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1

Chen, Xudong. "Multi-Agent Systems with Reciprocal Interaction Laws." Thesis, Harvard University, 2014. http://dissertations.umi.com/gsas.harvard:11424.

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In this thesis, we investigate a special class of multi-agent systems, which we call reciprocal multi-agent (RMA) systems. The evolution of agents in a RMA system is governed by interactions between pairs of agents. Each interaction is reciprocal, and the magnitude of attraction/repulsion depends only on distances between agents. We investigate the class of RMA systems from four perspectives, these are two basic properties of the dynamical system, one formula for computing the Morse indices/co-indices of critical formations, and one formation control model as a variation of the class of RMA systems. An important aspect about RMA systems is that there is an equivariant potential function associated with each RMA system so that the equations of motion of agents are actually a gradient flow. The two basic properties about this class of gradient systems we will investigate are about the convergence of the gradient flow, and about the question whether the associated potential function is generically an equivariant Morse function. We develop systematic approaches for studying these two problems, and establish important results. A RMA system often has multiple critical formations and in general, these are hard to locate. So in this thesis, we consider a special class of RMA systems whereby there is a geometric characterization for each critical formation. A formula associated with the characterization is developed for computing the Morse index/co-index of each critical formation. This formula has a potential impact on the design and control of RMA systems. In this thesis, we also consider a formation control model whereby the control of formation is achieved by varying interactions between selected pairs of agents. This model can be interpreted in different ways in terms of patterns of information flow, and we establish results about the controllability of this control system for both centralized and decentralized problems.
Engineering and Applied Sciences
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2

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.

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3

Perez, 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.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2015.
This 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.
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4

Bai, Xi. "Peer-to-peer, multi-agent interaction adapted to a web architecture." Thesis, University of Edinburgh, 2013. http://hdl.handle.net/1842/7968.

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The Internet and Web have brought in a new era of information sharing and opened up countless opportunities for people to rethink and redefine communication. With the development of network-related technologies, a Client/Server architecture has become dominant in the application layer of the Internet. Nowadays network nodes are behind firewalls and Network Address Translations, and the centralised design of the Client/Server architecture limits communication between users on the client side. Achieving the conflicting goals of data privacy and data openness is difficult and in many cases the difficulty is compounded by the differing solutions adopted by different organisations and companies. Building a more decentralised or distributed environment for people to freely share their knowledge has become a pressing challenge and we need to understand how to adapt the pervasive Client/Server architecture to this more fluid environment. This thesis describes a novel framework by which network nodes or humans can interact and share knowledge with each other through formal service-choreography specifications in a decentralised manner. The platform allows peers to publish, discover and (un)subscribe to those specifications in the form of Interaction Models (IMs). Peer groups can be dynamically formed and disbanded based on the interaction logs of peers. IMs are published in HTML documents as normal Web pages indexable by search engines and associated with lightweight annotations which semantically enhance the embedded IM elements and at the same time make IM publications comply with the Linked Data principles. The execution of IMs is decentralised on each peer via conventional Web browsers, potentially giving the system access to a very large user community. In this thesis, after developing a proof-of-concept implementation, we carry out case studies of the resulting functionality and evaluate the implementation across several metrics. An increasing number of service providers have began to look for customers proactively, and we believe that in the near future we will not search for services but rather services will find us through our peer communities. Our approaches show how a peer-to-peer architecture for this purpose can be obtained on top of a conventional Client/Server Web infrastructure.
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Anacleto, 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.

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Dans cette thèse nous adoptons une perspective interdisciplinaire concernant les domaines de la prise de décision stratégique dans les organisations humaines, de la cartographie cognitive et des systèmes multi-agents. Nous proposons la modélisation du raisonnement multidimensionnel caractéristique des processus stratégiques à travers un système multi-agent. Pour cela, nous utilisons la cartographie cognitive en tant qu'instrument d'aide à la réflexion collective. Dans le système multi-agent TOMAS, des cartes cognitives sont utilisées pour représenter les connaissances d'agents artificiels, cognitifs, autonomes et interactifs. Le raisonnement de chaque agent de TOMAS est fait en ayant recours à la méthode NPN e (NPN étendue), une extension de la logique NPN de W. Zhang, permettant le raisonnement à partir d'une carte cognitive et l'agrégation de cartes cognitives. Notre méthode suggère une agrégation partielle de cartes cognitives permettant de mettre en évidence les points de vue en conflit, et donc de diagnostiquer des conflits dans un système multi-agent. Nous proposons aussi une alternative d'agrégation de cartes cognitives inspirée des méthodes de jugement multi-attributs, permettant la résolution des conflits entre agents. L'expérimentation de ces propositions a été faite à travers le système STRAGENT, un système informatique d'aide à la réflexion stratégique fondé sur le système multi-agent TOMAS. STRAGENT constitue un support à la mise en pratique de la méthodologie lPX, une méthodologie d'audit ayant pour objectif d'aider les organisations à définir leur cadre de référence stratégique. Nous illustrons l'analyse que STRAGENT fait des conflits et le rôle de cette analyse dans la délibération collective à travers le cas SETCOM, un cas d'étude concernant le processus de réflexion stratégique d'une entreprise industrielle.
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6

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

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Multi-agent systems have been used in a wide range of applications from computer-based simulations and mobile robots to agent-oriented programming and intelligent systems in real environments. However, the largest environment in which software agents can interact is, without any doubt, the World Wide Web and ever since its birth agents have been used in various applications such as search engines, e-commerce, and most recently the semantic web. However, agents have yet to be used on the Web in a way that leverages the full power of artificial intelligence and multi-agent systems, which have the potential of making life much easier for humans. This thesis investigates how this can be changed, and how agents can be brought to the core of the online experience in the sense that we want people to talk and interact with agents instead of "just using yet another application or website". We analyze what makes it hard to develop intelligent agents on the web and we propose a web agent model (WAM) inspired by recent results in multi-agent systems. Nowadays, a simple conceptual model is the key for widespread adoption of new technologies and this is why we have chosen the MASQ meta-model as the basis for our approach, which provides the best compromise in terms of simplicity of concepts, generality and applicability to the web. Since until now the model was introduced only in an informal way, we also provide a clear formalization of the MASQ meta-model.Next, we identify the three main challenges that need to be addressed when building web agents: integration of bodies, web semantics and user friendliness. We focus our attention on the first two and we propose a set of principles to guide the development of what we call strong web agents. Finally, we validate our proposal through the implementation of an award winning platform called Kleenk. Our work is just a step towards fulfilling the vision of having intelligent web agents mediate the interaction with the increasingly complex World Wide Web
Multi-agent systems have been used in a wide range of applications from computer-based simulations and mobile robots to agent-oriented programming and intelligent systems in real environments. However, the largest environment in which software agents can interact is, without any doubt, the World Wide Web and ever since its birth agents have been used in various applications such as search engines, e-commerce, and most recently the semantic web. However, agents have yet to be used on the Web in a way that leverages the full power of artificial intelligence and multi-agent systems, which have the potential of making life much easier for humans. This thesis investigates how this can be changed, and how agents can be brought to the core of the online experience in the sense that we want people to talk and interact with agents instead of "just using yet another application or website". We analyze what makes it hard to develop intelligent agents on the web and we propose a web agent model (WAM) inspired by recent results in multi-agent systems. Nowadays, a simple conceptual model is the key for widespread adoption of new technologies and this is why we have chosen the MASQ meta-model as the basis for our approach, which provides the best compromise in terms of simplicity of concepts, generality and applicability to the web. Since until now the model was introduced only in an informal way, we also provide a clear formalization of the MASQ meta-model.Next, we identify the three main challenges that need to be addressed when building web agents: integration of bodies, web semantics and user friendliness. We focus our attention on the first two and we propose a set of principles to guide the development of what we call strong web agents. Finally, we validate our proposal through the implementation of an award winning platform called Kleenk. Our work is just a step towards fulfilling the vision of having intelligent web agents mediate the interaction with the increasingly complex World Wide Web
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7

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.

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A set of systems are considered where there are multiple agents simultaneously active within real-time a environment. These systems are termed SMART systems and are found in domains as diverse as office administration, process control and aviation. Such systems place particular demands on agents that are not present in non-SMART systems. Actions may be time constrained in two ways: i) an action appropriate at one time may not be appropriate at another; ii) the time available for a required action may approximate to the time in which an agent is able to perform that action. In order to be able to function in such environments agents, both human and computer, must be aware of time constraints and the actions necessary to ensure that they do not compromise system goals.
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GRALHOZ, 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.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
O 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.
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Cunningham, Bryan. "Non-Reciprocating Sharing Methods in Cooperative Q-Learning Environments." Thesis, Virginia Tech, 2012. http://hdl.handle.net/10919/34610.

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Past research on multi-agent simulation with cooperative reinforcement learning (RL) for homogeneous agents focuses on developing sharing strategies that are adopted and used by all agents in the environment. These sharing strategies are considered to be reciprocating because all participating agents have a predefined agreement regarding what type of information is shared, when it is shared, and how the participating agent's policies are subsequently updated. The sharing strategies are specifically designed around manipulating this shared information to improve learning performance. This thesis targets situations where the assumption of a single sharing strategy that is employed by all agents is not valid. This work seeks to address how agents with no predetermined sharing partners can exploit groups of cooperatively learning agents to improve learning performance when compared to Independent learning. Specifically, several intra-agent methods are proposed that do not assume a reciprocating sharing relationship and leverage the pre-existing agent interface associated with Q-Learning to expedite learning. The other agents' functions and their sharing strategies are unknown and inaccessible from the point of view of the agent(s) using the proposed methods. The proposed methods are evaluated on physically embodied agents in the multi-agent cooperative robotics field learning a navigation task via simulation. The experiments conducted focus on the effects of the following factors on the performance of the proposed non-reciprocating methods: scaling the number of agents in the environment, limiting the communication range of the agents, and scaling the size of the environment.
Master of Science
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10

Salge, Christoph. "Information theoretic models of social interaction." Thesis, University of Hertfordshire, 2013. http://hdl.handle.net/2299/13887.

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This dissertation demonstrates, in a non-semantic information-theoretic framework, how the principles of 'maximisation of relevant information' and 'information parsimony' can guide the adaptation of an agent towards agent-agent interaction. Central to this thesis is the concept of digested information; I argue that an agent is intrinsically motivated to a.) process the relevant information in its environment and b.) display this information in its own actions. From the perspective of similar agents, who require similar information, this differentiates other agents from the rest of the environment, by virtue of the information they provide. This provides an informational incentive to observe other agents and integrate their information into one's own decision making process. This process is formalized in the framework of information theory, which allows for a quantitative treatment of the resulting effects, specifically how the digested information of an agent is influenced by several factors, such as the agent's performance and the integrated information of other agents. Two specific phenomena based on information maximisation arise in this thesis. One is flocking behaviour similar to boids that results when agents are searching for a location in a girdworld and integrated the information in other agent's actions via Bayes' Theorem. The other is an effect where integrating information from too many agents becomes detrimental to an agent's performance, for which several explanations are provided.
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Murray-Rust, David. "Musical acts and musical agents : theory, implementation and practice." Thesis, University of Edinburgh, 2008. http://hdl.handle.net/1842/2561.

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Musical Agents are an emerging technology, designed to provide a range of new musical opportunities to human musicians and composers. Current systems in this area lack certain features which are necessary for a high quality musician; in particular, they lack the ability to structure their output in terms of a communicative dialogue, and reason about the responses of their partners. In order to address these issues, this thesis develops Musical Act Theory (MAT). This is a novel theory, which models musical interactions between agents, allowing a dialogue oriented analysis of music, and an exploration of intention and communication in the context of musical performance. The work here can be separated into four main contributions: a specification for a Musical Middleware system, which can be implemented computationally, and allows distributed agents to collaborate on music in real-time; a computational model of musical interaction, which allows musical agents to analyse the playing of others as part of a communicative process, and formalises the workings of the Musical Middleware system; MAMA, a musical agent system which embodies this theory, and which can function in a variety of Musical Middleware applications; a pilot experiment which explores the use of MAMA and the utility of MAT under controlled conditions. It is found that the Musical Middleware architecture is computationally implementable, and allows for a system which can respond to both direct musical communi- cation and extramusical inputs, including the use of a custom-built tangible interface. MAT is found to capture certain aspects of music which are of interest — an intuitive notion of performative actions in music, and an existing model of musical interaction. Finally, the fact that a number of different levels — theory, architecture and implementation — are tied together gives a coherent model which can be applied to many computational musical situations.
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Mazuel, 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.

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Le thème général de cette thèse est le traitement de l'hétérogénéité sémantique dans les interactions humain-agent et agent-agent. Plus précisément, nous étudions le cas où un agent informatique muni d'un modèle de représentation de ses connaissances doit traiter des demandes envoyées par d'autres interlocuteurs, qu'il s'agisse d'utilisateurs humains ou d'agents informatiques.
La 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.
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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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Jones, 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.

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The preliminary design phase occurs near the launch of an engineering project, normally after an initial requirements gathering phase. Through a series of meetingswhich gathers the key actors of a project, effective preliminary design involves discussion and decision-making punctuated by group creativity techniques. These activities are designed to explore the potential solutions of the problem, such asbrainstorming or causal analysis, or to address the project itself, such as collaborative project planning. Such activities are usually conducted in traditional meeting rooms with pen and paper media, which requires significant time and effort to prepare, perform, and later render into a digitally exploitable format. These processes have resisted previous attempts of computer-supported solutions, because any additional instruments risk obstructing the natural collaboration and workflow that make these activities so beneficial. Over the past decade, technologies such as interactive table tops, interactive wall displays, speech recognition software, 3D motion sensing cameras, and handheld tablets and smartphones have experienced significant advances in maturity. Theirform factors resemble the physical configuration of traditional pen-and-paper environments,while their "natural" input devices (based on multi-touch, gestures, voice, tangibles, etc.) allow them to leverage a user's pre-existing verbal, spatial,social, motor and cognitive skills. Researchers hypothesize that having these devices working in concert inside interactive spaces could augment collaboration forco-located (i.e. physically present) groups of users.There currently exist several interactive spaces in the literature, illustrating awide range of potential hardware configurations and interaction techniques. The goal of this thesis is first to explore what qualities these interactive spaces should exhibit in their interaction design, particularly with regard to preliminary designactivities, and second, to investigate how their heterogeneous and distributed computing devices can be unified into a flexible and extensible distributed computing architecture. The first main contribution of this thesis is an extensive presentation of an interactive space, which at its core uses a configuration not yet fully explored inprevious literature : a large multitouch table top and a large multitouch interactive Abstract board display. The design of this interactive space is driven by observations o fgroups engaged in preliminary design activities in traditional environments and a literature review aimed at extracting user-centered design guide lines. Special consideration is given to the user interface as it extends across multiple shared displays, and maintains a separation of concerns regarding personal and group work. Finally, evaluations using groups of five and six users show that using such an interactive space, coupled with our proposed multi-display interaction techniques, leads to a more effective construction of the digital artifacts used in preliminary design.The second main contribution of this thesis is a multi-agent infrastructure forthe distributed computing environment which effectively accommodates a widerange of platforms and devices in concerted interaction. By using agent-oriented programming and by establishing a common content language for messaging, the infrastructure is especially tolerant of network faults and suitable for rapid prototyping of heterogeneous devices in the interactive space.
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Cerbara, 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/.

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I Game Engines stanno acquisendo sempre più importanza sia in ambito industriale, dove permettono lo sviluppo di applicazioni moderne e videogiochi, sia in ambito di ricerca, in particolare nel contesto dei sistemi multi-agente (MAS). La loro capacità espressiva, unita al supporto di tecnologie e funzionalità innovative, permette la creazione di sistemi moderni e complessi in maniera più efficiente: il loro continuo avanzamento tecnologico li ha portati ad essere una realtà su cui fare affidamento nella produzione di vari applicativi diversi, come applicazioni di realtà aumentata/virtuale/mista, simulazioni immersive, costruzione di mondi virtuali e 3D, ecc. Ciononostante, soffrono la mancanza di proprie astrazioni e meccanismi che possano essere affidabili e utilizzati per aggredire la complessità durante il design di sistemi complessi. Il tentativo di sfruttare le caratteristiche della teoria dei MAS all'interno degli ambienti di sviluppo dei Game Engines procede secondo questa direzione: integrando le astrazioni costituenti i MAS all'interno dei Game Engines, con particolare riferimento ai modelli di coordinazione tra agenti, può portare a nuove soluzioni, riuscendo a risolvere problemi tecnologici grazie all'aiuto degli engine grafici. Questa tesi utilizza il Game Engine Unity3D proponendo due librerie C#, le quali sfruttano una precedente integrazione dello stesso framework con il Prolog per l'abilitazione di un modello di interazione e coordinazione basato su spazi di tuple, utilizzabile tramite l'implementazione di primitive LINDA. Le librerie offrono interfacce di programmazione (API) sfruttabili dai programmatori C# Unity3D per integrare nelle loro creazioni il supporto a tale modello, con una nuova modalità per la gestione della coordinazione tra oggetti in Unity3D e fornisce importanti proprietà, essendo fondamentale nel contesto dei MAS dal punto di vista dell'ingegnerizzazione di sistemi complessi e della gestione delle interazioni tra agenti.
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Diot, 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.

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En quelques années, les domaines des jeux vidéo et des systèmes multi-agents (SMA) ont pris de plus en plus de places dans la vie de chacun. Malgré des similitudes assez fortes (présences d’entité dans les vidéo pouvant être assimilées à des agents), les SMA ne sont presque jamais utilisés dans le développement de jeux. Ce mémoire présente Shine Agent Modeling Platform (SAMP), une plateforme visant intégrer le paradigme multi-agents au sein du développement de jeux vidéo. Cette fusion permet l’utilisation de la puissance des multi-agents au sein des jeux vidéo.SAMP propose une approche au niveau des interactions permettant de réduire le coût de traitement de ces interactions en optimisant le nombre de recherches effectuées dans l’environnement.En plus d’intégrer le paradigme multi-agents, SAMP vise à être accessible à un maximum d’utilisateurs en proposant une interface de modélisation entièrement graphique. Un système d’importation de modèles comportementaux permet de créer deuxniveaux de modélisation : un niveau proche de la logique développement informatique et un niveau proche de la logique métier de l’utilisateur.SAMP est intégré à un moteur de jeux vidéo, Shine Engine, permettant de générer les environnements graphiques dans lesquels les agents évolueront
In 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
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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.

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Les cellules sont des entités complexes qui interagissent pour former des organismes supérieurs avec des comportements émergents. Pour coordonner leurs actions, les cellules utilisent des molécules messagères qui influencent le comportement de leur environnement cellulaire. Cette communication peut prendre la forme d'ordres simples ou complexes et dépendants de diverses conditions internes et externes. L'émergence de ces protocoles de communication est au centre de cette thèse ainsi que sa nature, simple ou structurée comme un langage. Un système multi-agents adaptatif (AMAS) est développé pour étudier les conditions nécessaires à l'émergence de la coopération et de la communication dans le contexte des tissus multicellulaires. A partir d'un modèle simpliste de cellule eucaryote, le comportement de l'agent cellulaire est développé et l'évolution du système global est explorée pour identifier les conditions minimales et nécessaires à l'apparition de la communication. La difficulté par rapport à d'autres systèmes multi-agents réside dans les interactions limitées entre les agents, puisque tout échange d'informations doit passer par l'environnement des cellules, en tant que molécules. A cet égard, la coordination cellulaire dépend de nombreux facteurs tels que la diffusion ou la stabilité chimique des molécules. L'un des défis de cette étude est de trouver une méthodologie de simulation qui n'introduit pas de biais vers le comportement attendu du système, à savoir la communication. Cela impose d'éviter toute méthodologie utilisant des fonctions globales de fitness comme les réseaux neuronaux ou les algorithmes génétiques. Un autre défi est l'exploration de l'espace de paramètres du système qui croît de façon exponentielle avec sa taille. Il doit être efficace et sans parti pris. Le paradigme de coopération utilisé dans le cadre d'AMAS est bien adapté à cette tâche et permet des temps de simulation raisonnables. Ce manuscrit présente l'état de l'art des simulations multicellulaires et leur utilisation potentielle dans ce contexte. Ensuite, le système AMAS est développé étape par étape pour explorer les conditions de l'émergence de la communication. A chaque étape, l'efficacité de la méthodologie est discutée et les résultats expérimentaux sont présentés pour vérifier que l'approche n'introduit pas de biais
Cells 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
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18

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.

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Microbes 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.

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19

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.

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L'objectif de nos travaux de recherche est de mettre en place un Système Multi-Agent pour la Collaboration (SMA-C) qui sert de noyau pour un système de téléopération collaborative via Internet (ARITI-C).
Pour 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.
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20

Krishna, Sooraj. "Modelling communicative behaviours for different roles of pedagogical agents." Electronic Thesis or Diss., Sorbonne université, 2021. http://www.theses.fr/2021SORUS286.

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Les agents dans un environnement d'apprentissage peuvent avoir divers rôles et comportements sociaux qui peuvent influencer les objectifs et la motivation des apprenants de différentes manières. L'apprentissage autorégulé (SRL) est un cadre conceptuel complet qui englobe les aspects cognitifs, métacognitifs, comportementaux, motivationnels et affectifs de l'apprentissage et implique les processus de définition d'objectifs, de suivi des progrès, d'analyse des commentaires, d'ajustement des objectifs et des actions de l'apprenant. Dans cette thèse, nous présentons une interaction d'apprentissage multi-agent impliquant divers rôles d'agent pédagogique visant à améliorer l'autorégulation de l'apprenant tout en s'engageant dans une activité d'apprentissage socialement partagée. Nous avons utilisé des rôles distincts d'agents, définis par leurs attitudes sociales et leurs compétences, pour proposer des stratégies d'échafaudage de régulation spécifiques à l'apprenant. La méthodologie suivie dans cette thèse a commencé par la définition de rôles d'agent pédagogique dans un contexte de régulation socialement partagé et le développement d'une tâche d'apprentissage collaboratif pour faciliter l'autorégulation. Une série d'études d'utilisateurs a été menée pour comprendre les perceptions des apprenants sur les rôles des agents, les comportements associés et la tâche d'apprentissage. Dans l'ensemble, les travaux présentés dans cette thèse explorent comment divers rôles d'agents peuvent être utilisés pour fournir un échafaudage de régulation aux apprenants dans un contexte d'apprentissage socialement partagé
Agents 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
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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.

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Nous abordons dans cette thèse le problème de la conception d’un système informatique de soutien évaluatif, pour soutenir et évaluer en temps réel l’activité collaborative dans le cas particulier "d'une activité régie par des process issus d'organisations différentes". Nous définissons un process comme un ensemble de règles, de politiques, de plans, de normes ayant pour vocation de guider et de servir de référence à la réalisation d’une activité collaborative. Nous positionnons notre recherche dans le cadre applicatif de l’entrainement à la gestion de crise, et dans le cadre technologique de l’interaction tangible.Pour mettre en place un soutien évaluatif flexible et intelligible, nous proposons un système socio-technique capable d’apporter aux acteurs une conscience organisationnelle partagée et distribuée.Dans ce cadre, trois verrous essentiels sont considérés : (1) représentation et gestion de contextes liés à l’activité soutenue et aux interactions entre acteurs, (2) représentation et gestion des différents process liés à l’activité soutenue et à l’interaction, et (3) articulation entre l'activité soutenue et l'interaction.Pour répondre à ces verrous, nous proposons le système OrA s’appuyant sur trois groupes de principes relatif à l'activité soutenue et à l’interaction : modularité et représentation des process et contextes, gestion autonome et faiblement couplée des process et des éléments de contexte, coordination flexible entre ces mécanismes de gestion de process et de contextes.Ces principes sont mis en oeuvre au sein d’un système informatique s’appuyant sur les modèles des collecticiels, et en particulier CLOVER, des modèles de traces, des systèmes multi-agents normatifs.Ce système est évalué en démontrant la possibilité de modéliser les process d’un cas pratique d’exercice de gestion de crise, puis en proposant une utilisation en situation d’un exercice réel d’entrainement à la gestion de crise
We 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
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LANZA, Francesco. "Human-Robot Teaming Interaction: a Cognitive Architecture Solution." Doctoral thesis, Università degli Studi di Palermo, 2021. http://hdl.handle.net/10447/479089.

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23

Mualla, Yazan. "Explaining the Behavior of Remote Robots to Humans : An Agent-based Approach." Thesis, Bourgogne Franche-Comté, 2020. http://www.theses.fr/2020UBFCA023.

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Avec l’émergence et la généralisation des systèmes d'intelligence artificielle, comprendre le comportement des agents artificiels, ou robots intelligents, devient essentiel pour garantir une collaboration fluide entre l'homme et ces agents. En effet, il n'est pas simple pour les humains de comprendre les processus qui ont amenés aux décisions des agents. De récentes études dans le domaine l’intelligence artificielle explicable, particulièrement sur les modèles utilisant des objectifs, ont confirmé qu'expliquer le comportement d’un agent à un humain favorise la compréhensibilité de l'agent par ce dernier et augmente son acceptabilité. Cependant, fournir des informations trop nombreuses ou inutiles peut également semer la confusion chez les utilisateurs humains et provoquer des malentendus. Pour ces raisons, la parcimonie des explications a été présentée comme l'une des principales caractéristiques facilitant une interaction réussie entre l’homme et l’agent. Une explication parcimonieuse est définie comme l'explication la plus simple et décrivant la situation de manière adéquate. Si la parcimonie des explications fait l'objet d'une attention croissante dans la littérature, la plupart des travaux ne sont réalisés que de manière conceptuelle.Dans le cadre d'une méthodologie de recherche rigoureuse, cette thèse propose un mécanisme permettant d’expliquer le comportement d’une intelligence artificielle de manière parcimonieuse afin de trouver un équilibre entre simplicité et adéquation. En particulier, il introduit un processus de formulation des explications, sensible au contexte et adaptatif, et propose une architecture permettant d’expliquer les comportements des agents à des humains (HAExA). Cette architecture permet de rendre ce processus opérationnel pour des robots distants représentés comme des agents utilisant une architecture de type Croyance-Désir-Intention.Pour fournir des explications parcimonieuses, HAExA s'appuie d'abord sur la génération d'explications normales et contrastées, et ensuite sur leur mise à jour et leur filtrage avant de les communiquer à l'humain. Nous validons nos propositions en concevant et menant des études empiriques d'interaction homme-machine utilisant la simulation orientée-agent. Nos études reposent sur des mesures bien établies pour estimer la compréhension et la satisfaction des explications fournies par HAExA. Les résultats sont analysés et validés à l'aide de tests statistiques paramétriques et non paramétriques
With 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
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24

Marzougui, Borhen. "Contribution à la modélisation et à la vérification des systèmes multi agents." Thesis, Paris, CNAM, 2014. http://www.theses.fr/2014CNAM0918/document.

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Les Réseaux de Petri (RdP) sont actuellement les approches les plus prometteuses pour modéliser et vérifier les systèmes complexes tels que les Systèmes Multi Agents (SMA). De nombreuses solutions ont été proposées pour remédier aux problèmes de communication, de coordination et d’interaction entre les Agents. Cependant, il n’existe aucune en mesure de traiter, à la fois les aspects structurels et comportementaux, du moins à notre connaissance. La thèse s'intéresse à la problématique de modélisation formelle et de vérification automatique et semi-automatique de propriétés pour les Systèmes Multi Agents. Plus précisément, l'objectif consiste à proposer un nouveau modèle formel original basé sur les réseaux de Petri, les Réseaux de Petri à Agents (RdPA), qui permettent d’exprimer de manière consistante et plus précise les systèmes Multi Agents. Il s’intéresse de plus à l’extension de ce modèle aux fins de modéliser la migration des agents dans le cadre des systèmes à agents mobiles. Cette classe de modèle permet de s’intéresser à la vérification formelle de propriétés classiques comme notamment la vivacité ou l’absence d’interblocage dans le cadre des Systèmes Multi-Agent
Petri 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
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25

Guo, Donghang. "Large-Scale Simulations for Complex Adaptive Systems with Application to Biological Domains." Diss., Virginia Tech, 2007. http://hdl.handle.net/10919/26403.

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Modeling or simulating Complex Adaptive Systems (CASs) is both important and challenging. As the name suggests, CASs are systems consisting of large numbers of interacting adaptive compartments. They are studied across a wide range of disciplines and have unique properties. They model such systems as multicellular organisms, ecosystems, social networks, and many more. They are complex, in the sense that they are dynamical, nonlinear, and heterogeneous systems that cannot be simply scaled up/down. However, they are self-organized, in the sense that they can evolve into specific structures/patterns without guidance from outside sources. Modeling/Simulating CASs is challenging, not only because of the high complexity, but also because of the difficulty in explaining the underlying mechanism behind self-organization. The goal of this research is to provide a modeling framework as well as a simulation platform to advance the study of CASs. We argue that there are common principles behind self-organization processes of different systems across different domains. We explore, analyze, and perform experiments into these principles. We propose and implement modeling templates such as short-term and long-term adaptivity. We incorporate techniques from systems theory, employing computing paradigms, including multi-agent system and asynchronous message passing. We also consider an application from the biological domain to model and simulate under our framework, treating it as a CAS for validation purposes.
Ph. D.
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26

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.

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The Car Racing competition platform is used for evaluating different car control solutions under competitive conditions [1]. These competitions are organized as part of the IEEE Congress on Evolutionary Computation (CEC) and Computational Intelligence and Games Sym-posium (CIG). The goal is to learn and develop a controller for a car in the TORCS open source racing game [2]. Oussama Khatib [3] (1986) introduced Artificial potential fields (APFs) for the first time while looking for new ways to avoid obstacles for manipulators and mobile robots in real time. In car racing games a novel combination of artificial potential fields as the major control paradigm for car controls in a multi-agent system is being used to coordinate control interests in different scenarios [1]. Here we extend the work of Uusitalo and Stefan J. Johansson by introducing effective collision detection, overtaking maneuvers, run time evaluation and detailed analysis of the track using the concept of multi-agent artificial potential fields MAPFs. The results of our extended car controller in terms of lap time, number of damages and position in the race is improved.
We 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
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27

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.

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L’Internet des Objets (IoT) vise à créer un eco-système global et ubiquitaire composé d’un grand nombre d’objets hétérogènes. Afin d’atteindre cette vision, le World Wide Web apparaît comme un candidat adapté pour interconnecter objets et services à la couche applicative en un Web des Objets (WoT).Cependant l’évolution actuelle du WoT produit des silos d’objets et empêche ainsi la mise en place de cette vision. De plus, même si le Web facilite la composition d’objets et services hétérogènes, les approches existantes produisent des compositions statiques incapables de s’adapter à des environnements dynamiques et des exigences évolutives. Un autre défi est à relever: permettre aux personnes d’interagir avec le vaste, évolutif et hétérogène IoT.Afin de répondre à ces limitations, nous proposons une architecture pour IoT ouvert et autogouverné, constitué de personnes et d’objets situés, en interaction avec un environnement global via des plateformes hétérogènes. Notre approche consiste de rendre les objets autonomes et d’appliquer la métaphore des réseaux sociaux afin de créer des réseaux flexibles de personnes et d’objets. Nous fondons notre approche sur les résultats issus des domaines des multi-agents et du WoT afin de produit un WoT Social.Notre proposition prend en compte les besoins d’hétérogénéité, de découverte et d’interaction flexible dans l’IoT. Elle offre également un coût minimal pour les développeurs et les utilisateurs via différentes couches d’abstraction permettant de limité la complexité de cet éco-système. Nous démontrons ces caractéristiques par la mise en oeuvre de plus scénarios applicatifs
The 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
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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.

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Masmoudi, 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.

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Dans le cadre d’une approche comportementale et compte tenu de la complexité des marchés financiers, cette thèse examine dans quelle mesure les réseaux orientés régissant l’interaction entre les investisseurs ainsi que leur comportement mimétique influencent leurs anticipations et la dynamique des prix. Nous proposons un marché artificiel d’actifs dans lequel des chartistes et des fondamentalistes opèrent et passent d’une stratégie d’investissement à une autre en fonction de leurs performances. Tout d’abord, nous étudions un réseau complet où l’interaction se fait de manière globale. Nous constatons que notre modèle révèle l’émergence de la volatilité excessive des prix lorsque les chartistes dominent le marché. Ensuite, nous portons notre attention sur des réseaux locaux où les agents se trouvent liés qu’à une partie des individus opérant dans le marché. Nous distinguons trois types de réseaux : le réseau régulier, le réseau petit monde et le réseau aléatoire. Puis, nous introduisons un nouveau modèle qui permet de contrôler (1) la direction du processus de « rewiring » des liens; (2) le caractère aléatoire du réseau et (3) l'asymétrie dans sa distribution des degrés en distinguant les stars des non-stars. Nous montrons que contrairement au degré du caractère aléatoire du réseau, l’asymétrie dans la distribution des degrés produit des effets opposés selon qu’il s’agit de « in-degree » ou de « out-degree ». Enfin, nous montrons comment ces analyses peuvent être utilisées pour produire des dynamiques de marché réalistes. Nous constatons que la présence d’un seuil d’imitation avec un coefficient de réaction élevé permet à notre modèle de reproduire les faits stylisés les plus importants
Within 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
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30

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.

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Les Réseaux de Petri (RdP) sont actuellement les approches les plus prometteuses pour modéliser et vérifier les systèmes complexes tels que les Systèmes Multi Agents (SMA). De nombreuses solutions ont été proposées pour remédier aux problèmes de communication, de coordination et d’interaction entre les Agents. Cependant, il n’existe aucune en mesure de traiter, à la fois les aspects structurels et comportementaux, du moins à notre connaissance. La thèse s'intéresse à la problématique de modélisation formelle et de vérification automatique et semi-automatique de propriétés pour les Systèmes Multi Agents. Plus précisément, l'objectif consiste à proposer un nouveau modèle formel original basé sur les réseaux de Petri, les Réseaux de Petri à Agents (RdPA), qui permettent d’exprimer de manière consistante et plus précise les systèmes Multi Agents. Il s’intéresse de plus à l’extension de ce modèle aux fins de modéliser la migration des agents dans le cadre des systèmes à agents mobiles. Cette classe de modèle permet de s’intéresser à la vérification formelle de propriétés classiques comme notamment la vivacité ou l’absence d’interblocage dans le cadre des Systèmes Multi-Agent
Petri 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
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31

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.

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Dans le cadre d’une approche comportementale et compte tenu de la complexité des marchés financiers, cette thèse examine dans quelle mesure les réseaux orientés régissant l’interaction entre les investisseurs ainsi que leur comportement mimétique influencent leurs anticipations et la dynamique des prix. Nous proposons un marché artificiel d’actifs dans lequel des chartistes et des fondamentalistes opèrent et passent d’une stratégie d’investissement à une autre en fonction de leurs performances. Tout d’abord, nous étudions un réseau complet où l’interaction se fait de manière globale. Nous constatons que notre modèle révèle l’émergence de la volatilité excessive des prix lorsque les chartistes dominent le marché. Ensuite, nous portons notre attention sur des réseaux locaux où les agents se trouvent liés qu’à une partie des individus opérant dans le marché. Nous distinguons trois types de réseaux : le réseau régulier, le réseau petit monde et le réseau aléatoire. Puis, nous introduisons un nouveau modèle qui permet de contrôler (1) la direction du processus de « rewiring » des liens; (2) le caractère aléatoire du réseau et (3) l'asymétrie dans sa distribution des degrés en distinguant les stars des non-stars. Nous montrons que contrairement au degré du caractère aléatoire du réseau, l’asymétrie dans la distribution des degrés produit des effets opposés selon qu’il s’agit de « in-degree » ou de « out-degree ». Enfin, nous montrons comment ces analyses peuvent être utilisées pour produire des dynamiques de marché réalistes. Nous constatons que la présence d’un seuil d’imitation avec un coefficient de réaction élevé permet à notre modèle de reproduire les faits stylisés les plus importants
Within 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
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32

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.

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Neste trabalho é apresentada uma infraestrutura de nível micro-organizacional para sistemas multiagentes. A infraestrutura permite definir e gerenciar papéis e grupos de papéis organizacionais, que caracterizam o nível micro-organizacional das sociedades de agentes, em termos de quatro dimensões organizacionais: estrutural, funcional, dialógica e normativa. As principais características micro-organizacionais suportadas pela infraestrutura são: definição de papéis em termos de objetivos de realização (achievement goals) e objetivos de manutenção (maintenance goals), e seus respectivos planos; definição de normas organizacionais e um mecanismo para imposição das normas (norm enforcement); relações de dependências organizacionais entre papéis e grupos de papéis; mecanismo de reputação para auxiliar os agentes na busca de parceiros para seus objetivos individuais e selecionar parceiros para atingir metas coletivas; processo de reorganização não institucionalizado realizado por iniciativa dos agentes. A infraestrutura é baseada no metamodelo de agentes e artefatos e no conceito de organizações incorporadas (embodied organizations). Como resultado deste trabalho é disponibilizada uma infraestrutura de gerenciamento organizacional, independente de modelo organizacional, desenvolvida utilizando a plataforma CArtAgO que permite tornar a organização acessível aos agentes.
In 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.
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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.

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Made available in DSpace on 2016-08-17T14:52:59Z (GMT). No. of bitstreams: 1 Marcos Barros e Silva.pdf: 1611676 bytes, checksum: 2ac174c844a81425dc12f950d38f1b39 (MD5) Previous issue date: 2005-06-28
This 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.
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34

Albin, Aaron Thomas. "Musical swarm robot simulation strategies." Thesis, Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/42862.

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Swarm robotics for music is a relatively new way to explore algorithmic composition as well as new modes of human robot interaction. This work outlines a strategy for making music with a robotic swarm constrained by acoustic sound, rhythmic music using sequencers, motion causing changes in the music, and finally human and swarm interaction. Two novel simulation programs are created in this thesis: the first is a multi-agent simulation designed to explore suitable parameters for motion to music mappings as well as parameters for real time interaction. The second is a boid-based robotic swarm simulation that adheres to the constraints established, using derived parameters from the multi-agent simulation: orientation, number of neighbors, and speed. In addition, five interaction modes are created that vary along an axis of direct and indirect forms of human control over the swarm motion. The mappings and interaction modes of the swarm robot simulation are evaluated in a user study involving music technology students. The purpose of the study is to determine the legibility of the motion to musical mappings and evaluate user preferences for the mappings and modes of interaction in problem solving and in open-ended contexts. The findings suggest that typical users of a swarm robot system do not necessarily prefer more inherently legible mappings in open-ended contexts. Users prefer direct and intermediate modes of interaction in problem solving scenarios, but favor intermediate modes of interaction in open-ended ones. The results from this study will be used in the design and development of a new swarm robotic system for music that can be used in both contexts.
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Lourdeaux, 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.

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La recherche dans le domaine des Environnements Virtuels (EV) pour la formation s'est souvent attachée aux aspects techniques, sans proposer une réelle démarche de conception centrée sur les utilisateurs (formés et formateurs). Pour concevoir un EV efficace, utilisable et utile pour la formation, nous proposons une méthodologie de conception prenant en compte divers aspects. En effet, dans un premier temps, il est essentiel de s'interroger sur les objectifs pédagogiques des formateurs et sur les capacités sensori-motrices et cognitives des formés. Ensuite, les capacités technologiques doivent être étudiées. Enfin, l'EV et les fonctionnalités utiles peuvent être spécifiées. Notre méthodologie de conception est basée sur trois composantes fondamentales dans les EV : l'immersion et l'interaction sensori-motrices (i.e. les interactions physiques des utilisateurs avec le système), l'immersion et l'interaction cognitives (i.e. les raisonnements et les comportements des utilisateurs) et l'immersion et l'interaction fonctionnelles (i.e. l'apprentissage et le transfert de la tâche).
La 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.)
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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.

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In car racing simulation games, finishing first is the main goal. To reach that goal, it is required to go around a racing track, competing against other cars aiming for the same goal. Implementing a bot for doing so may have its difficulties, although using a technique called multi-agent systems combined with artificial potential field, let- ting the agents take care of subtasks like keeping the car on the track, minimize how much the car turns in a curvature and basics in navigation around the track, has showed that artificial potential fields very well fit the problem of driving a car in simulated car racing in a competitive way.
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37

Henry, Joseph William Roger. "Interactive control of multi-agent motion in virtual environments." Thesis, University of Edinburgh, 2016. http://hdl.handle.net/1842/19580.

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With the increased use of crowd simulation in animation, specification of crowd motion can be very time consuming, requiring a lot of user input. To alleviate this cost, we wish to allow a user to interactively manipulate the many degrees of freedom in a crowd, whilst accounting for the limitation of low-dimensional signals from standard input devices. In this thesis we present two approaches for achieving this: 1) Combining shape deformation methods with a multitouch input device, allowing a user to control the motion of the crowd in dynamic environments, and 2) applying a data-driven approach to learn the mapping between a crowd’s motion and the corresponding user input to enable intuitive control of a crowd. In our first approach, we represent the crowd as a deformable mesh, allowing a user to manipulate it using a multitouch device. The user controls the shape and motion of the crowd by altering the mesh, and the mesh in turn deforms according to the environment. We handle congestion and perturbation by having agents dynamically reassign their goals in the formation using a mass transport solver. Our method allows control of a crowd in a single pass, improving on the time taken by previous, multistage, approaches. We validate our method with a user study, comparing our control algorithm against a common mouse-based controller. We develop a simplified version of motion data patches to model character-environment interactions that are largely ignored in previous crowd research. We design an environment-aware cost metric for the mass transport solver that considers how these interactions affect a character’s ability to track the user’s commands. Experimental results show that our system can produce realistic crowd scenes with minimal, high-level, input signals from the user. In our second approach, we propose that crowd simulation control algorithms inherently impose restrictions on how user input affects the motion of the crowd. To bypass this, we investigate a data-driven approach for creating a direct mapping between low-dimensional user input and the resulting high-dimensional crowd motion. Results show that the crowd motion can be inferred directly from variations in a user’s input signals, providing a user with greater freedom to define the animation.
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Jonquet, 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.

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L'objet de cette thèse est la modélisation de l'échange dynamique de services. La notion de service joue désormais un rôle clé dans le développement, la diffusion et l'implémentation des systèmes distribués. Cette thèse propose une réflexion sur la notion de service et introduit le concept de Génération Dynamique de Service (GDS) comme une approche différente de l'échange de service en informatique, dans laquelle des services sont dynamiquement construits, fournis et utilisés par des agents (humains ou artificiels). Ces échanges de services sont basés sur des conversations qui ont lieu au sein de différentes communautés. Deux caractéristiques de la GDS sont particulièrement mises en avant : l'aspect orienté agent et l'aspect orienté Grid. La thèse se situe donc à l'intersection de trois domaines~: le Service-Oriented Computing (SOC), les Systèmes Multi-Agents (SMA) et GRID. Les trois contributions majeures sont :: (i) la proposition d'un nouveau modèle de représentation et de communication agent, appelé STROBE, qui permet aux agents de développer dynamiquement un langage différent pour chacun de leurs interlocuteurs. Ils sont capables d'interpréter des messages et d'exécuter des services dans des contextes de conversation dédiés; (ii) une fonction, appelée i-dialogue, qui modélise les conversations agents à l'aide des principes de la programmation applicative/fonctionnelle (i.e., flots, évaluation paresseuse, procédures de première classe) ; (iii) un modèle d'intégration GRID-SMA qui représente les capacités des agents par des services Grid. Dans ce modèle, un langage formel, appelé Agent-Grid Integration Language (AGIL), décrit sémantiquement et graphiquement les concepts clés de GRID et SMA, leurs relations, ainsi que les règles de leur intégration. AGIL intègre tous les résultats de la thèse en proposant une formalisation des interactions entre agents pour l'échange de services sur le Grid.
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39

Meslmawy, 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.

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Les grilles et les clouds sont deux types aujourd'hui largement répandus de systèmes informatiques distribués (en anglais DCS). Ces DCS sont des systèmes complexes au sens où leur comportement global émergent résulte de l'interaction décentralisée de ses composants, et n'est pas guidée directement de manière centralisée. Dans notre étude, nous présentons un modèle de système complexe qui gère de manière la plus efficace possible les ressources d'un DCS. Les entités d'un DCS réagissent à l'instabilité du système et s'ajustent aux conditions environnementales pour optimiser la performance du système. La structure des réseaux d'interaction qui permettent un accès rapide et sécurisé aux ressources disponibles est étudiée, et des améliorations proposées
Grids 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
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40

Fuckner, Márcio. "A personal assistant for the enactment of business processes." Thesis, Compiègne, 2016. http://www.theses.fr/2016COMP2270/document.

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Ces dernières années, les progrès en sciences de la gestion et de l’information ont transformé la Gestion de Processus d’Affaires (Business Process Management, BPM) en un sujet important, tant du côté de l’industrie que de celui de la recherche. Le BPM utilise des processus métiers pour améliorer la performance opérationnelle des organisations. Les processus métiers établissent un lien entre les personnes, les systèmes, et les différentes organisations, dans le but de créer de la valeur pour les parties prenantes. La cible de notre travail est la famille des systèmes BPM. Un système BPM est un système logiciel générique guidé par des modèles explicites de processus métier avec pour objectif d’exécuter et de gérer des processus opérationnels. Malgré le vaste éventail de sujets traités par ce domaine de recherche, il reste encore quelques questions qui méritent une étude plus approfondie. Un problème particulier concerne la médiation entre les systèmes BPM et les humains. L’interaction homme-machine dans ces systèmes repose sur des interfaces standard basées sur des listes de taches et des formulaires, ce qui est très contraignant pour les utilisateurs.Ceux-ci ont non seulement des difficultés à exécuter leurs processus métier, mais aussi a trouver le processus métier le mieux adapté à leurs besoins. Il serait beaucoup plus efficace d’utiliser des dialogues en langage naturel. Malheureusement les langages de modélisation de processus ne permettent pas de capturer ni de modéliser un domaine de discours. Le travail présent propose une approche originale de gestion du dialogue basée sur des systèmes multi-agents pour l’exécution des processus métier. La motivation globale pour ce travail fut de concevoir un modèle de dialogue extensible à différents domaines. Ce modèle s’appuie sur les ontologies de domaine, nécessitant un minimum d’effort d’adaptation pour améliorer l’interaction. Les résultats montrent tout le potentiel de notre approche multi-agent pour réaliser une médiation automatiquement, sans qu’il soit nécessaire de reconstruire les modèles de processus métier
Over 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
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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.

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Zum Verständnis menschlichen sozialen, administrativen und wirtschaftlichen Verhaltens, das als Spiel bzw. strategische Interaktion aufgefasst werden kann, reichen die rein analytischen Methoden nicht aus. Es ist nötig, Daten menschlichen strategischen Verhaltens zu sammeln. Basierend auf Daten lässt sich solches Verhalten modellieren, simulieren bzw. vorhersagen. Der theoretische Teil der Zielsetzung wird über praxisorientierte Konzeptualisierung strategischer Interaktion realer Agenten - Menschen und Maschinen - und gegenseitige Integration der Konzepte aus Spieltheorie und Multiagentensysteme erreicht, die über die bisherigen Ansätze hinausgehen. Der praktische Teil besteht darin, ein allgemein verwendbares System zu entwerfen, das strategische Interaktionen zwischen realen Agenten mit maximalen wissenschaftlichen Nutzen durchführen kann. Die tatsächliche Implementation ist eines der Ergebnisse der Arbeit. Ähnliche vorhandene Systeme sind GDL-Server (für Maschinen) [Genesereth u.a., 2005] und z-Tree (für Menschen) [Fischbacher, 2007]. Die Arbeit ist in drei Bereiche unterteilt - (1) Entwicklung von Sprachen für die Beschreibung eines Spiels, (2) ein auf diesen Sprachen basierendes Softwaresystem und (3) eine Offline-Analyse der u.a. mit dem System bereits gesammelten Daten als Beitrag zur Möglichkeiten der Verhaltensbeschreibung. Die Innovation dieser Arbeit besteht nicht nur darin ,einzelne Bereiche mit einander zu kombinieren, sondern auch Fortschritte auf jedem Bereich für sich allein zu erreichen. Im Bereich der Spielbeschreibungssprachen, werden zwei Sprachen - PNSI und SIDL - vorgeschlagen, die beide Spiele bei imperfekter Information in diskreter Zeit definieren können. Dies ist ein Fortschritt gegenüber der bisherigen Sprachen wie Gala und GDL. Speziell die auf Petrinetzen basierende Sprache PNSI kann gleichermaßen für Gameserver und für spieltheoretische Algorithmen von z.B. GAMBIT verwendet werden. Das entwickelte System FRAMASI basiert auf JADE [Bellifemine u.a., 2001] und ist den bisherigen Client-Server-Lösungen durch Vorteile der Multiagentensysteme voraus. Mit dem entstandenen System wurde bereits ein Experiment entsprechend den Standards der experimentellen Spieltheorie durchgeführt und somit die Praxistauglichkeit nachgewiesen. Das Experiment hatte als Ziel, Daten zur menschlichen Unvorhersagbarkeit und zur Vorhersagefähigkeit anderer zu liefen. Dafür wurden Varianten von \"Knobeln\" verwendet. Die Daten dieses Experiments sowie eines Experiments einer externen Arbeitsgruppe mit ähnlicher Motivation wurden mit Hilfe von Datamining analysiert. Dabei wurden die in der Literatur berichteten Gesetzmäßigkeiten des Verhaltens nachgewiesen und weitere Gesetzmäßigkeiten entdeckt
To 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
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42

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.

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Thesis (Ph.D.)--Computing, Georgia Institute of Technology, 2008.
Committee Chair: Balch, Tucker; Committee Member: Essa, Irfan; Committee Member: Isbell, Charles; Committee Member: Starner, Thad; Committee Member: Wallen, Kim.
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43

Roy, Subhradeep. "Multiscale Views of Multi-agent Interactions in the Context Of Collective Behavior." Diss., Virginia Tech, 2017. http://hdl.handle.net/10919/78615.

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In nature, many social species demonstrate collective behavior ranging from coordinated motion in flocks of birds and schools of fish to collective decision making in humans. Such distinct behavioral patterns at the group level are the consequence of local interactions among the individuals. We can learn from these biological systems, which have successfully evolved to operate in noisy and fault-prone environments, and understand how these complex interactions can be applied to engineered systems where robustness remains a major challenge. This dissertation addresses a two-scale approach to study these interactions- one in larger scale, where we are interested in the information exchange in a group and how it enables the group to reach a common decision, and the other in a smaller scale, where we are focused in the presence and directionality in the information exchange in a pair of individuals. To understand the interactions at large scale, we use a graph theoretic approach to study consensus or synchronization protocols over two types of biologically-inspired interaction networks. The first network captures both collaborative and antagonistic interactions and the second considers the impact of dynamic leaders in presence of purely collaborative interactions. To study the interactions at small scale, we use an information theoretic approach to understand the directionality of information transfer in a pair of individual using a real-world data-set of animal group motion. Finally, we choose the issue of same-sex marriage in the United States to demonstrate that collective opinion formation is not only a result of negotiations among the individuals, but also reflects inherent spatial and political similarities and temporal delays.
Ph. D.
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44

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.

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Les cartes représentent l'information géographique d'une zone donnée de manière d'autant plus simplifiée que l'échelle de la carte est petite. Le procédé de simplification, appelé généralisation cartographique, est soumis au respect de contraintes de lisibilité, d'adéquation de la représentation avec le niveau d'abstraction souhaité et de cohérence avec la réalité. La volonté d'automatiser le processus de création de cartes à partir de bases de données géographiques, a conduit à la création d'algorithmes permettant d'effectuer cette simplification objet par objet. Néanmoins, les choix des algorithmes, tout comme leur paramétrage, sont autant influencés par l'objet sur lequel ils s'appliquent que par les autres objets en relation (e.g. bâtiment à proximité d'un autre, route parallèle à un alignement de bâtiments). Ce constat a motivé l'utilisation de modèles multi-agents pour la généralisation automatisée de cartes. Le principe de ces modèles multi-agents repose sur la modélisation des objets (e.g. bâtiment, tronçon de route, îlot urbain) sous forme d'agents qui cherchent à se généraliser de façon à satisfaire leurs contraintes. Plusieurs modèles multi-agents ont été proposés, chacun ayant une approche différente des interactions entre niveaux. Ici, nous entendons par niveau, par exemple, la distinction entre les agents individuels comme un bâtiment, des agents représentant un groupe d’autres agents, comme un îlot urbain composé des routes l’entourant et des bâtiments inclus dans l’îlot.Nous étudions l'unification de ces modèles en nous appuyant sur le paradigme multi-niveaux PADAWAN, afin de faciliter les interactions entre agents de niveaux différents. Nous proposons ainsi le modèle DIOGEN, adaptant les principes d’interaction entre agents de niveaux différents à la généralisation cartographique guidée par des contraintes, ce qui a permis d’unifier les précédents modèles AGENT, CartACom et GAEL, tout en disposant de nouvelles capacités prometteuses.Nous avons évalué notre proposition sur un ensemble de cas d’étude. Parmi ces cas, nous nous sommes penchés sur la généralisation de carte de randonnée, où les itinéraires sont symbolisés individuellement avec des symboles différents, à la manière des plans de bus. La présence de plusieurs symboles d’itinéraires sur une même route support amène des problèmes de généralisation particuliers, comme le choix du positionnement des itinéraires de part et d’autre de la route, ou les implications pour les autres objets de la carte (e.g. points d’intérêts, bâtiments) se retrouvant sous le symbole de l’itinéraire, problèmes que nous essayons de résoudre en nous appuyant sur notre proposition de représentation formelle multi-niveaux.Ce travail nous a ensuite conduit à identifier des comportements multi-niveaux récurrents. Nous les avons exprimés de façon générique sous forme de patterns d’analyse, affranchies des spécificités de la généralisation cartographique, et de la résolution de problèmes contraints
Maps 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
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45

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.

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Les recherches menées par le travail de thèse visent à proposer une nouvelle architecture multi-agent pour la conception d'applications sur de nouvelles plateformes de communication telles que les tables interactives. Les systèmes Multi-Agents sont utilisés depuis de nombreuses années et peuvent répondre aux problématiques de telles plateformes. Dans notre contexte, nous avons défini les interactions et les comportements d'agents hétérogènes (virtuels et tangibles), qui évoluent simultanément sur une même surface interactive.Nous avons défini une typologie des agents, utilisés dans le cadre de plateformes interactives, en fonction d'un ensemble de critères permettant d'analyser les caractéristiques logicielles et technologiques (système de capture, affichage, etc.) employées sur ces nouveaux supports. Nous proposons de modéliser les comportements élémentaires nécessaires à la description du problème (interactions éventuelles de plusieurs utilisateurs, utilisation d'objets, visualisation de l'environnement et des agents simulés, traitement des messageséchangés, etc.), lesquels sont représentés par des rôles joués simultanément par un ou plusieurs agents selon un ensemble de prérequis. La réflexion proposée a conduit à la construction d'une architecture multi-agent, laquelle a été appliquée sur la table interactive TangiSense (intégrant une technologie RFID). Nous illustrons et nous validons notre propos à l'aide d'une application, un simulateur de trafic routier.
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46

Goudoulakis, 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/.

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In recent years, the field of Digital Interactive Storytelling (DIS) has become very popular both in academic circles, as well as in the gaming industry, in which stories are becoming a unique selling point. Academic research on DIS focuses in the search for techniques that allow the creation of systems that can generate dynamically interesting stories which are not linear and can change dynamically at runtime as a consequence of a player’s actions, therefore leading to different story endings. To reach this goal, DIS systems usually employ Artificial Intelligence planning and re-planning algorithms as part of their solution. There is a lack of algorithms created specifically for DIS purposes since most DIS systems use generic algorithms, and they do not usually assess if and why a given algorithm is the best solution for their purposes. Additionally, there is no unified way (e.g. in the form of a selection of metrics) to evaluate such systems and algorithms. To address these issues and to provide new solutions to the DIS field, we performed a review of related DIS systems and algorithms, and based on the critical analysis of that work we designed and implemented a novel multi-agent DIS framework called DIEGESIS, which includes –among other novel aspects- two new DIS-focused planning and re-planning algorithms. To ensure that our framework and its algorithms have met the specifications we set, we created a large scale evaluation scenario which models the story of Troy, derived from Homer’s epic poem, “Iliad”, which we used to perform a number of evaluations based on metrics that we chose and we consider valuable for the DIS field. This collection of requirements and evaluations could be used in the future from other DIS systems as a unified test-bed for analysis and evaluation of such systems.
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47

Park, Seung In. "Modeling Social Group Interactions for Realistic Crowd Behaviors." Diss., Virginia Tech, 2013. http://hdl.handle.net/10919/19297.

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In the simulation of human crowd behavior including evacuation planning, transportation management, and safety engineering in architecture design, the development of pedestrian model for higher behavior fidelity is an important task. To construct plausible facsimiles of real crowd movements, simulations should exhibit human behaviors for navigation, pedestrian decision-making, and social behaviors such as grouping and crowding. The research field is quite mature in some sense, with a large number of approaches that have been proposed to path finding, collision avoidance, and visually pleasing steering behaviors of virtual humans. However, there is still a clear disparity between the variety of approaches and the quality of crowd behaviors in simulations.

Many 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.
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48

Zidi, Kamel. "Système Interactif d'Aide au Déplacement Multimodal (SIADM)." Phd thesis, Ecole Centrale de Lille, 2006. http://tel.archives-ouvertes.fr/tel-00142159.

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L'objectif de notre travail est la réalisation d'un système interactif d'aide aux déplacements, en mode normal, et en mode dégradé de fonctionnement du réseau de transport en commun. Ce système vise par ailleurs à minimiser le temps d'attente des voyageurs, en mode dégradé, dans les pôles d'échanges et à leur assurer, dans la mesure du possible, la continuité des déplacements dans les réseaux multimodaux. Il s'agit donc d'améliorer la qualité du service rendu aux voyageurs et les maintenir informés. Une grande partie du travail de cette thèse concerne la conception, le développement et la validation des approches qui permettent de donner des solutions optimales ou quasi optimales, pour un réseau de transport normal et perturbé. Ces approches utilisent une méthode multicritère de recherche d'itinéraire qui s'appuie sur une hybridation entre un algorithme de Dijkstra modifié et un algorithme génétique, pour générer une population de chemins minimums . L'algorithme de Dijkstra modifié nous donne un ensemble de solutions servant de population initiale pour l'algorithme génétique.
La 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.
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49

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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50

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.

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Dans la moyenne vallee du fleuve senegal comme en de nombreux endroits, la viabilite des systemes irrigues semble compromise. L'etude de cette viabilite necessite la conception et la mise au point de demarches interdisciplinaires et prenant en compte l'existence de plusieurs niveaux d'organisation. A la suite de travaux sur la gestion des ressources renouvelables, nous proposons une demarche en trois etapes : analyse des interactions en uvre dans un systeme irrigue et de leur dynamique, modelisation sous la forme d'un systeme multi-agent des connaissances qui en decoulent et simulations sur ce modele. Ces trois etapes s'enchainent, les resultats des simulations posant de nouvelles questions au terrain. L'objectif de cette these est de tester la pertinence d'une telle demarche pour explorer les liens entre modes de coordination et viabilite des systemes irrigues. L'application de deux cycles de cette demarche sur des terrains de la moyenne vallee du fleuve senegal nous a amene a constituer un modele base sur la coordination entre les paysans pour l'acces a l'eau et au credit et sur les processus d'apprentissage. Cette representation met l'accent sur les reseaux sociaux, internes au systeme irrigue ou non. Les agents, qu'ils representent des paysans ou des groupes, agissent et communiquent en fonction de regles qui leur sont propres et qu'ils peuvent faire evoluer. L'utilisateur du modele fixe les conditions initiales qui constituent un scenario. Ce modele a donne lieu a un ensemble de simulations selon un plan d'experiences en deux etapes : des scenarios constitues aleatoirement pour apprehender le comportement du modele, des scenarios specifiques a des hypotheses particulieres sur les modes de coordination ayant de l'importance pour la viabilite du systeme irrigue. Ceci nous permet de mettre en evidence la variabilite des resultats des simulations et un critere de partition des scenarios en classes de viabilite. Nous montrons ainsi que la viabilite d'un systeme irrigue semble liee a la coherence entre regles collectives et comportements individuels. Enfin, apres avoir discute de questions relatives a la validation, a la genericite et aux usages possibles de ce type de modele, nous concluons sur la pertinence de cette demarche pour etudier un systeme irrigue comme un systeme complexe.
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