Dissertations / Theses on the topic 'Intelligent Agents'

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1

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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2

IMPERIAL, JULIANA CARPES. "TRUST IN INTELLIGENT AGENTS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2007. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=11487@1.

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CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO
Confiança é um aspecto fundamental em sistemas distribuídos abertos de larga-escala. Ela está no núcleo de todas as interações entre as entidades que precisam operar em ambientes com muita incerteza e que se modificam constantemente. Dada essa complexidade, esses componentes, e o sistema resultante, são cada vez mais contextualizados, desenhados e construídos usando técnicas baseadas em agentes. Portanto, confiança é fundamental em um sistema multi-agentes (MAS) aberto. Logo, este trabalho investiga como se ter um modelo de confiança explicitamente em um agente inteligente, que possui crenças (Beliefs), desejos (Desires) e intenções (Intentions), chamado de agente BDI. Ou seja, o agente passa a ter um quarto componente chamado confiança (Trust). Dessa forma, é necessário uma lógica para englobar o conceito de confiança em um MAS BDI aberto. Isso é feito usando uma lógica multi-modal indexada, onde os mundos possíveis que modelam um sistema multi-agentes representam quais agentes estão presentes em um dado instante de tempo. E, para cada uma três componentes originais de um agente BDI, há também uma representação de mundos possíveis, pois as mesmas são tratadas como modalidades. Já a confiança é modelada como sendo um predicado, e não uma modalidade.
Trust is a fundamental concern in large-escale open distributed sytems. It lies at the core of all interactios between the entities that have to operate in such uncertain and constantly changing environmonts. Given the complexity of the interactions, these components, and the ensuing system, are increasingly being conceptualised, desined, and built using agent-based techiques. Therefore, the presence of trust is imperative in a multi-agent system (MAS). Consequently, this work studies how to have a explicit trust model in intelligent agent, which has beliefs, desires and intentions (BDI agent). Thas is, the agent now has a fourth component called Trust. This way, a logic to include the concept of trust in an open BDI MAS is interesting, so that the different aspects of a trust model can be expressed formally and accuratelly. This is achieved by using an indexed multi-modal logic, where the possible worlds which model a multi-agent system represent which agents are in the system in a given moment. Moreover, for each one of the three original components of a BDI agent, where the components represent beliefs, desires and intentions, there is a representation of possible worlds, because these are treated as modalities. However, trust is modelled as predicate, not as a modality.
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3

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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4

Løland, Karl Syvert. "Intelligent agents in computer games." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2008. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9759.

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In this project we examine whether or not a intelligent agent can learn how to play a computer game using the same inputs and outputs as a human. An agent architecture is chosen, implemented, and tested on a standard first person shooter game to see if it can learn how to play that game and find a goal in that game. We conclude the report by discussing potential improvements to the current implementation.

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5

Abouzakhar, Nasser Salem. "Intelligent agents-based networks security." Thesis, University of Sheffield, 2005. http://etheses.whiterose.ac.uk/3575/.

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The growing dependence of modem society on telecommunication and information networks has become inevitable. The increase in the number of networks interconnected over the Internet has led to an increase in security threats. The existing mobile and fixed network systems and telecommunication protocols are not appropriately designed to deal with current developed distributed attacks. I started my research work by exploring the deployment of intelligent Agents that could detect network anomalies and issue automated response actions. An Intelligent Agent (IA) [Knapik et at, 1998] is an entity that carries out some set of operations on behalf of a user or other software with some degree of independence or autonomy. The investigation of the Agents paradigm led to a deep understanding of the underlying problem; therefore, machine learning has turned my attention to Bayesian learning and Fuzzy logic approaches. A modelled network intrusion detector has been proposed. This model sets Agents with learning capabilities for detecting current as well as similar future distributed network attacks. In order to detect those anomalies as early as possible, the Bayesian network approach has been proposed. This approach is considered to be a promising method in determining suspicious network anomaly events that consequently relates them to subsequent dependent illegitimate activities. This research suggests innovative ways to develop Intelligent Agents that incorporate Bayesian learning to address network security risks associated with the current Networks Intrusion Detection Systems (NIDSs) designs and implementations. Because NIDSs have traditionally focused on detecting attacks, and while detection serves a vital purpose, it does not provide the ultimate solution. As aresult, an effective response mechanism to those detected attacks is required to minimise their effect and hence enhance NIDSs capabilities. Therefore, other Agents with Fuzzy intelligence capabilities have been proposed to initiate successful automated response actions. Fuzzy Agents have been proposed to handle this task with the ability to respond quickly and dynamically control the availability of allocated network resources. The evaluation methodology used to assess the performance of the developed models has been concentrated on detecting as well as predicting unauthorised activities in networks. By means of evaluation and validation, as well as empirical evidence, we are able to determine the effectiveness of the developed models and assumptions. The performance of developed detection model algorithms for unsupervised learning tasks has been evaluated using well known standard methods such as Confusion matrix. The achieved results indicate that the developed model led to a substantial reduction of the false alarms, with significant increase in the detection rates. This research work is operating within the context of two domains the first drawn from the network security community and the other from the machine learning community. It investigates the deployment of both Bayesian Learning as a probabilistic approach and Fuzzy Intelligence as a possibilistic approach to networks security. This is to detect as well as predict future evolving network anomalies, and to effectively respond to those developed attacks and minimise their effects. Consequently, it may provide innovative solutions that can be implemented in a cost-effective manner.
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6

Chan, Tung 1972. "Artificial markets and intelligent agents." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/8924.

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Thesis (Ph.D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2001.
Includes bibliographical references (p. 173-178).
In many studies of market microstructure, theoretical analysis quickly becomes in tractable for all but the simplest stylized models. This thesis considers two alternative approaches, namely, the use of experiments with human subjects and simulations with intelligent agents, to address some of the limitations of theoretical modeling. The thesis aims to study the design, development and characterization of artificial markets as well as the behaviors and strategies of intelligent trading and market making agents. Simulations and experiments are conducted to study information aggregation and dissemination in a market. A number of features of the market dynamics are examined: the price efficiency of the market, the speed at which prices converge to the rational expectations equilibrium price, and the learning dynamics of traders who possess diverse information or preferences.
(cont.) By constructing simple intelligent agents, not only am I able to replicate several findings of human-based experiments, but I also find intriguing differences between agent-based and human based experiments. The importance of liquidity in securities markets motivates considerable inter ests in studying the behaviors of market-makers. A rule-based market-maker, built in with multiple objectives, including maintaining a fair and orderly market, maximizing profit and minimizing inventory risk, is constructed and tested on historical transaction data. Following the same design, an adaptive market-maker is modeled in the framework of reinforcement learning. The agent is shown to be able to adapt its strategies to different noisy market environments.
by Tung Chan.
Ph.D.
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7

Mavity, Nick Jeremy. "Intelligent interface agents for biometric applications." Thesis, University of Kent, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.429665.

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8

McInerney, James. "Intelligent agents for mobile location services." Thesis, University of Southampton, 2014. https://eprints.soton.ac.uk/365495/.

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Understanding human mobility patterns is a significant research endeavour that has recently received considerable attention. Developing the science to describe and predict how people move from one place to another during their daily lives promises to address a wide range of societal challenges: from predicting the spread of infectious diseases, improving urban planning, to devising effective emergency response strategies. Individuals are also set to benefit from this area of research, as mobile devices will be able to analyse their mobility pattern and offer context-aware assistance and information. For example, a service could warn about travel disruptions before the user is likely to encounter them, or provide recommendations and mobile vouchers for local services that promise to be of high value to the user, based on their predicted future plans. More ambitiously, control systems for home heating and electric vehicle charging could be enhanced with knowledge of when the user will be home. In this thesis, we focus on such anticipatory computing. Some aspects of the vision of context-awareness have been pursued for many years, resulting in mature research in the area of ubiquitous systems. However, the combination of surprisingly rapid adoption of advanced mobile devices by consumers and the broad acceptance of location-based apps has surfaced not only new opportunities, but also a number of pressing challenges. In more detail, these challenges are the (i) prediction of future mobility, (ii) inference of features of human location behaviour, and (iii) use of prediction and inference to make decisions about timely information or control actions. Our research brings together, for the first time, the entire workflow that a mobile location service needs to follow, in order to achieve an understanding of mobile user needs and to act on such understanding effectively. This framing of the problem highlights the shortcomings of existing approaches which we seek to address. In the current literature, prediction is only considered for established users, which implicitly assumes that new users will continue to use an initially inaccurate prediction system long enough for it to improve and increase in accuracy over time. Additionally, inference of user behaviour is mostly concerned with interruptibility, which does not take into account the constructive role of intelligent location services that goes beyond simply avoiding interrupting the user at inopportune times (e.g., in a meeting, or while driving). Finally, no principled decision framework for intelligent location services has been provided that takes into account the results of prediction and inference. To address these shortcomings, we make three main contributions to the state of the art. Firstly, we provide a novel Bayesian model that relates the location behaviour of new and established users, allowing the reuse of structure learnt from rich mobility data. This model shows a factor of 2.4 improvement over the state-of-the-art baseline in heldout data likelihood in experiments using the Nokia Lausanne dataset. Secondly, we give new tools for the analysis and prediction of routine in mobility, which is a latent feature of human behaviour, that informs the service about the user’s availability to follow up on any information provided. And thirdly, we provide a fully worked example of an intelligent mobile location service (a crowdsourced package delivery service) that performs decision-making using predictive densities of current and future user mobility. Simulations using real mobility data from the Orange Ivory Coast dataset indicate a 81.3% improvement in service efficiency when compared with the next best (non-anticipatory) approach.
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9

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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Peña, de Carrillo Clara Inés. "Intelligent agents to improve adaptivity in a web-based learning environment." Doctoral thesis, Universitat de Girona, 2004. http://hdl.handle.net/10803/7725.

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En esta tesis se propone el uso de agentes inteligentes en entornos de aprendizaje en línea con el fin de mejorar la asistencia y motivación del estudiante a través de contenidos personalizados que tienen en cuenta el estilo de aprendizaje del estudiante y su nivel de conocimiento. Los agentes propuestos se desempeñan como asistentes personales que ayudan al estudiante a llevar a cabo las actividades de aprendizaje midiendo su progreso y motivación.
El entorno de agentes se construye a través de una arquitectura multiagente llamada MASPLANG diseñada para dar soporte adaptativo (presentación y navegación adaptativa) a un sistema hipermedia educativo desarrollado en la Universitat de Girona para impartir educación virtual a través del web.
Un aspecto importante de esta propuesta es la habilidad de construir un modelo de estudiante híbrido que comienza con un modelo estereotípico del estudiante basado en estilos de aprendizaje y se modifica gradualmente a medida que el estudiante interactúa con el sistema (gustos subjetivos).
Dentro del contexto de esta tesis, el aprendizaje se define como el proceso interno que, bajo factores de cambio resulta en la adquisición de la representación interna de un conocimiento o de una actitud. Este proceso interno no se puede medir directamente sino a través de demostraciones observables externas que constituyen el comportamiento relacionado con el objeto de conocimiento. Finalmente, este cambio es el resultado de la experiencia o entrenamiento y tiene una durabilidad que depende de factores como la motivación y el compromiso.
El MASPLANG está compuesto por dos niveles de agentes: los intermediarios llamados IA (agentes de información) que están en el nivel inferior y los de Interfaz llamados PDA (agentes asistentes) que están en el nivel superior. Los agentes asistentes atienden a los estudiantes cuando trabajan con el material didáctico de un curso o una lección de aprendizaje. Esta asistencia consiste en la recolección y análisis de las acciones de los estudiantes para ofrecer contenidos personalizados y en la motivación del estudiante durante el aprendizaje mediante el ofrecimiento de contenidos de retroalimentación, ejercicios adaptados al nivel de conocimiento y mensajes, a través de interfaces de usuario animadas y atractivas. Los agentes de información se encargan del mantenimiento de los modelos pedagógico y del dominio y son los que están en completa interacción con las bases de datos del sistema (compendio de actividades del estudiante y modelo del dominio).
El escenario de funcionamiento del MASPLANG está definido por el tipo de usuarios y el tipo de contenidos que ofrece. Como su entorno es un sistema hipermedia educativo, los usuarios se clasifican en profesores quienes definen y preparan los contenidos para el aprendizaje adaptativo, y los estudiantes quienes llevan a cabo las actividades de aprendizaje de forma personalizada. El perfil de aprendizaje inicial del estudiante se captura a través de la evaluación del cuestionario ILS (herramienta de diagnóstico del modelo FSLSM de estilos de aprendizaje adoptado para este estudio) que se asigna al estudiante en su primera interacción con el sistema. Este cuestionario consiste en un conjunto de preguntas de naturaleza sicológica cuyo objetivo es determinar los deseos, hábitos y reacciones del estudiante que orientarán la personalización de los contenidos y del entorno de aprendizaje. El modelo del estudiante se construye entonces teniendo en cuenta este perfil de aprendizaje y el nivel de conocimiento obtenido mediante el análisis de las acciones del estudiante en el entorno.
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Rahwan, Iyad. "Interest-based negotiation in multi-agent systems." Connect to thesis, 2004. http://repository.unimelb.edu.au/10187/2885.

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Software systems involving autonomous interacting software entities (or agents) present new challenges in computer science and software engineering. A particularly challenging problem is the engineering of various forms of interaction among agents. Interaction may be aimed at enabling agents to coordinate their activities, cooperate to reach common objectives, or exchange resources to better achieve their individual objectives. This thesis is concerned with negotiation: a process through which multiple self-interested agents can reach agreement over the exchange of scarce resources. In particular, I focus on settings where agents have limited or uncertain information, precluding them from making optimal individual decisions. I demonstrate that this form of bounded-rationality may lead agents to sub-optimal negotiation agreements. I argue that rational dialogue based on the exchange of arguments can enable agents to overcome this problem. Since agents make decisions based on particular underlying reasons, namely their interests, beliefs and planning knowledge, then rational dialogue over these reasons can enable agents to refine their individual decisions and consequently reach better agreements. I refer to this form of interaction as “interested-based negotiation.” (For complete abstract open document)
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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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Ho, Mok Cheong Dean Christopher, and chris cheong@gmail com. "Hermes: Goal-Oriented Interactions for Intelligent Agents." RMIT University. Computer Science and Information Technology, 2009. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20090227.102654.

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Intelligent agents are goal-oriented software entities which exhibit a number of desirable characteristics, such as flexibility and robustness, which are suitable for complex, dynamic, and failure-prone environments. However, these characteristics of individual agents are not exhibited by their interactions with each other since traditional approaches to interaction design are message-centric, and these message-centric approaches force the intelligent agents to follow prescribed message sequences in order to achieve their interactions, thus usually resulting in interactions which have limited flexibility and robustness. In this thesis an alternative to the traditional message-centric interaction design approaches is presented. In this approach, the interactions are designed based on interaction goals, and message sequences are not prescribed. Instead, message sequences emerge from the interactions as the intelligent agents attempt to achieve the interaction goals. The main contribution of this work is Hermes, a methodology for the design and implementation of goal-oriented interactions. An important motivation for Hermes is to not only allow for the design and implementation of goal-oriented interactions, but to also be pragmatic and usable by practicing software engineers. To that end, Hermes has a clear and guided design process with a notation explicitly created for the design of goal-oriented interactions. Furthermore, Hermes, which covers the design and implementation of agent interactions only, has been integrated with Prometheus, a full agent system design methodology. Guidelines for the integration are provided so that, in future, Hermes may also be integrated with other existing methodologies if desired. Hermes also provides guidelines for mapping its design artifacts to an implementation. As Hermes is goal-oriented, the implementation platform should be one that is goal-based. The guidelines help developers map the design to skeleton code. This contributes to the pragmatism of Hermes. To further ensure that Hermes is pragmatic, two prototype software support tools have been developed. The design support tool allows for the graphical design of Hermes artifacts and the implementation support tool produces skeleton code for the Jadex agent platform based on a structured textual representation of Hermes design artifacts. Although only the Jadex agent platform is currently supported, the implementation tool can be extended to accommodate other goal-based agent platforms. An empirical evaluation was carried out, and its results show that Hermes designs are significantly more flexible and robust than message-centric designs, although more time is required to design Hermes interactions. This suggests that Hermes is suitable for interactions which are complex and/or error-prone.
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Miller, Paul Sheridan Mikler Armin. "Automated syndromic surveillance using intelligent mobile agents." [Denton, Tex.] : University of North Texas, 2007. http://digital.library.unt.edu/permalink/meta-dc-5141.

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Hanumantha, Rao Karthik. "Dynamic configuration management using mobile intelligent agents." Thesis, Wichita State University, 2009. http://hdl.handle.net/10057/2430.

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With the increasing complexity of Aircraft Data Network the need for configuration management has become a necessity as the tolerance level is absolutely minimal. It is also known that most of the network faults are due to invalid configurations on the network devices. As fault detection plays a vital role in detecting invalid configurations, configuration management forms its basis. The aim of network configuration management is to supervise the network information so that the changes on networks can be tracked and managed. Also the topology of network can be better understood with each device’s configured parameters (interface settings, routing protocols etc). With the existing web based framework for Aircraft Data Network, we could use it for configuration management by adding a few more modules. The reason for using web based is that it can be controlled remotely and its ease of use. And also our web based architecture uses secure protocols and a centralized database. Mobile agents are used to carry the necessary data to configure the nodes in the network. The suggested framework would reduce the complexity of network configuration as well as improve the performance with reduced network time-delays and information bottlenecks.
Thesis (M.S.)--Wichita State University, College of Engineering, Dept. of Electrical and Computer Engineering
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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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Colombini, Esther Luna. "An attentional model for intelligent robotics agents." Instituto Tecnológico de Aeronáutica, 2014. http://www.bd.bibl.ita.br/tde_busca/arquivo.php?codArquivo=3201.

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As the field of autonomous robotics grows and its applications broaden up, an enormous amount of sensors and actuators, sometimes redundant, have been added to mobile robots. These now fully equipped entities are expected to perceive and act in their surrounding world in a human-like fashion, through perception, reasoning, planning and decision making processes. The higher complexity level of the resulting system and the nature of the environments where autonomous robots are usually expected to operate - continuous, partially unknown and usually unpredictable - demand the application of techniques to deal with this overload of data. In humans, that face the same problem when sounds, images and smells are presented to their sensors in a daily scene, a natural filter is applied: Attention. Although there are many computational models that apply attentive systems to Robotics, they usually are restricted to two classes of systems: a) those that have complex biologically-based attentional visual systems and b) those that have simpler attentional mechanisms with a larger variety of sensors. In order to evaluate an attentional system that operates with other robotics sensors than visual ones, this work presents a biologically inspired computational attentional model that can handle both top-down and bottom-up attention and that is able to learn how to re-distribute its limited resources over time and space. Experiments performed on a high fidelity simulator demonstrates the feasibility of the proposed attentional model and its capability on performing decision making and learning processes over attentional modulated data. The proposed system promotes a significant reduction on the original state space (96%) that was created over multiple sensory systems.
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Ng, Faria Yuen-yi. "Intelligent agents for electronic commerce in tourism." Thesis, University of Surrey, 1999. http://epubs.surrey.ac.uk/844141/.

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The current state of electronic commerce in tourism shows that it has become an increasingly complicated task for travellers to locate and integrate disparate information as a result of the rapid growth in the number of online travel sites. Therefore, new means of automating the searching and decision-making tasks are needed. A review of current literature shows that software agents are deemed to be highly suitable for delivering solutions to these problems. However, agents have failed to penetrate the electronic marketplace so far. An analysis of the reason for this failure has led the author to conclude that a new type of architecture is required, allowing a simple and useful first wave product to accelerate the penetration of agents. For this purpose, a proof-of-concept multi-agent prototype - Personal Travel Assistant (PTA) was developed. Firstly, user requirements were compared against what existing network and agent technologies could deliver. Then, a number of obstacles were identified that were used as guidelines to derive the prototype architecture. To overcome the main obstacles in the design, PTA used existing HTTP servers to tackle the interoperability problem and keep development costs low. A multi-agent collaborative learning strategy was designed to speed up knowledge acquisition by transferring and adapting rules encoded in the Java language. The construction of PTA goes to prove that an open multi-agent system could be deployed in a short time by standardising a small but adaptable set of communication protocols instead of going through a complex and lengthy standardisation process. Also, PTA's structure enables fully distributed computing thus minimising the necessary changes in existing hardware and software infrastructure. The major contribution of PTA to this research area is that its architecture is unique. It is hoped that it will lay the first step on the roadmap that would lead the evolution of agents into the next stage of development.
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Miller, Paul. "Automated Syndromic Surveillance using Intelligent Mobile Agents." Thesis, University of North Texas, 2007. https://digital.library.unt.edu/ark:/67531/metadc5141/.

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Current syndromic surveillance systems utilize centralized databases that are neither scalable in storage space nor in computing power. Such systems are limited in the amount of syndromic data that may be collected and analyzed for the early detection of infectious disease outbreaks. However, with the increased prevalence of international travel, public health monitoring must extend beyond the borders of municipalities or states which will require the ability to store vasts amount of data and significant computing power for analyzing the data. Intelligent mobile agents may be used to create a distributed surveillance system that will utilize the hard drives and computer processing unit (CPU) power of the hosts on the agent network where the syndromic information is located. This thesis proposes the design of a mobile agent-based syndromic surveillance system and an agent decision model for outbreak detection. Simulation results indicate that mobile agents are capable of detecting an outbreak that occurs at all hosts the agent is monitoring. Further study of agent decision models is required to account for localized epidemics and variable agent movement rates.
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Sivan, Jagadha. "Building intelligent market places with software agents." [Gainesville, Fla.] : University of Florida, 2000. http://etd.fcla.edu/etd/uf/2000/ane5970/newpdf.PDF.

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Thesis (M.S.)--University of Florida, 2000.
Title from first page of PDF file. Document formatted into pages; contains viii, 81 p.; also contains graphics. Vita. Includes bibliographical references (p. 77-80).
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Gustavsson, Linus. "Dynamically Adaptive Intelligent Agents in Driving Simulator Environments." Thesis, Linköping University, Department of Computer and Information Science, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-10361.

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In this thesis work I have been working with two traffic simulators called Hank and ST Software. Hank is a research tool at the University of Iowa and ST Software is a commercial product. To evaluate which of these is the most suitable for behavior research I have implemented three types of intelligent agents: Overtaking Agent, Traffic Light Agent and Meeting Agent. The thesis work was extended by adding the possibility for realistic human behavior to the agents.

The result indicated that Hank allowed for greater control over behavior while ST Software allowed for faster and easier implementation.

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Li, Yuefeng, and mikewood@deakin edu au. "Modelling intelligent agents for web-based information gathering." Deakin University. School of Computing and Mathematics, 2000. http://tux.lib.deakin.edu.au./adt-VDU/public/adt-VDU20051201.151125.

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The recent emergence of intelligent agent technology and advances in information gathering have been the important steps forward in efficiently managing and using the vast amount of information now available on the Web to make informed decisions. There are, however, still many problems that need to be overcome in the information gathering research arena to enable the delivery of relevant information required by end users. Good decisions cannot be made without sufficient, timely, and correct information. Traditionally it is said that knowledge is power, however, nowadays sufficient, timely, and correct information is power. So gathering relevant information to meet user information needs is the crucial step for making good decisions. The ideal goal of information gathering is to obtain only the information that users need (no more and no less). However, the volume of information available, diversity formats of information, uncertainties of information, and distributed locations of information (e.g. World Wide Web) hinder the process of gathering the right information to meet the user needs. Specifically, two fundamental issues in regard to efficiency of information gathering are mismatch and overload. The mismatch means some information that meets user needs has not been gathered (or missed out), whereas, the overload means some gathered information is not what users need. Traditional information retrieval has been developed well in the past twenty years. The introduction of the Web has changed people's perceptions of information retrieval. Usually, the task of information retrieval is considered to have the function of leading the user to those documents that are relevant to his/her information needs. The similar function in information retrieval is to filter out the irrelevant documents (or called information filtering). Research into traditional information retrieval has provided many retrieval models and techniques to represent documents and queries. Nowadays, information is becoming highly distributed, and increasingly difficult to gather. On the other hand, people have found a lot of uncertainties that are contained in the user information needs. These motivate the need for research in agent-based information gathering. Agent-based information systems arise at this moment. In these kinds of systems, intelligent agents will get commitments from their users and act on the users behalf to gather the required information. They can easily retrieve the relevant information from highly distributed uncertain environments because of their merits of intelligent, autonomy and distribution. The current research for agent-based information gathering systems is divided into single agent gathering systems, and multi-agent gathering systems. In both research areas, there are still open problems to be solved so that agent-based information gathering systems can retrieve the uncertain information more effectively from the highly distributed environments. The aim of this thesis is to research the theoretical framework for intelligent agents to gather information from the Web. This research integrates the areas of information retrieval and intelligent agents. The specific research areas in this thesis are the development of an information filtering model for single agent systems, and the development of a dynamic belief model for information fusion for multi-agent systems. The research results are also supported by the construction of real information gathering agents (e.g., Job Agent) for the Internet to help users to gather useful information stored in Web sites. In such a framework, information gathering agents have abilities to describe (or learn) the user information needs, and act like users to retrieve, filter, and/or fuse the information. A rough set based information filtering model is developed to address the problem of overload. The new approach allows users to describe their information needs on user concept spaces rather than on document spaces, and it views a user information need as a rough set over the document space. The rough set decision theory is used to classify new documents into three regions: positive region, boundary region, and negative region. Two experiments are presented to verify this model, and it shows that the rough set based model provides an efficient approach to the overload problem. In this research, a dynamic belief model for information fusion in multi-agent environments is also developed. This model has a polynomial time complexity, and it has been proven that the fusion results are belief (mass) functions. By using this model, a collection fusion algorithm for information gathering agents is presented. The difficult problem for this research is the case where collections may be used by more than one agent. This algorithm, however, uses the technique of cooperation between agents, and provides a solution for this difficult problem in distributed information retrieval systems. This thesis presents the solutions to the theoretical problems in agent-based information gathering systems, including information filtering models, agent belief modeling, and collection fusions. It also presents solutions to some of the technical problems in agent-based information systems, such as document classification, the architecture for agent-based information gathering systems, and the decision in multiple agent environments. Such kinds of information gathering agents will gather relevant information from highly distributed uncertain environments.
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23

Dobrynin, Mikhail. "Using intelligent agents for complex software systems maintenance." Ohio : Ohio University, 2002. http://www.ohiolink.edu/etd/view.cgi?ohiou1174588678.

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24

Egginton, Robert. "Predicting and Learning the Behaviour of Intelligent Agents." Thesis, University of Bristol, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.521100.

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25

Edmiston, Marcia R., Darrell R. Gregg, and David G. Wirth. "Decision support for reconnaissance using intelligent software agents." Thesis, Monterey, California. Naval Postgraduate School, 1998. http://hdl.handle.net/10945/8192.

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Research in reconnaissance traditionally focuses on data detection and discrimination methods. Less emphasis is placed on transforming the collected data into useful information and presenting it to key command and control nodes. Information not presented in a timely manner is excluded from the decision process. This thesis proposes a conceptual model of intelligent software agents to support the human decision process and reconnaissance- related tasks. The Mobile Agent Reconnaissance Kit (MARK) suggests a hierarchy of software agents to facilitate data integration and coordination in a network- centric multisensor environment. The model uses static and mobile agents to collect data from dispersed, heterogeneous data sources, process and fuse the data, and present the resultant information to the user in an HTML file. The authors explore applications of MARK in terms of the military Intelligence Cycle, the Joint Director of Laboratories (JDL) Technical Panel for C3I Data Fusion Model, and the Joint Operations Planning and Evaluation System (JOPES) crisis Action Planning
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Korsavva, Sofia. "High-availability autonomous clusters : an intelligent agents approach." Thesis, University of Sheffield, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.401178.

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Bergasa-Suso, Jorge. "Intelligent software agents for teaching across the WWW." Thesis, University of Portsmouth, 2005. https://researchportal.port.ac.uk/portal/en/theses/intelligent-software-agents-for-teaching-across-the-www(5bf2db4a-f3ef-4df3-b6bb-82c110c385fe).html.

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This dissertation describes the creation of new Web-based Teaching (WBT) systems to assist in the use of the Internet, as well as the creation of new intelligent agent systems to monitor user behaviour while browsing the World Wide Web (WWW). A key contribution to knowledge is the creation of a method to infer user learning style from user behaviour while browsing the WWW and the inference riles resulting from the application of this method. Existing commercial WBT systems provided useful tools to facilitate the use of the Internet. However, most of these systems were designed for distance learning, and not for using the Internet within classrooms, so students couls lose concentration and navigate to unrelated Web sites. Existing commercial WBT systems did not provide intelligent advice on potential sites, consider student activity or provide content-specific filtering of Web pages. A system called CITA was designed to overcome these limitations. A prototype was created using a standard proxy server as a platform fro testing the effectiveness of filtering methods. The knowledge gained from testing the prototype suggested a need for another type of software tool that provided structured, focused and controlled access to the Internet in an intuitive and non-intrusive way, relying on a minimal network infrastructure. A novel set of tools called iLessons was created to achieve these goals. iLessons enabled teachers to: gather resources from the Internet; and load lessons into student computers. iLessons also provided students with tools to create resource collections and to create coursework. Users considered iLessons to be intuitive and easy to use because it was embedded into a standard Web browser. The research moved on to create a model of a new collaborative agent system vthat filtered and recommended Web pages to students based on three different dimensions: page relevance; student learning style; and student activity. In order to automatically determine the learning style of students and recommend suitable Web pages, patterns were sought in the way students interacted with a standard Web browser and in the strucure of Web pages that were preferred by each learning style group. Two new intelligent agent systems were createdto record user activity and Web page structure while using Web browsers: Solstice and BUCAgent. Solstice was a first prototype created to test the methodology. BUCAgent was then created to record UI activity information and Web page structure features. The same technology as iLessons was used so that they could be fully integrated with it. BUCAgent was utilised in a controlled environment while volunteers completed a research task. Collected data was analysed using a data mining engine to find rules and to predict user dimensions of learning style. Rules to predict the Active/Reflective, Sensing/Intuitive and Visual/Verbal dimensions of learning style were found. It also proved that parameters in the way that users interacted with the Internet could be measured to classify users in a number of behavioural groups, such as different learning style models or larger scale psychologica; models. Systems could then adapt their behaviour to suit the behavioural traits of the user.
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Hinchen, Naomi A. "Generating narrative through intelligent agents in digital games." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/85394.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2012.
Cataloged from PDF version of thesis.
Includes bibliographical references (page 25).
An ongoing problem in game design is how to create story-based games that allow the player to have a variety of experiences if the game is played more than once, preferably without burdening the designer with a prohibitive workload. In this project, I approach the problem of creating a game with a mutable narrative from an AI perspective, designing a system called CharacterSimulator that generates a population of non-player characters (NPCs) with which the player will interact and assigns the NPCs a set of goals to carry out. Varying the set of NPCs and their objectives will create a different narrative experience for the player when the game is replayed. Although the NPC behaviors were originally modeled on Braitenberg vehicles, I have largely moved away from that model in the final version, focusing more on assigning NPCs goals that result in narratively interesting interactions.
by Naomi A. Hinchen.
M. Eng.
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Dobrynin, Mikhail P. "Using intelligent agents for complex software systems maintenance." Ohio University / OhioLINK, 2002. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1174588678.

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Branley, William C. Jr. "Modeling observation in intelligent agents knowledge and belief /." Thesis, Monterey, Calif. : Naval Postgraduate School, 1992. http://handle.dtic.mil/100.2/ADA248348.

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Thesis (M.S. in Information Systems)--Naval Postgraduate School, March 1992.
Thesis Advisor: Bhargava, Hemant. "March 1992." Description based on title screen as viewed on March 4, 2009. Includes bibliographical references (p. 71-72). Also available in print.
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Babovic, Vladan. "Emergence, evolution, intelligence: hydroinformatics : a study of distributed and decentralised computing using intelligent agents /." Rotterdam [etc.] : Balkema, 1996. http://opac.nebis.ch/cgi-bin/showAbstract.pl?u20=905410404X.

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32

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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Mataric, Maja J. "Interaction and Intelligent Behavior." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/7343.

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We introduce basic behaviors as primitives for control and learning in situated, embodied agents interacting in complex domains. We propose methods for selecting, formally specifying, algorithmically implementing, empirically evaluating, and combining behaviors from a basic set. We also introduce a general methodology for automatically constructing higher--level behaviors by learning to select from this set. Based on a formulation of reinforcement learning using conditions, behaviors, and shaped reinforcement, out approach makes behavior selection learnable in noisy, uncertain environments with stochastic dynamics. All described ideas are validated with groups of up to 20 mobile robots performing safe--wandering, following, aggregation, dispersion, homing, flocking, foraging, and learning to forage.
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Brown, Quincy Lee Frank Salvucci Dario. "Mobile intelligent tutoring system : moving intelligent tutoring systems off the desktop /." Philadelphia, Pa. : Drexel University, 2009. http://hdl.handle.net/1860/3114.

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35

Santamaria, Juan Carlos. "Learning adaptive reactive agents." Diss., Georgia Institute of Technology, 1997. http://hdl.handle.net/1853/9247.

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Amin, Kaizar Abdul Husain. "Resource Efficient and Scalable Routing using Intelligent Mobile Agents." Thesis, University of North Texas, 2003. https://digital.library.unt.edu/ark:/67531/metadc4240/.

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Many of the contemporary routing algorithms use simple mechanisms such as flooding or broadcasting to disseminate the routing information available to them. Such routing algorithms cause significant network resource overhead due to the large number of messages generated at each host/router throughout the route update process. Many of these messages are wasteful since they do not contribute to the route discovery process. Reducing the resource overhead may allow for several algorithms to be deployed in a wide range of networks (wireless and ad-hoc) which require a simple routing protocol due to limited availability of resources (memory and bandwidth). Motivated by the need to reduce the resource overhead associated with routing algorithms a new implementation of distance vector routing algorithm using an agent-based paradigm known as Agent-based Distance Vector Routing (ADVR) has been proposed. In ADVR, the ability of route discovery and message passing shifts from the nodes to individual agents that traverse the network, co-ordinate with each other and successively update the routing tables of the nodes they visit.
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Allam, Hossam. "Modelling learning behaviour of intelligent agents using UML 2.0." Thesis, University of Plymouth, 2005. http://hdl.handle.net/10026.1/338.

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This thesis aims to explore and demonstrate the ability of the new standard of structural and behavioural components in Unified Modelling Language (UML 2.0 / 2004) to model the learning behaviour of Intelligent Agents. The thesis adopts the research direction that views agent-oriented systems as an extension to object-oriented systems. In view of the fact that UML has been the de facto standard for modelling object-oriented systems, this thesis concentrates on exploring such modelling potential with Intelligent Agent-oriented systems. Intelligent Agents are Agents that have the capability to learn and reach agreement with other Agents or users. The research focuses on modelling the learning behaviour of a single Intelligent Agent, as it is the core of multi-agent systems. During the writing of the thesis, the only work done to use UML 2.0 to model structural components of Agents was from the Foundation for Intelligent Physical Agent (FIPA). The research builds upon, explores, and utilises this work and provides further development to model the structural components of learning behaviour of Intelligent Agents. The research also shows the ability of UML version 2.0 behaviour diagrams, namely activity diagrams and sequence diagrams, to model the learning behaviour of Intelligent Agents that use learning from observation and discovery as well as learning from examples of strategies. The research also evaluates if UML 2.0 state machine diagrams can model specific reinforcement learning algorithms, namely dynamic programming, Monte Carlo, and temporal difference algorithms. The thesis includes user guides of UML 2.0 activity, sequence, and state machine diagrams to allow researchers in agent-oriented systems to use the UML 2.0 diagrams in modelling the learning components of Intelligent Agents. The capacity for learning is a crucial feature of Intelligent Agents. The research identifies different learning components required to model the learning behaviour of Intelligent Agents such as learning goals, learning strategies, and learning feedback methods. In recent years, the Agent-oriented research has been geared towards the agency dimension of Intelligent Agents. Thus, there is a need to conduct more research on the intelligence dimension of Intelligent Agents, such as negotiation and argumentation skills. The research shows that behavioural components of UML 2.0 are capable of modelling the learning behaviour of Intelligent Agents while structural components of UML 2.0 need extension to cover structural requirements of Agents and Intelligent Agents. UML 2.0 has an extension mechanism to fulfil Agents and Intelligent Agents for such requirements. This thesis will lead to increasing interest in the intelligence dimension rather than the agency dimension of Intelligent Agents, and pave the way for objectoriented methodologies to shift more easily to paradigms of Intelligent Agent-oriented systems.
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Youssef, Sherin M. "Optimization of graph sub-structures using intelligent swarm agents." Thesis, University of Nottingham, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.412118.

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39

Futtersack, Michel. "Quiz : une architecture multi-agents pour un tuteur intelligent." Paris 6, 1990. http://www.theses.fr/1990PA066513.

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Quiz est un tuteur intelligent distribue qui enseigne les encheres au bridge. Il fait l'objet de deux theses d'universite. Un ensemble de taches generiques (planifier une lecon, engendrer un exercice, resoudre un exercice, expliquer une solution) est reparti entre des agents specialistes pouvant fonctionner en parallele. Les agents sont heterogenes: chacun a un langage de representation des connaissances et des mecanismes d'inference qui sont adaptes a sa fonction. Les agents communiquent par envoi de messages asynchrones. Quiz comporte cinq agents: un pedagogue qui contient le planificateur pedagogique kepler-elfe, un resolveur de problemes et un explicateur qui sont des systemes experts ecrits en snark, un generateur d'exercices et un traducteur snarkkepler-elfe. Une planification pedagogique a deux niveaux modelise la planification pedagogique humaine: au niveau strategique, l'ordonnancement des contenus a enseigner se fait au moyen d'un agenda mis a jour par un ensemble de regles de production, au niveau tactique les actions pedagogiques sont organisees sous forme de plans assembles dynamiquement a partir de squelettes de plans memorises dans une bibliotheque. Si plusieurs plans sont candidats pour atteindre un objectif donne, le choix du meilleur plan est fait par des metaregles pedagogiques. Un modele de l'eleve est gere par une base de regles. Quiz est implante sur une machine ibm 4381. Chaque agent est installe sur une machine virtuelle independante
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Jeftha, Lindsey. "A mathematical formulation of intelligent agents and their activities." Thesis, University of Cape Town, 2004. http://hdl.handle.net/11427/6755.

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Includes bibliography: leaves 119-126.
The task of optimising a collection of objective functions subject to a set of constraints is as important to industry as it is ubiquitous. The importance of this task is evidenced by the amount of research on this subject that is currently in progress. Although this problem has been solved satisfactorily in a number of domains, new techniques and formalisms are still being devised that are applicable in fields as diverse as digital filter design and software engineering. These methods, however, are often computationally intensive, and the heavy reliance on numeric processing usually renders them unintuitive. A further limitation is that many of the techniques treat the problem in top-down fashion. This approach often manifests itself in large, complex systems of equations that are difficult to solve and adapt. By contrast, in a bottom-up approach, a given task is distributed over a collection of smaller components. These components embed behaviour that is determined by simple rules. The interactions between the components, however, often yield behaviour, the complexity of which surpasses what can be captured by the systems of equations that arise from a top-down approach. In this dissertation, we wish to study this bottom-up approach in more detail. Our aim is not to solve the optimisation problem, but rather, to study the smaller components of the approach and their behaviour more closely. To model the components, we choose intelligent agents because these represent a simple yet effective paradigm for capturing complex behaviour with simple rules. We provide several representations for the agents, each of which enables us to model a different aspect of their behaviour. To formulate the representations, we use techniques and concepts from fields such as universal algebra, order theory, domain theory and topology. As part of the formulation we also present a case study to demonstrate how the formulation could be applied.
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Burgess, Rene G. "Realistic evaluation of terrain by intelligent natural agents (RETINA)." Thesis, Monterey, California. Naval Postgraduate School, 2003. http://hdl.handle.net/10945/867.

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Approved for public release; distribution is unlimited
US Army and Joint constructive simulations require human operators to observe the exercise in progress, conduct analysis of the results, and provide a realistic reports and assessment of the action presented on their screens to the desired training audience. Current software tools provide excellent mathematical assessments (such as center of mass calculations, optimal routes, and sensor ranges) but poor human-like assessment of data (most likely route, probable enemy intention, etc.). This Thesis presents an artificial intelligence architecture specifically designed to reduce that manpower requirement by describing a concept for computer modeling that can produce realistic human-like assessment results. Specific concepts described are approaches for conducting a digital terrain assessment, development of avenues of approach, deployment of templated forces to a specific piece of terrain, and then a method of adjusting the templated force to react to actual sightings and known information. Also included are more detailed discussions and implementation details for use of gas diffusion as a method of analyzing avenues of approach through digital terrain. This approach seems quite promising as a method of modeling human movement tendencies and appears superior to classic path finding or optimal route selection methods.
Lieutenant Colonel, United States Army
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Ahmad, Raheel. "A formal framework for engineering intelligent agents-based systems /." Available to subscribers only, 2008. http://proquest.umi.com/pqdweb?did=1597616661&sid=1&Fmt=2&clientId=1509&RQT=309&VName=PQD.

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43

Burgess, René G. "Realistic evaluation of terrain by intelligent natural agents (RETINA) /." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03sep%5FBurgess.pdf.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation)--Naval Postgraduate School, September 2003.
Thesis advisor(s): Chris Darken, John Hiles. Includes bibliographical references (p. 87-90). Also available online.
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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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45

Lee, John Ray. "Conversations with an intelligent agent-- modeling and integrating patterns in communications among humans and agents." Diss., University of Iowa, 2006. http://ir.uiowa.edu/etd/61.

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46

Trescak, Tomás. "Intelligent Generation and Control of Interactive Virtual Worlds." Doctoral thesis, Universitat Autònoma de Barcelona, 2012. http://hdl.handle.net/10803/117675.

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Esta tesis aboga por el uso de los mundos virtuales como una tecnología de futuro en el dominio de los mundos virtuales serios, en particular en aplicaciones e-­‐* (e-­‐learning, e-­‐commerce, e-­‐ government) y en simulaciones sociales. En estas aplicaciones, el entorno virtual 3D está poblado por un gran número de habitantes que pueden ser humanos o avatares controlados por agentes virtuales inteligentes que se involucran en interacciones complejas con su entorno y con los demás participantes. Un problema importante que impide la adopción generalizada de la tecnología de mundos virtuales en estos dominios es que, en general, los mundos virtuales son difíciles de construir y se tiene que emplear un gran esfuerzo en el diseño del entorno virtual 3D y en la programación de los agentes virtuales; pero es aún más difícil asegurar la validez de las interacciones de forma que se prevengan comportamientos no permitidos. Para abordar este problema, hemos desarrollado una solución integral que automatiza el diseño de estos mundos virtuales y de su población. Nuestro enfoque se basa en la utilización de las instituciones virtuales, que son mundos virtuales que regulan las interacciones de sus participantes. El enfoque principal de esta tesis está en explicar cómo los métodos existentes de especificación formal de las instituciones virtuales se pueden extender para traducir automáticamente la especificación institucional en un entorno interactivo 3D utilizando el enfoque de las gramáticas de formas (Shape Grammars) y para poblar, de forma también automática, este tipo de entornos con agentes virtuales. Las gramáticas de formas son una técnica visual potente para la generación de diseños 2D y 3D, pero el trabajo realizado hasta el momento en esta área no se adecua a las características de nuestro problema. Por lo tanto, en esta tesis hemos extendido los trabajos realizados en este campo y hemos desarrollado el framework “Shape Grammar Interpreter”, que se ocupa de las limitaciones de las soluciones existentes. Hemos utilizado este framework para el desarrollo del concepto de Virtual World Grammar, que es un subconjunto de las gramáticas de formas dirigido a la generación automática de mundos virtuales normativos. Como resultado de esta tesis, la Virtual World Grammar ha sido formalizada e implementada en un entorno de desarrollo que no sólo permite la generación automática de mundos virtuales normativos, sino también su implementación independiente de la plataforma (utilizando VIXEE, la infraestructura que se ha desarrollado como una parte importante de esta tesis). Otra contribución de esta tesis es el desarrollo de un mecanismo de generación automática de un gran número de agentes de software. Estos agentes son capaces de realizar interacciones inteligentes con objetos 3D dentro del entorno. Además, estos agentes son capaces de colaborar con avatares controlados por humanos, facilitar la resolución de sus problemas y asegurar que todas sus acciones se adhieren de forma estricta a las normas sociales de la institución. Para ello, hemos desarrollado un modelo general de agente virtual que permite situar a un agente en un mundo virtual normativo, generar sus propios objetivos en función de sus necesidades fisiológicas y psicológicas, así como generar dinámicamente los planes para satisfacer estos objetivos mediante la especificación institucional subyacente. Para ilustrar la utilidad de los métodos y técnicas desarrolladas en esta tesis, hemos aplicado éstas al campo de la simulación histórica, recreando la vida de la ciudad de Uruk. Hemos mostrado cómo nuestro enfoque permite crear un gran número de agentes diversos tanto en aspectos visuales como de comportamiento, así como la generación dinámica de los alimentos, herramientas y otros elementos que se utilizan para satisfacer sus objetivos, mientras actúan de forma correcta, históricamente hablando.
This thesis advocates the use of non-­‐gaming virtual worlds as a significant future technology for the domain of ``serious games’’ and in particular e-­‐* applications (e-­‐ learning, e-­‐commerce, e-­‐government) and social simulations. In such systems, a 3D virtual environment is populated by a large number of inhabitants that can be either human-­‐ controlled avatars or intelligent virtual agents who engage in complex interactions with their virtual environment and other participants. One significant problem that impedes wide adoption of the virtual worlds technology for these problem domains is that virtual worlds in general are difficult to build, and significant effort has to be put into designing the 3D virtual environment and programming virtual agents; but it is even harder to ensure the validity of participant so that unauthorized behavior can be prevented. To address this problem, we have developed a comprehensive technological solution that automates the design of such virtual worlds and its population with virtual agents. Our approach is based on the utilization of virtual institutions, which are virtual worlds with normative regulation of participant interactions. The key focus of the thesis is on explaining how existing methods of formal specification of virtual institutions can be extended to automatically translate the institutional specification into an interactive 3D environment using the shape grammars approach and automatically populating such environments with virtual agents. Shape grammars represent a powerful visual technique for creating procedural 2D and 3D designs, but existing work was not immediately suitable for our problem. Thus, we have extended existing work and developed the Shape Grammar Interpreter framework, which addresses the limitations of existing solutions. This framework was further utilized for developing the concept of Virtual World Grammar, which is a sub-­‐set of shape grammars targeting automatic generation of normative virtual worlds. As the result of this dissertation, Virtual Worlds Grammars constitute a strong formalization and a development environment not only enabling automatic generation of normative virtual worlds, but also their platform independent deployment (using the VIXEE infrastructure that has been developed as an important part of this dissertation). Another significant contribution of this thesis is developing a mechanism of automatic population of the generated environments with large numbers of software agents, which are capable of intelligent interactions with 3D objects placed in the environment. Moreover, these agents are able to collaborate with human-­‐controlled avatars, facilitate their problem-­‐solving and ensure that all their actions strictly adhere to social norms of the given institution. For this purpose, we have developed a general-­‐purpose virtual agent model that enables an agent to be situated within any normative virtual world, generate its own goals based on its current physiological and psychological needs, as well as to dynamically generate plans for satisfying these goals using the underlying institutional specification. To illustrate the usefulness of the developed technology, we have applied it to the domain of historical simulation, where we show how virtual world grammars and automatically generated virtual agents can be used for re-­‐enacting everyday life of ancient people in one of humanity's first cities, the city of Uruk. We showed how our approach allows to create a large number of visually and behaviorally diverse agents, as well as dynamically generating food, tools and other items that they can utilize to satisfy their goals, while acting in a historically correct way.
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47

Chan, Yue-Kong Kenneth. "Web services and agents integration /." View document on the Internet, 2006. http://library.athabascau.ca/drr/download.php?filename=scis/Yue-Kong(Kenneth)ChanEssay.pdf.

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Project (M.Sc)--Athabasca University, 2006.
"An essay submitted in partial fulfillment of the requirements for the degree of Master of science in information systems"--t.p. Includes bibliographical references (leaves 71-78).
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48

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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49

Tekbacak, Fatih Tuğlular Tuğkan. "Developing a security mechanism for software agents/." [s.l.]: [s.n.], 2006. http://library.iyte.edu.tr/tezler/master/bilgisayaryazilimi/T000526.pdf.

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Thesis (Master)--İzmir Institute of Technology, İzmir, 2006.
Keywords: Agents, security protocols, software, software development, software security. Includes bibliographical references (leaves. 73-76).
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50

Kumar, Sanjeev. "A formal semantics of teamwork and multi-agent conversations as the basis of a language for programming teams of autonomous agents /." Full text open access at:, 2006. http://content.ohsu.edu/u?/etd,17.

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