in this paper we describe a method which allows agents to dynamically select protocols and roles when they need to execute collaborative tasks
Protocols selection in agents interactions design is something generally done at design time. Indeed, most of the agent-oriented design methodologies ( @cite_3 and @cite_4 to quote a few) all make designers decide which role agents should play for each single interaction. However dynamic behaviours and openness in MAS demand greater flexibility.
@cite_4 @cite_3
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With the ever growing usage of the world wide IT networks, agent technologies and multiagent systems (MAS) are attracting more and more attention. Multiagent systems are designed to be open systems, wheras agent technologies aim at the design of agents that perform well in environments that are not necessarily well-structured and benevolent. Emergent system behaviour is one of the most interesting phenomena one can investigate in MAS. However, there is more to MAS design than the interaction between a number of agents. For an effective system behaviour we need structure and organisation. This paper presents basic concepts of a theory for holonic multiagent systems with the aim to define the building blocks of a theory that can explain organisation and dynamic reorganisation in MAS. In doing so it tries to bridge the well-known micro-macro gap in MAS theories. The basic concepts are illustrated with three application scenarios: flexible manufacturing, order dispatching in haulage companies, and train coupling and sharing. Despite all the research done in the last years on the development of methodologies for designing MAS, there is no methodology suitable for the specification and design of MAS in complex domains where both the agent view and the organizational view can be modeled. Current multiagent approaches either take a centralist, static approach to organizational design or take an emergent view in which agent interactions are not pre-determined, thus making it impossible to make any predictions on the behavior of the whole systems. Most of them also lack a model of the norms in the environment that should rule the (emergent) behavior of the agent society as a whole and or the actions of individuals. In this paper, we propose a framework for modeling agent organizations, Organizational Model for Normative Institutions (OMNI), that allows the balance of global organizational requirements with the autonomy of individual agents. It specifies global goals of the system independently from those of the specific agents that populate the system. Both the norms that regulate interaction between agents, as well as the contextual meaning of those interactions are important aspects when specifying the organizational structure. This article presents Gaia: a methodology for agent-oriented analysis and design. The Gaia methodology is both general, in that it is applicable to a wide range of multi-agent systems, and comprehensive, in that it deals with both the macro-level (societ al) and the micro-level (agent) aspects of systems. Gaia is founded on the view of a multi-agent system as a computational organisation consisting of various interacting roles. We illustrate Gaia through a case study (an agent-based business process management system). Global session types are behavioral types designed for specifying in a compact way multiparty interactions between distributed components, and verifying their correctness. We take advantage of the fact that global session types can be naturally represented as cyclic Prolog terms - which are directly supported by the Jason implementation of AgentSpeak - to allow simple automatic generation of self-monitoring MASs: given a global session type specifying an interaction protocol, and the implementation of a MAS where agents are expected to be compliant with it, we define a procedure for automatically deriving a self-monitoring MAS. Such a generated MAS ensures that agents conform to the protocol at run-time, by adding a monitor agent that checks that the ongoing conversation is correct w.r.t. the global session type. Several methodologies are supplied to multiagent system designers to help them defining their agents and their multiagent systems. These methodologies focus mainly on agents and on multiagent systems and barely consider how to design interaction protocols. A problem could emerge of this lack since interaction protocols are more and more complex. The aim of this article is to present our proposal of interaction protocol engineering which is based on the communication protocol engineering [10]. Interaction protocol engineering allows designers to define protocols from scratch. Our proposal is composed of five stages: analysis, formal description, validation, protocol synthesis and conformance testing. To solve complex problems, agents work cooperatively with other agents in heterogeneous environments. We are interested in coordinating the local behavior of individual agents to provide an appropriate system-level behavior. The use of intelligent agents provides an even greater amount of flexibility to the ability and configuration of the system itself. With these new intricacies, software development is becoming increasingly difficult. Therefore, it is critical that our processes for building the inherently complex distributed software that must run in this environment be adequate for the task. This paper introduces a methodology for designing these systems of interacting agents. Autonomous agents perform on behalf of the user to achieve defined goals or objectives. They are situated in dynamic environment and are able to operate autonomously to achieve their goals. In a multiagent system, agents cooperate with each other to achieve a common goal. Testing of multiagent systems is a challenging task due to the autonomous and proactive behavior of agents. However, testing is required to build confidence into the working of a multiagent system. Prometheus methodology is a commonly used approach to design multiagents systems. Systematic and thorough testing of each interaction is necessary. This paper proposes a novel approach to testing of multiagent systems based on Prometheus design artifacts. In the proposed approach, different interactions between the agent and actors are considered to test the multiagent system. These interactions include percepts and actions along with messages between the agents which can be modeled in a protocol diagram. The protocol diagram is converted into a protocol graph, on which different coverage criteria are applied to generate test paths that cover interactions between the agents. A prototype tool has been developed to generate test paths from protocol graph according to the specified coverage criterion. The design and development of open multi-agent systems (MAS) is a key aspect in agent research. We advocate that they can be realised as electronic institutions. In this paper we focus on the execution of electronic institutions by introducing AMELI, an infrastructure that mediates agentsý interactions while enforcing institutional rules. An innovative feature of AMELI is that it is of general purpose (it can interpret any institution specification), and therefore it can be regarded as domain-independent. The combination of ISLANDER [5] and AMELI provides full support for the design and development of electronic institutions. In a multiagent system where norms are used to regulate the actions agents ought to execute, some agents may decide not to abide by the norms if this can benefit them. Norm enforcement mechanisms are designed to counteract these benefits and thus the motives for not abiding by the norms. In this work we propose a distributed mechanism through which agents in the multiagent system that do not abide by the norms can be ostracised by their peers. An ostracised agent cannot interact anymore and looses all benefits from future interactions. We describe a model for multiagent systems structured as networks of agents, and a behavioural model for the agents in such systems. Furthermore, we provide analytical results which show that there exists an upper bound to the number of potential norm violations when all the agents exhibit certain behaviours. We also provide experimental results showing that both stricter enforcement behaviours and larger percentage of agents exhibiting these behaviours reduce the number of norm violations, and that the network topology influences the number of norm violations. These experiments have been executed under varying scenarios with different values for the number of agents, percentage of enforcers, percentage of violators, network topology, and agent behaviours. Finally, we give examples of applications where the enforcement techniques we provide could be used. This paper presents an autonomous intelligent agent developed for monitoring Alzheimer patients' health care in execution time in geriatric residences. The AGALZ (Autonomous aGent for monitoring ALZheimer patients) is an autonomous deliberative case-based planner agent designed to plan the nurses' working time dynamically, to maintain the standard working reports about the nurses' activities, and to guarantee that the patients assigned to the nurses are given the right care. The agent operates in wireless devices and is integrated with complementary agents into a multi-agent system, named ALZ-MAS (ALZheimer Multi-Agent System), capable of interacting with the environment. AGALZ description, its relationship with the complementary agents, and preliminary results of the multi-agent system prototype in a real environment are presented. The emergence of multi-agent systems in the past years has led to the development of new methodologies to assist in the requirements and architectural analysis, as well as in the design phases of such systems. Consequently, several Agent Oriented Software Engineering (AOSE) methodologies have been proposed. In this paper, we analyze some AOSE methodologies, including Gaia, which supports the architectural design stage, and some proposed extensions. We then use an adapted version of this methodology to design an abstract generic system meta-model for a multi-robot application, which can be used as a basis for the design of these systems, avoiding or shortening repetitive tasks common to most systems. Based on the proposed Generic Robotic Agent Meta-Model (GRAMM), two distinct models for two different applications are derived, demonstrating the versatility and adaptability of the meta-model. By adapting the Gaia methodology to the design of open systems, this work makes the designers' job faster and easier, decreasing the time needed to complete several tasks, while at the same time maintaining a high-level overview of the system. One of the main characteristics of multiagent systems (MAS) is fault tolerance. When an agent is unavailable for some reason, another agent with similar capabilities can theoretically compensate for this loss. The system can be designed not only for this kind of fault tolerance but also for others. Many key aspects of fault tolerance in MAS are described in this correspondence including social knowledge and physical distribution. We present a MAS framework that has been designed for control applications, in which fault tolerance and flexibility are key parts of the system Recent advances in Deep Reinforcement Learning and Robotics have been driven by the presence of increasingly realistic and complex simulation environments. Many of the existing platforms, however, provide either unrealistic visuals, inaccurate physics, low task complexity, or a limited capacity for interaction among artificial agents. Furthermore, many platforms lack the ability to flexibly configure the simulation, hence turning the simulation environment into a black-box from the perspective of the learning system. Here we describe a new open source toolkit for creating and interacting with simulation environments using the Unity platform: Unity ML-Agents Toolkit. By taking advantage of Unity as a simulation platform, the toolkit enables the development of learning environments which are rich in sensory and physical complexity, provide compelling cognitive challenges, and support dynamic multi-agent interaction. We detail the platform design, communication protocol, set of example environments, and variety of training scenarios made possible via the toolkit. This research investigates the meaning of “human-computer relationship” and presents techniques for constructing, maintaining, and evaluating such relationships, based on research in social psychology, sociolinguistics, communication and other social sciences. Contexts in which relationships are particularly important are described, together with specific benefits (like trust) and task outcomes (like improved learning) known to be associated with relationship quality. We especially consider the problem of designing for long-term interaction, and define relational agents as computational artifacts designed to establish and maintain long-term social-emotional relationships with their users. We construct the first such agent, and evaluate it in a controlled experiment with 101 users who were asked to interact daily with an exercise adoption system for a month. Compared to an equivalent task-oriented agent without any deliberate social-emotional or relationship-building skills, the relational agent was respected more, liked more, and trusted more, even after four weeks of interaction. Additionally, users expressed a significantly greater desire to continue working with the relational agent after the termination of the study. We conclude by discussing future directions for this research together with ethical and other ramifications of this work for HCI designers. This paper considers the basic PULL model of communication, in which in each round, each agent extracts information from few randomly chosen agents. We seek to identify the smallest amount of information revealed in each interaction (message size) that nevertheless allows for efficient and robust computations of fundamental information dissemination tasks. We focus on the Majority Bit Dissemination problem that considers a population of n agents, with a designated subset of source agents. Each source agent holds an input bit and each agent holds an output bit. The goal is to let all agents converge their output bits on the most frequent input bit of the sources (the majority bit). Note that the particular case of a single source agent corresponds to the classical problem of Broadcast (also termed Rumor Spreading). We concentrate on the severe fault-tolerant context of self-stabilization, in which a correct configuration must be reached eventually, despite all agents starting the execution with arbitrary initial states. In particular, the specification of who is a source and what is its initial input bit may be set by an adversary. We first design a general compiler which can essentially transform any self-stabilizing algorithm with a certain property (called "the bitwise-independence property") that uses l-bits messages to one that uses only log l-bits messages, while paying only a small penalty in the running time. By applying this compiler recursively we then obtain a self-stabilizing Clock Synchronization protocol, in which agents synchronize their clocks modulo some given integer T, within O(log n log T) rounds w.h.p., and using messages that contain 3 bits only. We then employ the new Clock Synchronization tool to obtain a self-stabilizing Majority Bit Dissemination protocol which converges in O(log n) time, w.h.p., on every initial configuration, provided that the ratio of sources supporting the minority opinion is bounded away from half. Moreover, this protocol also uses only 3 bits per interaction. Text-based games are suitable test-beds for designing agents that can learn by interaction with the environment in the form of natural language text. Very recently, deep reinforcement learning based agents have been successfully applied for playing text-based games. In this paper, we explore the possibility of designing a single agent to play several text-based games and of expanding the agent's vocabulary using the vocabulary of agents trained for multiple games. To this extent, we explore the application of recently proposed policy distillation method for video games to the text-based game setting. We also use text-based games as a test-bed to analyze and hence understand policy distillation approach in detail. We refer to social autonomy in a collaborative relationship among agents based on delegation and help. We address the problem of adjustable autonomy. We stress in particular the role played in autonomy by: 1) the degree of "openness" of delegation; 2) the allowed initiative in (re)starting negotiation; 3) the degree and kind of control; and 4) the strength of delegation with respect to interaction. We show how the adjustability of delegation and autonomy is actually "bilateral". Adjustment is also "bidirectional" and multidimensional. Finally, we analyze some reasons for modifying the assigned autonomy and show how the adjustment of autonomy depends: on the delegator's side; on a "crisis of trust" and vice versa; the delegee's adjustment of its own autonomy depends on some disagreement about the trust received from the delegator, and, in particular, either a higher or lower confidence in itself or in external circumstances. Some preliminary hints about necessary protocols for adjusting the interaction with agents are provided. This work is aimed at providing a theoretical framework, i.e., the conceptual instruments necessary for analyzing and understanding interaction with autonomous entities. As the scale and scope of distributed and multi-agent systems grow, it becomes increasingly important to design and manage the participants' interactions. The potential for bottlenecks, intractably large sets of coordination partners, and shared bounded resources can make individual and high-level goals difficult to achieve. To address these problems, many large systems employ an additional layer of structuring, known as an organizational design, that assigns agents different roles, responsibilities and peers. These additional constraints can allow agents to operate more efficiently within the system by limiting the options they must consider. Different designs applied to the same problem will have different performance characteristics, therefore it is important to understand the behavior of competing candidate designs. In this article, we describe a new representation for capturing such designs, and in particular we show how quantitative information can form the basis of a flexible, predictive organizational model. The representation is capable of capturing a wide range of multi-agent characteristics in a single, succinct model. We demonstrate the language's capabilities and efficacy by comparing a range of metrics predicted by detailed models of a distributed sensor network and information retrieval system to empirical results. These same models also describe the space of possible organizations in those domains and several search techniques are described that can be used to explore this space, using those quantitative predictions and context-specific definitions of utility to evaluate alternatives. The results of such a search process can be used to select the organizational design most appropriate for a given situation. Norms have been promoted as a coordination mechanism for controlling agent behaviours in open MAS. Thus, agent platforms must provide normative support, allowing both norm-aware and non norm-aware agents to take part in MAS controlled by norms. In this paper, the most relevant proposals on the definition of norm enforcement mechanisms have been analysed. These proposals present several drawbacks that make them unsuitable for open MAS. In response to these problems, this paper describes a new Norm-Enforcing Architecture aimed at controlling open MAS. Software technology is undergoing a transition form monolithic systems, constructed according to a single overall design, into conglomerates of semiautonomous, heterogeneous, and independently designed subsystems, constructed and managed by different organizations, with little, if any, knowledge of each other. Among the problems inherent in such conglomerates, none is more serious than the difficulty to control the activities of the disparate agents operating in it, and the difficulty for such agents to coordinate their activities with each other. We argue that the nature of coordination and control required for such systems calls for the following principles to be satisfied: (1) coordination policies need to be enforced: (2) the enforcement needs to be decentralized; and (3) coordination policies need to be formulated explicitly—rather than being implicit in the code of the agents involved—and they should be enforced by means of a generic, broad spectrum mechanism; and (4) it should be possible to deploy and enforce a policy incrementally, without exacting any cost from agents and activities not subject to it. We describe a mechansim called law-governed interaction (LGI), currently implemented by the Moses toolkit, which has been designed to satisfy these principles. We show that LGI is at least as general as a conventional centralized coordination mechanism (CCM), and that it is more scalable, and generally more efficient, then CCM.