado una experimentación sobre la flexibilidad y performance del modelo de agente g-BDI, demostrando que es útil para desarrollar agentes que manifiesten conductas diversas. También se ha mostrado que los resultados obtenidos con estos agentes recomendadores modelizados con actitudes graduadas, son mejores que aquellos alcanzados por los agentes con actitudes no-graduadas.
The central contribution of this dissertation is the proposal of a graded BDI agent model (g-BDI), specifying an architecture capable of representing and reasoning with graded mental attitudes. We consider that making the BDI architecture more exible will allow us to design and develop agents capable of improved performance in uncertain and dynamic environments, serving other agents (human or not) that may have a set of graded motivations.
In the g-BDI model, the agent graded attitudes have an explicit and suitable representation. Belief degrees represent the extent to which the agent believes a formula to be true. Degrees of positive or negative desires allow the agent to set di_erent levels of preference or rejection respectively. Intention degrees also give a preference measure but, in this case, modelling the cost/benefit trade off of achieving an agent's goal. Then, agents having different kinds of behaviour can be modelled on the basis of the representation and interaction of their graded attitudes. The formalization of the g-BDI agent model is based on Multi-context systems and in order to represent and reason about the beliefs, desires and intentions, we followed a many-valued modal approach. Also, a sound and complete axiomatics for representing each graded attitude is proposed. Besides, in order to cope with the operational semantics aspects of the g-BDI agent model, we first defined a Multi-context calculus for Multi-context systems execution and then, using this calculus we give this agent model computational meaning.
Furthermore, a software engineering process to develop graded BDI agents in a multiagent scenario is presented. The aim of the proposed methodology is to guide the design of a multiagent system starting from a real world problem. Through the development of a Tourism recommender system, where one of its principal agents is modelled as a g-BDI agent, we show that the model is useful to design and implement concrete agents.
Finally, using the case study we have made some experiments concerning the exibility and performance of the g-BDI agent model, demonstrating that this agent model is useful to develop agents showing varied and rich behaviours. We also show that the results obtained by these particular recommender agents using graded attitudes improve those achieved by agents using non-graded attitudes.
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48

Foster, Kate Yvonne, and kate foster@dsto defence gov au. "An investigation of the use of past experience in single and multiple agent learning classifier systems." Swinburne University of Technology. Centre for Intelligent Systems & Complex Processes, 2005. http://adt.lib.swin.edu.au./public/adt-VSWT20051117.112922.

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The field of agent control is concerned with the design and implementation of components that form an agent's control architecture. The interaction between these components determines how an agent?s sensor data and internal state combine to direct how the agent will act. Rule-based systems couple sensing and action in the form of condition-action rules and one class of such systems, learning classifier systems, has been extensively used in the design of adaptive agents. An adaptive agent explores an often unknown environment and uses its experience in its environment with the aim of improving its performance over time. The data an adaptive agent receives regarding the current state of its environment might be limited and ambiguous. In learning classifier systems, three different approaches to the problem of limited and ambiguous data from the environment have been: (1) to enable the agent to learn from its past experience, (2) to develop sequences of rules (in which rules may be linked implicitly or explicitly) and (3) multiagent LCSs. This thesis investigates the use of an adaptive agent?s past experience as a resource with which to perform a number of functions internal to the agent. These functions involve developing explicit sequences of rules, detecting and escaping from infinite loops, and firing and reinforcing rules. The first part of this thesis documents the design, implementation and evaluation of a control system that incorporates these functions. The control system is realised as a learning classifier system and is evaluated through experiments in a number of environments that provide limited and ambiguous stimuli. These experiments test the impact of explicit sequences of rules on the performance of a learning classifier system more thoroughly than previous research achieved. The use of explicit sequences of rules results in mixed performance in these environments and it is shown that while the use of these sequences in simple environments enables the rule space to be more effectively explored, in complex environments the behaviours developed by these sequences result in the agent stagnating more often in corners of the environment. Rather than endowing the rule-base with more rules, as in previous research with explicit sequences of rules, it is proposed that multiple interacting agents may enhance the exploration of the rule space in more complex environments. This approach is taken in the second part of this thesis, where the control system is used with multiple agents that interact by sharing rules. The aim of this interaction is to enhance the rule discovery process through cooperation between agents and thus improve the performance of the agents in their respective environments. It is shown that the benefit obtained from rule sharing is dependent on the environment and the type and amount of rule sharing used and that rule sharing is generally more beneficial in complex environments compared to simple environments. The properties of the rule-bases developed in these environments are examined in order to account for these results and it is shown that the type and amount of rule sharing most useful in each environment are dependent on these properties.
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49

Chrysanthakopoulos, Georgios. "A fuzzy-logic autonomous agent, applied as a supervisory controller in a simulated environment /." Thesis, Connect to this title online; UW restricted, 2000. http://hdl.handle.net/1773/6044.

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50

Kostias, Aristotelis, and Georgios Tagkoulis. "Development of an Artificial Intelligent Software Agent using Artificial Intelligence and Machine Learning Techniques to play Backgammon Variants." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-251923.

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Artificial Intelligence has seen enormous progress in many disciplines in the recent years. Particularly, digitalized versions of board games require artificial intelligence application due to their complex decision-making environment. Game developers aim to create board game software agents which are intelligent, adaptive and responsive. However, the process of designing and developing such a software agent is far from straight forward due the nature and diversity of each game. The thesis examines and presents a detailed procedure of constructing a software agent for backgammon variants, using temporal difference, artificial neural networks and backpropagation. Different artificial intelligence and machine learning algorithms used in board games, are overviewed and presented. Finally, the thesis describes the development and implementation of a software agent for the backgammon variant called Swedish Tables and evaluates its performance.
Artificiell intelligens har sett enorma framsteg inom många discipliner de senare åren. Speciellt, digitaliserade brädspel kräver implementering av Artificiell intelligens då deras beslutfattande logik är väldigt komplex. Dataspelutvecklarnas syfte och mål är att skapa programvaror som är intelligenta, adaptiva och lyhörda. Dock konstruktionsoch utvecklingsprocess för att kunna skapa en sådan mjukvara är långtifrån att vara faställd, mest på grund av diversitet av naturen av varje spel. Denna avhandlingen forskar och föreslår en detaljerad procedur för att bygga en "Software Agent" för olika slags Backagammon, genom att använda AI neurala nätvärk och back-propagation metoder. Olika artificiell intelligensoch maskininlärningsalgoritmer som används i brädspel forskas och presenteras. Slutligen denna avhandling beskriver implementeringen och utvecklingen av ett mjukvaru agent för en backgammonvariant, närmare bestämt av "Svenska Tabeller" samt utvärderar dess prestanda.
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