We consider a scenario in which leaders are required to recruit teams of followers. Each leader cannot recruit all followers, but interaction is constrained according to a bipartite network. The objective for each leader is to reach a state of local stability in which it controls a team whose size is equal to a given constraint. We focus on distributed strategies, in which agents have only local information of the network topology and propose a distributed algorithm in which leaders and followers act according to simple local rules. The performance of the algorithm is analyzed with respect to the convergence to a stable solution. Our results are as follows. For any network, the proposed algorithm is shown to converge to an approximate stable solution in polynomial time, namely the leaders quickly form teams in which the total number of additional followers required to satisfy all team size constraints is an arbitrarily small fraction of the entire population. In contrast, for general graphs there can be an exponential time gap between convergence to an approximate solution and to a stable solution.
We distinguish ourselves from all mentioned papers, as we propose a fully distributed algorithm for group formation on arbitrary networks in which agents act according to simple local rules and perform very limited computation, and we derive performance guarantees in the form of theorems. For an exhaustive overview on distributed algorithms in multi-agent systems, the interested reader is referred to the books by Lynch @cite_8 and by @cite_20 and the references therein, while the survey by Horling and Lesser @cite_19 offers an overview on three decades of research on organizational paradigms as team and coalition formation.
@cite_19 @cite_20 @cite_8
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We study the average consensus problem of multi-agent systems for general network topologies with unidirectional information flow. We propose two linear distributed algorithms, deterministic and gossip, respectively for the cases where the inter-agent communication is synchronous and asynchronous. In both cases, the developed algorithms guarantee state averaging on arbitrary strongly connected digraphs; in particular, this graphical condition does not require that the network be balanced or symmetric, thereby extending previous results in the literature. The key novelty of our approach is to augment an additional variable for each agent, called "surplus", whose function is to locally record individual state updates. For convergence analysis, we employ graph-theoretic and nonnegative matrix tools, plus the eigenvalue perturbation theory playing a crucial role. In this paper, we study the problem of reaching a consensus among all the agents in the networked control systems (NCS) in the presence of misbehaving agents. A reputation-based resilient distributed control algorithm is first proposed for the leader-follower consensus network. The proposed algorithm embeds a resilience mechanism that includes four phases (detection, mitigation, identification, and update), into the control process in a distributed manner. At each phase, every agent only uses local and one-hop neighbors' information to identify and isolate the misbehaving agents, and even compensate their effect on the system. We then extend the proposed algorithm to the leaderless consensus network by introducing and adding two recovery schemes (rollback and excitation recovery) into the current framework to guarantee the accurate convergence of the well-behaving agents in NCS. The effectiveness of the proposed method is demonstrated through case studies in multirobot formation control and wireless sensor networks. We present a fully distributed multi-agent planning algorithm. Our methodology uses distributed constraint satisfaction to coordinate between agents, and local planning to ensure the consistency of these coordination points. To solve the distributed CSP efficiently, we must modify existing methods to take advantage of the structure of the underlying planning problem, m multi-agent planning domains with limited agent interaction, our algorithm empirically shows scalability beyond state of the art centralized solvers. Our work also provides a novel, real-world setting for testing and evaluating distributed constraint satisfaction algorithms in structured domains and illustrates how existing techniques can be altered to address such structure. We consider the problem of gathering identical, memoryless, mobile agents in one node of an anonymous graph. Agents start from different nodes of the graph. They operate in Look-Compute-Move cycles and have to end up in the same node. In one cycle, an agent takes a snapshot of its immediate neighborhood (Look), makes a decision to stay idle or to move to one of its adjacent nodes (Compute), and in the latter case makes an instantaneous move to this neighbor (Move). Cycles are performed asynchronously for each agent. The novelty of our model with respect to the existing literature on gathering asynchronous oblivious agents in graphs is that the agents have very restricted perception capabilities: they can only see their immediate neighborhood. An initial configuration of agents is called gatherable if there exists an algorithm that gathers all the agents of the configuration in one node and keeps them idle from then on, regardless of the actions of the asynchronous adversary. (The algorithm can be even tailored to gather this specific configuration.) The gathering problem is to determine which configurations are gatherable and find a (universal) algorithm which gathers all gatherable configurations. We give a complete solution of the gathering problem for regular bipartite graphs. Our main contribution is the proof that the class of gatherable initial configurations is very small: it consists only of ''stars'' (an agent A with all other agents adjacent to it) of size at least 3. On the positive side we give an algorithm accomplishing gathering for every gatherable configuration.