Dissertations / Theses on the topic 'Multi-agent interaction'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 dissertations / theses for your research on the topic 'Multi-agent interaction.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.
Chen, Xudong. "Multi-Agent Systems with Reciprocal Interaction Laws." Thesis, Harvard University, 2014. http://dissertations.umi.com/gsas.harvard:11424.
Full textEngineering and Applied Sciences
Kalenka, Susanne. "Modelling social interaction attitudes in multi-agent systems." Thesis, Queen Mary, University of London, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.395937.
Full textPerez, Jorge (Jorge I. ). "Designing interaction for human-machine collaboration in multi-agent scheduling." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/106007.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 57-58).
In the field of multi-agent task scheduling, there are many algorithms that are capable of minimizing objective functions when the user is able to specify them. However, there is a need for systems and algorithms that are able to include user preferences or domain knowledge into the final solution. This will increase the usability of algorithms that would otherwise not include some characteristics desired by the end user but are highly optimal mathematically. We hypothesize that allowing subjects to iterate over solutions while adding allocation and temporal constraints would allow them to take advantage of the computational power to solve the temporal problem while including their preferences. No statistically significant results were found that supported that such algorithm is preferred over manually solving the problem among the participants. However, there are trends that support the hypothesis. We found statistically significant evidence (p=0.0027), that subjects reported higher workload when working with Manual Mode and Modification Mode rather than Iteration Mode and Feedback Iteration Mode. We propose changes to the system that can provide guidance for future design of interaction for scheduling problems.
by Jorge Perez.
M. Eng.
Bai, Xi. "Peer-to-peer, multi-agent interaction adapted to a web architecture." Thesis, University of Edinburgh, 2013. http://hdl.handle.net/1842/7968.
Full textAnacleto, Louçã Jorge. "Cartographie cognitive, réflexion stratégique et interaction distribuée : une approche multi-agent." Paris 9, 2000. https://portail.bu.dauphine.fr/fileviewer/index.php?doc=2000PA090028.
Full textDinu, Razvan. "Web Agents : towards online hybrid multi-agent systems." Thesis, Montpellier 2, 2012. http://www.theses.fr/2012MON20126/document.
Full textMulti-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
Scown, Philip J. A. "Knowledge needs analysis for simultaneously multi-agent real-time systems." Thesis, Loughborough University, 1997. https://dspace.lboro.ac.uk/2134/26859.
Full textGRALHOZ, RICARDO AUGUSTO RODRIGUES. "LAWML: A LANGUAGE FOR MODELING INTERACTION LAWS IN OPEN MULTI-AGENT SYSTEMS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2007. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=11626@1.
Full textO paradigma de agentes surgiu visando atender à necessidade de novas abstrações para o desenvolvimento de sistemas complexos e distribuídos. Para lidar com a mprevisibilidade do comportamento dos sistemas multi-agentes abertos, que são sistemas concorrentes e assíncronos formados por diversos agentes que agem com certo grau de autonomia e que podem interagir entre si para alcançar objetivos individuais, são usados mecanismos de governança na regulação das interações. Na maioria das abordagens existentes, a especificação das regras de governança é feita com o uso de linguagens declarativas ou de novas representações gráficas, o que pode tornar custosa essa tarefa e dificultar o uso desses mecanismos de governança. Esta dissertação apresenta a LawML, uma linguagem de modelagem baseada em UML para a especificação das regras de interação entre os agentes, com o objetivo de facilitar a tarefa de modelagem e, portanto, facilitar o uso de um mecanismo específico de governança baseado em leis de interação. Um conjunto de regras de transformação é apresentado junto com a linguagem, para permitir que os modelos gráficos de lei de interação sejam transformados em código no formato XMLaw - a linguagem declarativa do mecanismo de governança. Baseada nessas regras de transformação, é apresentada a ferramenta LawGenerator de transformação automática dos modelos de lei, para permitir o desenvolvimento das leis de interação com o foco nos modelos. E, por fim, esta abordagem é aplicada em um estudo baseado em um caso real de sistema distribuído com as características de um sistema multi-agente aberto - o SELIC, do Banco Central do Brasil.
The paradigm of agents appeared while aiming to satisfy the need for new abstractions for the development of complex and distributed systems. To manage with the unpredictable behavior of open multi-agent systems, governance mechanisms are used in the regulation of interactions between agents. This is due to the concurrent and asynchronous characteristics of these systems, which are formed by several agents who can act autonomically and can interact with each other to reach individual goals. In the majority of approaches, the governance rules are specified with declarative languages or new graphical representations, which can make this task costly and can make the use of these governance mechanisms difficult. This essay presents the LawML, a modeling language based on UML for the specification of rules for interactions between agents, which is aimed to facilitate the modeling task and, therefore, to facilitate the use of a specific governance mechanism based on interaction laws. A set of transformation rules is presented in addition to the language to allow the graphical interaction law models to be transformed into the declarative language of the governance mechanism, the XMLaw format code. To allow the model-driven development of interaction laws, it is presented the LawGenerator, a tool for the automatic transformation of the law model, based on these transformation rules. Finally, this approach is applied to a case study based on a real distributed system, the Brazilian Central Bank SELIC system, with the characteristics of an open multi-agent system.
Cunningham, Bryan. "Non-Reciprocating Sharing Methods in Cooperative Q-Learning Environments." Thesis, Virginia Tech, 2012. http://hdl.handle.net/10919/34610.
Full textMaster of Science
Salge, Christoph. "Information theoretic models of social interaction." Thesis, University of Hertfordshire, 2013. http://hdl.handle.net/2299/13887.
Full textMurray-Rust, David. "Musical acts and musical agents : theory, implementation and practice." Thesis, University of Edinburgh, 2008. http://hdl.handle.net/1842/2561.
Full textMazuel, Laurent. "Traitement de l'hétérogénéité sémantique dans les interactions humain-agent et agent-agent." Phd thesis, Université Pierre et Marie Curie - Paris VI, 2008. http://tel.archives-ouvertes.fr/tel-00413004.
Full textLa plupart des approches segmentent ce traitement en fonction de l'émetteur de la demande (humain ou agent). Nous pensons au contraire qu'il est possible de proposer un modèle d'interaction commun aux deux situations. Ainsi, nous présentons d'abord un algorithme d'interprétation sémantique de la commande indépendant du type d'interaction (humain-agent ou agent-agent). Cet algorithme considère le rapport entre « ce qui est compris » de la commande et « ce qui est possible » pour la machine. Ce rapport intervient dans un système de sélection de réponses basé sur une mesure de degré de relation sémantique. Nous proposons ensuite une telle mesure, conçue pour prendre en compte plus d'informations que la plupart des mesures actuelles.
Nous étudions ensuite les implémentations que nous avons faites dans les cadres humain-agent et agent-agent. Pour l'implémentation humain-agent, l'une des spécificités est l'utilisation d'une langue naturelle, impliquant le besoin d'utiliser des outils de modélisation de la langue. Pour l'implémentation agent-agent, nous proposerons une adaptation de notre architecture, en s'appuyant sur des protocoles d'interactions entre agents.
Mataric, Maja J. "Interaction and Intelligent Behavior." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/7343.
Full textJones, Alistair. "Co-located collaboration in interactive spaces for preliminary design." Phd thesis, Université de Technologie de Compiègne, 2013. http://tel.archives-ouvertes.fr/tel-01067774.
Full textCerbara, Mattia. "Game engines and MAS: tuplespace-based interaction in Unity3D." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/15627/.
Full textDiot, Nicolas. "SAMP : Plateforme de modélisation à partir du paradigme multi-agents pour l’univers du jeu vidéo : vers un développement accessible et une gestion adaptée des interactions." Thesis, Bourgogne Franche-Comté, 2018. http://www.theses.fr/2018UBFCD065/document.
Full textIn recent years, video games domains and multiagents systems (MAS) domains took more and more place into the life of many pepole. Despite of strong similarities (video games entities wich can be assimilated to agents), MAS are very rarely used during the development of video games. This submission presents the Shine Agent ModelingPlatform (SAMP), a framework trying to integrate the multi-agents paradigm within the development of video games. The purpose is to integrate the efficiency of the MAS within the video games.SAMP provides an approach to enhance the interactions between agents. This approach reduces the number of searches within the environment. In addition to integrate the multi-agents paradigm within the video games, SAMP aims to be userfriendly by proposing a full graphical interface to MAS. An import/export system of these modelsallows users to create two modeling levels: one close to the computer sciences logic and the second close the business logic of the user.SAMP is integrated in a video games engine: Shine Engine. This integration allows to generate the graphic environment in which agents will live
Maignan, Sébastien. "Study of conditions for the emergence of cellular communication using self-adaptive multi-agent systems." Thesis, Toulouse 3, 2018. http://www.theses.fr/2018TOU30094/document.
Full textCells are complex entities that interact together to form higher organisms with emergent behaviors. To coordinate their actions, cells use chemical messenger molecules that influence the behavior of their cellular environment. This communication could be in the form of simple orders or complex and dependent of various internal and external conditions. The emergence of these communication protocols is the focus of this thesis as well as its nature, simple or structured as a language. An adaptive multi-agent system (AMAS) is developed to study the necessary conditions for the emergence of cooperation and communication in the context of multicellular tissues. Starting from a simplistic model of eukaryotic cell, the cell agent behavior is developed and the global system evolution explored to identify the minimal and necessary conditions for the apparition of communication. The difficulty when compared with other multi-agent systems lies in the limited interactions between agents, since all information exchange must pass through the environment of the cells, as molecules. In this respect, cellular coordination depends on numerous factors like diffusion or chemical stability of the molecules. One challenge in this study is to be able to find a simulation methodology that does not introduce any bias towards the expected system behavior, namely communication. This imposes to avoid any methodology using global fitness functions like neural networks or genetic algorithms. Another challenge is the exploration of the parameter space of the system that grows exponentially with its size. It must be efficient and bias free. The cooperation paradigm used in the AMAS framework is well suited for this task and allows for reasonable simulation times. This work presents the state of the art in multicellular simulations and their potential use in this context. Then the AMAS system is developed step by step to explore the conditions for the emergence of communication. At each step, the efficiency of the methodology is discussed and experimental results are presented to verify that the approach is unbiased
Borenstein, David Bruce. "A multi-agent approach to the evolution of microbial populations in the presence of spatially structured social interaction." Thesis, Princeton University, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3712119.
Full textMicrobes employ a vast arsenal of tools to manipulate the environments in which they live. These manipulations affect the survival of other microbes and therefore microbial populations evolve in ways that reflect these social interactions. Interactions between microbes are particularly important in structured communities called biofilms. In this thesis, we study biofilm evolution through the lens of social interaction.
Microbial biofilms are heterogeneous assemblages that develop on many scales of time and space simultaneously. A major challenge in understanding biofilms, therefore, is developing an informative and tractable model. The thesis begins with a simulation based on an established paradigm, namely, a death-birth agent-based model (ABM) on a regular lattice. In addition to reproducing by replacing neighbors, all of the individuals utilize a shared resource that diffuses through the environment, though only some of them produce it. The realistic treatment of diffusion in this model leads to loss of the coexistence previously observed in similar game-theoretic models involving nearest-neighbor interactions.
In the non-local interactions model, the introduction of long-range interactions into a game theoretic model leads to the loss of biologically relevant emergent dynamics, arguing against the generality of game-theoretic lattice models of social interaction. In studying the effects of intermicrobial warfare on community structure, therefore, we instead take a mechanistic approach. Approximately 25% of Gram-negative bacteria possess at least one Type VI Secretion (T6S) system, which can be used to kill other microbes. Using an ABM that describes the local interactions between cells during T6S attack, we predict that the system can only be used to displace small or diffuse populations. We then use in vivo experiments to verify that the same phenomenon occurs in real microbial colonies.
These studies both required the development of ad-hoc ABMs. The process of creating and exploring such a model requires computer skills that are wholly independent from expertise in the biological problems at hand. We therefore conclude with a method for designing ABMs that requires minimal programming knowledge. The technique, which draws on the artificial intelligence field known as constraint programming, replaces step-by-step computer instructions with a simple list of user generated requirements.
Khezami, Narjes. "Vers un collecticiel basé sur un formalisme multi-agent destiné à la téléopération collaborative via Internet." Phd thesis, Université d'Evry-Val d'Essonne, 2005. http://tel.archives-ouvertes.fr/tel-00418809.
Full textPour atteindre cet objectif, nous avons abordé deux domaines de recherche que sont les Systèmes Multi-Agents (SMA) et le Travail Collaboratif Assisté par Ordinateur (TCAO). Le SMA-C repose sur le formalisme multi-agent de Ferber et intègre les fonctionnalités de la collaboration (spécifiées à travers le trèfle fonctionnel) retenues de l'étude de TCAO.
Après avoir conçu, implémenté et évalué le SMA-C, nous l'avons intégré au système mono-utilisateur de téléopération existant ARITI pour le rendre collaboratif et multi-utilisateur (ARITI-C). Le système obtenu permet à plusieurs utilisateurs distants de discuter ensemble, d'observer les actions des uns les autres et surtout de contrôler un robot réel en même temps via Internet. Finalement, nous avons évalué les performances de ce système ainsi que l'ergonomie de son Interface Homme Machine (IHM).
Les tests effectués avec des utilisateurs montrent que le nouveau système de téléopération collaborative ARITI-C est un système stable. Il permet aux utilisateurs de communiquer, de coordonner (choisir leurs actions), de produire (exécuter leurs tâches), en utilisant ou pas l'assistance des guides virtuels ou encore en déléguant l'exécution de ces tâches à leurs agents.
Krishna, Sooraj. "Modelling communicative behaviours for different roles of pedagogical agents." Electronic Thesis or Diss., Sorbonne université, 2021. http://www.theses.fr/2021SORUS286.
Full textAgents in a learning environment can have various roles and social behaviours that can influence the goals and motivation of the learners in distinct ways. Self-regulated learning (SRL) is a comprehensive conceptual framework that encapsulates the cognitive, metacognitive, behavioural, motivational and affective aspects of learning and entails the processes of goal setting, monitoring progress, analyzing feedback, adjustment of goals and actions by the learner. In this thesis, we present a multi-agent learning interaction involving various pedagogical agent roles aiming to improve the self-regulation of the learner while engaging in a socially shared learning activity. We used distinct roles of agents, defined by their social attitudes and competence characteristics, to deliver specific regulation scaffolding strategies for the learner. The methodology followed in this Thesis started with the definition of pedagogical agent roles in a socially shared regulation context and the development of a collaborative learning task to facilitate self-regulation. Based on the learning task framework, we proposed a shared learning interaction consisting of a tutor agent providing external regulation support focusing on the performance of the learner and a peer agent demonstrating co-regulation strategies to promote self-regulation in the learner. A series of user studies have been conducted to understand the learner perceptions about the agent roles, related behaviours and the learning task. Altogether, the work presented in this thesis explores how various roles of agents can be utilised in providing regulation scaffolding to the learners in a socially shared learning context
Thévin, Lauren. "Un système-multi agent normatif pour le soutien évaluatif à la collaboration humain-machine : application à la gestion de crise." Thesis, Université Grenoble Alpes (ComUE), 2016. http://www.theses.fr/2016GREAM081/document.
Full textWe discuss in this thesis about designing an computer system for an evaluative support , to support and evaluate in real-time the collaborative activity in the particular case of "an activity governed by processes from different organizations". We define a process as a set of rules, policies, plans, standards which aim to guide and be a reference for the realization of a collaborative activity. Our research is applied to training in crisis management, and situated in the technological context of tangible interaction.To implement a flexible and comprehensible evaluative support, we propose a socio-technical systemfor bringing the actors shared and distributed organizational consciousness.In this context, three key issues are considered: (1) representation and management of the contexts associated with the sustained activity and the interactions between the involved stakeholders, (2) representation and management of various processes associated with the sustained activity and the interaction and (3) the articulation between the sustained activity and the interaction.To answer these issues, we offer the OrA system based on three groups of principles, both about sutained activiy and interaction : modularity and representation of processes and contexts, autonomous management and loosely coupled processes and contextual elements, flexible coordination between these process and context management mechanisms.These principles are implemented in a computer system based on the model of groupware, especially CLOVER, a traces models, and normative multi-agent systems.This system is evaluated by demonstrating the ability to model the process of a practical case of crisis management exercise, and by providing a use situation of a real exercise training in crisis management
LANZA, Francesco. "Human-Robot Teaming Interaction: a Cognitive Architecture Solution." Doctoral thesis, Università degli Studi di Palermo, 2021. http://hdl.handle.net/10447/479089.
Full textMualla, Yazan. "Explaining the Behavior of Remote Robots to Humans : An Agent-based Approach." Thesis, Bourgogne Franche-Comté, 2020. http://www.theses.fr/2020UBFCA023.
Full textWith the widespread use of Artificial Intelligence (AI) systems, understanding the behavior of intelligent agents and robots is crucial to guarantee smooth human-agent collaboration since it is not straightforward for humans to understand the agent’s state of mind. Recent studies in the goal-driven Explainable AI (XAI) domain have confirmed that explaining the agent’s behavior to humans fosters the latter’s understandability of the agent and increases its acceptability. However, providing overwhelming or unnecessary information may also confuse human users and cause misunderstandings. For these reasons, the parsimony of explanations has been outlined as one of the key features facilitating successful human-agent interaction with a parsimonious explanation defined as the simplest explanation that describes the situation adequately. While the parsimony of explanations is receiving growing attention in the literature, most of the works are carried out only conceptually.This thesis proposes, using a rigorous research methodology, a mechanism for parsimonious XAI that strikes a balance between simplicity and adequacy. In particular, it introduces a context-aware and adaptive process of explanation formulation and proposes a Human-Agent Explainability Architecture (HAExA) allowing to make this process operational for remote robots represented as Belief-Desire-Intention agents. To provide parsimonious explanations, HAExA relies first on generating normal and contrastive explanations and second on updating and filtering them before communicating them to the human.To evaluate the proposed architecture, we design and conduct empirical human-computer interaction studies employing agent-based simulation. The studies rely on well-established XAI metrics to estimate how understood and satisfactory the explanations provided by HAExA are. The results are properly analyzed and validated using parametric and non-parametric statistical testing
Marzougui, Borhen. "Contribution à la modélisation et à la vérification des systèmes multi agents." Thesis, Paris, CNAM, 2014. http://www.theses.fr/2014CNAM0918/document.
Full textPetri nets (PN) are currently the most promising approaches to model and to verify complex systems such as Multi Agent Systems (MAS). Several solutions have been proposed to solve the problems of communication, coordination and interaction among Agents. However, to best of our knowledge, none of this solution has able to handle both aspects: structural and behavioral. The thesis focuses on the problem of formal modeling and automatic and semi-automatic verification of properties in Multi Agent Systems. More specifically, the objective is to propose a new original formal model based on Petri nets, Agents Petri nets (APN), which express consistently more accurate a Multi Agent Systems. There is growing interest in the extension of this model for modeling the migration of Agents within the mobile Agent systems. This class of model allows focusing on the formal verification of classical properties such as alertness or absence of deadlock in the context of Multi Agent Systems
Guo, Donghang. "Large-Scale Simulations for Complex Adaptive Systems with Application to Biological Domains." Diss., Virginia Tech, 2007. http://hdl.handle.net/10919/26403.
Full textPh. D.
Salman, Muhammad. "Collision Detection and Overtaking Using Artificial Potential Fields in Car Racing game TORCS using Multi-Agent based Architecture." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3206.
Full textWe have concluded by implementing a controller that make use of multi agent based artificial potential field approach to achieve the tricky and complex task of collision detection and overtaking while driving in a car racing game with different other controllers as opponents. We exploited the advantages of APFs to the best of our knowledge using laws of physics and discrete mathematics in order to achieve successful overtaking behavior and overcome its drawbacks as being very complex to implement and high memory requirements for time critical applications e.g. car racing games (Section 3.1, RQ1). Dynamic objects in a fast changing environment like a car racing game are likely to collide more often with each other, thus resulting in higher number of damages. Using APFs instead of traditionally used collision avoidance techniques resulted in less number of damages during the race, thus minimizing the lap’s time which in turn contribute to better position in the race as shown in experiment 3 (Section 3.1, RQ2 and Section 6.6). Overtaking maneuvers are complex and tricky and is the major cause of collision among cars both in real life as well as in car racing games, thus the criteria to measure the performance regarding overtaking behavior of different controllers in the race is based on number of damages taken during the race. The comparison between the participating controllers in terms of damages taken during various rounds of the race is analyzed in experiment 3 (Section 3.1, RQ3 and Section 6.6). The results of the quick race along with opponents shows good results on three tracks while having bad performance on the remaining other track. Our controller got 1st position on the CG track 2 while kept 2nd position on CS Speed way 1 and Alpine 1. It had worse performance on wheel 2 which needs to be optimized in the future for better results on this track and other similar complex and tricky tracks.
+46723266771
Ciortea, Andrei-Nicolae. "Tisser le Web Social des Objets : Permettre une Interaction Autonome et Flexible dans l’Internet des Objets." Thesis, Lyon, 2016. http://www.theses.fr/2016EMSE0813/document.
Full textThe Internet of Things (IoT) aims to create a global ubiquitous ecosystem composed of large numbers of heterogeneous devices. To achieve this vision, the World Wide Web is emerging as a suitable candidate to interconnect IoT devices and services at the application layer into a Web of Things (WoT).However, the WoT is evolving towards large silos of things, and thus the vision of a global ubiquitous ecosystem is not fully achieved. Furthermore, even if the WoT facilitates mashing up heterogeneous IoT devices and services, existing approaches result in static IoT mashups that cannot adapt to dynamic environments and evolving user requirements. The latter emphasizes another well-recognized challenge in the IoT, that is enabling people to interact with a vast, evolving, and heterogeneous IoT.To address the above limitations, we propose an architecture for an open and self-governed IoT ecosystem composed of people and things situated and interacting in a global environment sustained by heterogeneous platforms. Our approach is to endow things with autonomy and apply the social network metaphor to createflexible networks of people and autonomous things. We base our approach on results from multi-agent and WoT research, and we call the envisioned IoT ecosystem the Social Web of Things.Our proposal emphasizes heterogeneity, discoverability and flexible interaction in the IoT. In the same time, it provides a low entry-barrier for developers and users via multiple layers of abstraction that enable them to effectively cope with the complexity of the overall ecosystem. We implement several application scenarios to demonstrate these features
Long, Matthew T. "Breaking the typecast : revising roles for coordinating mixed teams." [Tampa, Fla.] : University of South Florida, 2007. http://purl.fcla.edu/usf/dc/et/SFE0002061.
Full textMasmoudi, Souhir. "Contagion des anticipations des investisseurs sur le marché financier : une approche par les réseaux et les modèles multi-agents." Thesis, Aix-Marseille, 2016. http://www.theses.fr/2016AIXM1084.
Full textWithin a behavioral approach and given the complexity of financial markets, the aim of this thesis is to examine the extent to which directed networks that governs the interaction among investors as well as their mimicking behavior influence their anticipations and the price dynamics. We propose an artificial asset market populated by chartists and fundamentalists who are allowed to switch from one trading strategy to the other according to their relative performances. Firstly, we study a fully connected network to test for a global interaction. We find that our benchmark model accounts for the emergence of excess volatility of asset prices when chartists dominate the market. Secondly, we restrict our focus to local interactions between investors. We generate a family of network structures that spans regular network, small world network and random network. Thirdly, we introduce a new model that allows us to control (1) the direction of the rewiring process of the links; (2) the randomness of the network; and (3) the asymmetry in its degree distribution by assuming that there are two classes of agents: stars and non-stars. We show that unlike the degree of the randomness of the network, the asymmetry in the degree distribution produces opposite effects depending on whether the network is outward or inward rewired. Finally, we address the question as to how this analysis can be used to produce realistic market dynamics. We find that the presence of a mimicking threshold with a high reaction coefficient provides a better approximation to the characteristics of the distribution of real returns and reproduces the most important stylized facts observed in financial time series
Marzougui, Borhen. "Contribution à la modélisation et à la vérification des systèmes multi agents." Electronic Thesis or Diss., Paris, CNAM, 2014. http://www.theses.fr/2014CNAM0918.
Full textPetri nets (PN) are currently the most promising approaches to model and to verify complex systems such as Multi Agent Systems (MAS). Several solutions have been proposed to solve the problems of communication, coordination and interaction among Agents. However, to best of our knowledge, none of this solution has able to handle both aspects: structural and behavioral. The thesis focuses on the problem of formal modeling and automatic and semi-automatic verification of properties in Multi Agent Systems. More specifically, the objective is to propose a new original formal model based on Petri nets, Agents Petri nets (APN), which express consistently more accurate a Multi Agent Systems. There is growing interest in the extension of this model for modeling the migration of Agents within the mobile Agent systems. This class of model allows focusing on the formal verification of classical properties such as alertness or absence of deadlock in the context of Multi Agent Systems
Masmoudi, Souhir. "Contagion des anticipations des investisseurs sur le marché financier : une approche par les réseaux et les modèles multi-agents." Electronic Thesis or Diss., Aix-Marseille, 2016. http://www.theses.fr/2016AIXM1084.
Full textWithin a behavioral approach and given the complexity of financial markets, the aim of this thesis is to examine the extent to which directed networks that governs the interaction among investors as well as their mimicking behavior influence their anticipations and the price dynamics. We propose an artificial asset market populated by chartists and fundamentalists who are allowed to switch from one trading strategy to the other according to their relative performances. Firstly, we study a fully connected network to test for a global interaction. We find that our benchmark model accounts for the emergence of excess volatility of asset prices when chartists dominate the market. Secondly, we restrict our focus to local interactions between investors. We generate a family of network structures that spans regular network, small world network and random network. Thirdly, we introduce a new model that allows us to control (1) the direction of the rewiring process of the links; (2) the randomness of the network; and (3) the asymmetry in its degree distribution by assuming that there are two classes of agents: stars and non-stars. We show that unlike the degree of the randomness of the network, the asymmetry in the degree distribution produces opposite effects depending on whether the network is outward or inward rewired. Finally, we address the question as to how this analysis can be used to produce realistic market dynamics. We find that the presence of a mimicking threshold with a high reaction coefficient provides a better approximation to the characteristics of the distribution of real returns and reproduces the most important stylized facts observed in financial time series
Thomasi, Camila Dasso. "OrIAs : uma infraestrutura de nível micro-organizacional baseada em artefatos para sistemas multiagentes." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2014. http://hdl.handle.net/10183/90439.
Full textIn this work, we present an artifact-based micro-organizational level infrastructure for multi-agent systems. It provides a way to define and manage the organizational roles and groups of roles that characterize the micro-organizational level of agent societies, in terms of the four organizational dimensions: structural, functional, dialogical and normative. The main micro-organizational features supported by the infrastructure are: definition of roles in terms of achievement and maintenance goals, and their corresponding plans; organizational norms and corresponding sanction-based mechanism of norm enforcement; organizational protocols to support the achievement of role goals; relations of organizational dependences between roles and groups of roles; reputation mechanism to help agents to find partners for their individual goals and to select partners to achieve collective goals; reorganization process not institutionalized performed by the initiative of agents. The infrastructure is based on the A & A meta-model and in the concept of embodied organizations. As a result of this work, we provide an organizational management infrastructure, independent of organizational model, developed using the CArtAgO platform that makes the organization accessible to agents.
Silva, Marcos Barros e. "SISTEMA MULTIAGENTES PARA GERENCIAMENTO DE TRÁFEGO URBANO." Universidade Federal do Maranhão, 2005. http://tedebc.ufma.br:8080/jspui/handle/tede/389.
Full textThis dissertation is part of TMS project whose objective is the development of a Intelligent Traffic Administration System . TMS has three fundamental functions: (1) Manage the necessary resources to the traffic control; (2) aid in the training of traffic employees; and (3) Accompany the changes of the urban traffic for ends of decision. TMS was conceived to assist the cities that doesn't have systems of traffic control and the others witch has the whole mounted structure with interlinked traffic lights. We show the conception of a system that seeks to assist the needs of traffic administration organs and, at the same time, allow its users to aid in the constant evolution of this management. We will specifically treat an architecture based on agents for our system, the technologies which the system uses and interactions among agents of traffic control. The prototype implemented in this work it allows the automation of the mechanisms of Traffic Administration operation - time of green and red of the traffic lights - turning the changes of semaphored plans the more dynamics as possible.
Esta dissertação é parte do Projeto TMS cujo objetivo é o desenvolvimento de um Sistema inteligente de Gerenciamento de Trânsito. O TMS tem três funções fundamentais : (1) Gerenciar os recursos necessários ao controle do tráfego ; (2) Ajudar no treinamento dos funcionários das companhias de trânsito ; e (3) Acompanhar as mudanças do tráfego urbano para fins de tomada de decisão. O TMS foi concebido para atender desde as cidades que não tem sistemas de controle de tráfego até aquelas que tem todo a estrutura montada com semáforos interligados, etc. Apresenta-se aqui a concepção do sistema que visa atender às necessidades dos órgãos de gerenciamento de trânsito e que, ao mesmo tempo, permita que os seus usuários pudessem auxiliar na constante evolução do mesmo. Trataremos especificamente da arquitetura baseada em agentes proposta para o sistema, as tecnologias que o fundamentam e apreendemos as interações entre agentes de controle de trânsito. O protótipo implementado neste trabalho permite a automação dos mecanismos de funcionamento de Gerenciamento de Trânsito tempo de verde e vermelho dos semáforos - tornando as mudanças de planos semafóricos as mais dinâmicas possíveis.
Albin, Aaron Thomas. "Musical swarm robot simulation strategies." Thesis, Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/42862.
Full textLourdeaux, Domitile. "Réalité virtuelle et formation : conception d'environnements virtuels pédagogiques." Phd thesis, École Nationale Supérieure des Mines de Paris, 2001. http://tel.archives-ouvertes.fr/tel-00006475.
Full textLa réalité virtuelle (RV) est souvent utilisée comme moyen technique pour immerger un formé dans des environnements le plus proche possible de la réalité. Les limitations technologiques actuelles ne permettent pas de s'approcher parfaitement de la réalité. De plus, les formateurs ont souvent besoin de fournir des explications s'appuyant sur des situations éloignées du réel afin d'aider les formés à prendre du recul et à mieux comprendre cette réalité. Les nombreuses potentialités de la RV permettent de proposer différents niveaux de réalisme.
Pour gérer ces niveaux de réalisme et optimiser les fonctionnalités offertes par la RV en fonction de objectifs pédagogiques et des difficultés des formés, nous proposons un Agent Pédagogique Intelligent (HAL : Help Agent for Learning)
HAL a été conçu pour aider les formateurs à construire un discours pédagogique en environnement virtuel en proposant deux types de stratégies pédagogiques adaptatives. Les premières modifient des aspects du scénario (pannes, conditions météorologiques, etc.). Les secondes fournissent des aides pour la compréhension de la situation (suggérer où le formé peut trouver la connaissance, expliquer une règle, montrer la conséquence de ses erreurs, etc.). Ces stratégies peuvent être mise en œuvre grâce à différentes formes d'assistance pédagogique gérant différents niveaux de réalisme (enrichissement, visualisation de mécanismes cachés, modélisation de concepts abstraits, etc.) HAL est basé sur un système multi-agent permettant de décrire une architecture modulaire et distribuée.
Une application professionnelle et industrielle réelle nous a permis de mettre en œuvre notre méthodologie de conception basée sur les aspects cognitifs, d'exploiter un grand nombre de potentialités de la RV et de mettre en évidence l'apport de HAL pour gérer ces fonctionnalités. L'objectif de cette application est de former des conducteurs de TGV à l'intervention sur Lignes à Grande Vitesse (descente sur les voies et manipulation d'appareils de voie.)
Uusitalo, Tim. "A first approach in applying Artificial Potential Fields in Car Games." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2480.
Full textMobiltelefon: 0707422666
Henry, Joseph William Roger. "Interactive control of multi-agent motion in virtual environments." Thesis, University of Edinburgh, 2016. http://hdl.handle.net/1842/19580.
Full textJonquet, Clement. "Génération dynamique de service : Interactions entre agents pour l'échange de service Grid." Phd thesis, Université Montpellier II - Sciences et Techniques du Languedoc, 2006. http://tel.archives-ouvertes.fr/tel-00115389.
Full textMeslmawy, Mahdi Abed Salman. "Efficient ressources management in a ditributed computer system, modeled as a dynamic complex system." Thesis, Le Havre, 2015. http://www.theses.fr/2015LEHA0007/document.
Full textGrids and clouds are types of currently widely known distributed computing systems or DCSs. DCSs are complex systems in the sense that their emergent global behavior results from decentralized interaction of its parts and is not guided directly from a central point. In our study, we present a complex system model that efficiently manages the ressources of a DCS. The entities of the DCS react to system instability and adjust their environmental condtions for optimizing system performance. The structure of the interaction networks that allow fast and reliable access to available resources is studied and improvements ar proposed
Fuckner, Márcio. "A personal assistant for the enactment of business processes." Thesis, Compiègne, 2016. http://www.theses.fr/2016COMP2270/document.
Full textOver the last few years, the advances in management science and information technology have transformed the business process management (BPM) discipline into an important topic for both industry and academy. BPM uses business processes as the means for improving the operational performance of organizations, and setting processes are at the heart of BPM allows linking together people, systems, and different organizations to deliver value to stakeholders. The target of our work is the family of BPM systems. A BPM system is a generic software system that is driven by explicit process designs to enact and manage operational business processes. Despite the wide range of topics addressed by the academy on business processes, there are still aspects not addressed by prior research. A particular problem in this regard is the mediation between BPM systems and humans. Human interaction in those systems follows a standard user interface based predominantly on work item lists and forms. Thus, there is little room for creativity for users. They have not only difficulties in enacting their processes but also for searching the most suitable one for their needs. It would be more efficient to let humans interact in natural language. However, process modeling languages are an insufficient means of capturing and representing the domain of discourse. The present thesis develops an original approach to agent dialog management for the problem of business process enactment. The overarching motivation for this work was to design a dialog model scalable to different domains. The model relies on domain and business process ontologies, and necessitates a minimum effort of adaptation on ontologies to improve the interaction. Results indicate the potential of our agent-based approach to generate natural language
Tagiew, Rustam. "Strategische Interaktion realer Agenten." Doctoral thesis, Technische Universitaet Bergakademie Freiberg Universitaetsbibliothek "Georgius Agricola", 2011. http://nbn-resolving.de/urn:nbn:de:bsz:105-qucosa-65577.
Full textTo understand human social, administrative and economic behavior, which can be considered as a game or strategic interaction, the purely analytical methods do not suffice. It is necessary to gather data of human strategic behavior. Based on data, one can model, simulate and predict such behavior. The theoretical part of the objective is achieved using a practice oriented conceptualization of the real agents\' - humans and machines - strategic interaction and mutual integration of the concepts from game theory and multi-agent systems, which go beyond the related work. The practical part is the design of an universally usable system that can perform the strategic interactions between real agents with maximum scientific benefit. The current implementation is one of the results of the work. Similar existing systems are GDL-server (for machines) [Genesereth et al., 2005] and z-Tree (for humans) [Fischbacher, 2007]. The work is divided in three fields - (1) development of languages for the description of a game, (2) a software system based on these languages and (3) an offline analysis of the data already gathered among other things using the system as a contribution to behavior definition facilities. The innovation of this work does not consist only in combining of the several fields to each other, but also in achieving of improvements in every field on its own. In the field of game definition languages, two languages are proposed - PNSI and SIDL, which both can define games of imperfect information in discrete time. It is an improvement comparing with hitherto languages as Gala and GDL. Especially, the Petri net based language PNSI can likewise be used for game servers and game theoretic algorithms like GAMBIT. The developed system FRAMASI is based on JADE [Bellifemine et al., 2001] and is ahead of the hitherto client-server solutions through the advantages of the multi-agent systems. Using the originated system, an experiment has been conducted according to the standards from the experimental game theory, and thus demonstrated the practicability. The experiment had the objective to provide data on the human unpredictability and the ability to predict others. Therefore, variants of Roshambo were used. The data from this experiment and from an experiment of an external workgroup with a similar motivation were analyzed using data mining. As results, the regularities of the behavior reported in literature have been demonstrated and further regularities have been discovered
Feldman, Adam Michael. "Using observations to recognize the behavior of interacting multi-agent systems." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24771.
Full textCommittee Chair: Balch, Tucker; Committee Member: Essa, Irfan; Committee Member: Isbell, Charles; Committee Member: Starner, Thad; Committee Member: Wallen, Kim.
Roy, Subhradeep. "Multiscale Views of Multi-agent Interactions in the Context Of Collective Behavior." Diss., Virginia Tech, 2017. http://hdl.handle.net/10919/78615.
Full textPh. D.
Maudet, Adrien. "Interactions entre niveaux dans un modèle orienté agent de généralisation cartographique : Le modèle DIOGEN." Thesis, Paris Est, 2016. http://www.theses.fr/2016PESC1055/document.
Full textMaps show geographic information of a given area in a simplified way, particularly when the scale is small. The simplification process, called cartographic generalisation, is submitted to several constraints : legibility, adequation to the abstraction level, and consistency with reality. The will to automate the maps creation process from geographical databases led to the creation of algorithms allowing the simplification object by object. However the choice of the algorithms, as their settings, are influenced by the object on which it is applied, and by the other objects in relation with this object (e.g. a building close to another one, a road parallel to a buildings alignment). This motivates the use of multi-agents models for automated map generalisation. Several multi-agent models were proposed, each of them having a different approach to manage multi-levels relations. Here, what we call a level is, for instance, the distinction between individual agents, like a building, and agents representing a group of other agents, like a urban block composed by the surrounding roads and buildings inside.We study the unification of existing models, using the multi-level paradigm PADAWAN, in order to simplify interactions between agents in different levels. We propose the DIOGEN model, in which the principle of interactions between agents of different levels is adapted to cartographic generalisation guided by constraints, those allowing to unify the existing models AGENT, CartACom and GAEL, and giving promising features.We evaluate our proposal on different case studies. Among them, we study the generalisation of trekking maps, where the routes are symbolized individually by a different couloured line symbols, like on bus maps. The presence of several route symbols on a same road leads to specific generalisation issues, like the choice of the side of each route symbol position, or the implications for the other objects on the map (e.g. points of interest, buildings) under the route symbol – issues tackled using our proposal of formal multi-levels representation.This work leads us to the identification of recurrent behaviours. We express them as analysis patterns, in a way that is independent from cartographic generalisation and constraint solving problems
Lebrun, Yoann. "Architecture multi-agent pour la gestion d'objets tangibles et virtuels sur Table Interactive." Phd thesis, Université de Valenciennes et du Hainaut-Cambresis, 2012. http://tel.archives-ouvertes.fr/tel-00718624.
Full textGoudoulakis, E. "DIEGESIS : a multi-agent Digital Interactive Storytelling framework using planning and re-planning techniques." Thesis, Liverpool John Moores University, 2014. http://researchonline.ljmu.ac.uk/4512/.
Full textPark, Seung In. "Modeling Social Group Interactions for Realistic Crowd Behaviors." Diss., Virginia Tech, 2013. http://hdl.handle.net/10919/19297.
Full textMany social science field studies inform us that crowds are typically composed of multiple social groups (James, 1953; Coleman and James, 1961; Aveni, 1977). These observations indicate that one component of the complexity of crowd dynamics emerges from the presence of various patterns of social interactions within small groups that make up the crowd. Hence, realism in a crowd simulation may be enhanced when virtual characters are organized in multiple social groups, and exhibit human-like coordination behaviors.
Motivated by the need for modeling groups in a crowd, we present a multi-agent model for large crowd simulations that incorporates socially plausible group behaviors. A computational model for multi-agent coordination and interaction informed by well- established Common Ground theory (Clark, 1996; Clark and Brennan, 1991) is proposed. In our approach, the task of navigation in a group is viewed as performing a joint activity which requires maintaining a state of common ground among group members regarding walking strategies and route choices. That is, group members communicate with, and adapt their behaviors to each other in order to maintain group cohesiveness while walking. In the course of interaction, an agent may present gestures or other behavioral cues according to its communicative purpose. It also considers the spatiotemporal conditions of the agent-group\'s environment in which the agent interacts when selecting a kind of motions.
With the incorporation of our agent model, we provide a unified framework for crowd simulation and animation which accommodates high-level socially-aware behavioral realism of animated characters. The communicative purpose and motion selection of agents are consistently carried through from simulation to animation, and a resulted sequence of animated character behaviors forms not merely a chain of reactive or random gestures but a socially meaningful interactions.
We conducted several experiments in order to investigate the impact of our social group
interaction model in crowd simulation and animation. By showing that group communicative behaviors have a substantial influence on the overall distribution of a crowd, we demonstrate the importance of incorporating a model of social group interaction into multi-agent simulations of large crowd behaviors. With a series of perceptual user studies, we show that our model produces more believable behaviors of animated characters from the viewpoint of human observers.
Ph. D.
Zidi, Kamel. "Système Interactif d'Aide au Déplacement Multimodal (SIADM)." Phd thesis, Ecole Centrale de Lille, 2006. http://tel.archives-ouvertes.fr/tel-00142159.
Full textLa modélisation du réseau de transport est représentée par une architecture multi-zones . Cette architecture nous montre l'aspect distribué du système, les interactions et les relations qui peuvent avoir lieu entre les différenttes zones. Nous présentons dans ce travail un Système Multi-Agent d'Aide au Déplacement, SMAAD. Les agents de ce système utilisent le module d'optimisation développé dans la première partie. Notre travail est réalisé dans le cadre du projet « VIATIC-MOBILITE », qui est le projet 6 du pôle de compétitivité I-Trans.
Trescak, Tomás. "Intelligent Generation and Control of Interactive Virtual Worlds." Doctoral thesis, Universitat Autònoma de Barcelona, 2012. http://hdl.handle.net/10803/117675.
Full textThis 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.
Barreteau, Olivier. "Un systeme multi-agent pour explorer la viabilite des systemes irrigues : dynamique des interactions et modes d'organisation." Paris, ENGREF, 1998. http://www.theses.fr/1998ENGR0041.
Full text