7634404
Satisfying user preferences while negotiating meetings
Our research agenda focuses on building software agents that can facilitate and streamline group problem solving in organizations. We are particularly interested in developing intelligent agents that can partially automate routine information processing tasks by representing and reasoning with the preferences and biases of associated users. The distributed meeting scheduler is a collection of agents, responsible for scheduling meetings for their respective users. Users have preferences on when they like to meet, e.g. time of day, day of week, status of other invitees, topic of the meeting, etc. The agent must balance such concerns, proposing and accepting meeting times that satisfy as many of these criteria as possible. For example, a user might prefer not to meet at lunchtime unless the president of the company is hosting the meeting. We apply techniques from voting theory to arrive at consensus choices for meeting times while balancing different preferences.
12119095
Correlating Internal Parameters and External Performance: Learning Soccer Agents
We have developed a Soccer simulator in Java, which allows us to evaluate agent behavioral strategies for effectively collaborating with other team members while countering threats posed by the opposing team. Whereas action selection mechanisms to decide when to shoot, pass, dribble, guard opponent, tackle, etc. are important from a player's viewpoint, learning the capabilities of individual opponents from repeated encounters can provide critical information for the success of a team. Each agent is described by a set of skill levels for different soccer skills. A soccer agent uses its incomplete perceptions, model of the changing environment, knowledge of the skill levels of its own team players, and estimated skill levels of the opponent team players to select the most prudent action. In this paper, we identify learning opportunities for soccer agents, and investigate some of these possibilities in detail. Initial experimental results demonstrate the advantage of learning agents.
15974834
Learning Pareto-optimal Solutions in 2x2 Conflict Games
Multiagent learning literature has investigated iterated two-player games to develop mechanisms that allow agents to learn to converge on Nash Equilibrium strategy profiles. Such equilibrium configurations imply that no player has the motivation to unilaterally change its strategy. Often, in general sum games, a higher payoff can be obtained by both players if one chooses not to respond myopically to the other player. By developing mutual trust, agents can avoid immediate best responses that will lead to a Nash Equilibrium with lesser payoff. In this paper we experiment with agents who select actions based on expected utility calculations that incorporate the observed frequencies of the actions of the opponent(s). We augment these stochastically greedy agents with an interesting action revelation strategy that involves strategic declaration of one's commitment to an action to avoid worst-case, pessimistic moves. We argue that in certain situations, such apparently risky action revelation can indeed produce better payoffs than a non-revealing approach. In particular, it is possible to obtain Pareto-optimal Nash Equilibrium outcomes. We improve on the outcome efficiency of a previous algorithm and present results over the set of structurally distinct two-person two-action conflict games where the players' preferences form a total order over the possible outcomes. We also present results on a large number of randomly generated payoff matrices of varying sizes and compare the payoffs of strategically revealing learners to payoffs at Nash equilibrium.
3526092
Selecting partners
1. I N T R O D U C T I O N In an open environment the goal of a self-interested agent would be to interact with or enter into partnership with those agents that will produce maximal local utility for this agent [5]. We assume that an agent can get one of several payoffs (utilities) for joining a particular coalition which is determined by a static probability distribution over the payoffs for each coalition. We consider choosing a single coalition to interact with repeatedly when the total number of interactions is known ahead of time.
43158386
Evolution and learning in multiagent systems
1062630
The Role of Commitment in Cooperative Negotiation
Cooperative information agents need mechanisms that enable them to work together effectively while solving common problems. We investigate the use of commitment by agents to proposed actions as a mechanism that allow agents to work concurrently on interdependent problems. Judicious use of commitment can not only increase the throughput of cooperative information systems, but also allow them to deal flexibly with dynamically changing environments. We use the domain of distributed scheduling to demonstrate that static commitment strategies are ineffective. Results from simulated experiments are used to identify the environmental features on which an adaptive commitment strategy should be predicated.
17022940
Using Windows NT for Real-Time Applications: Experimental Observations and Recommendations
Windows NT was not designed as a real time operating system, but market forces and the acceptance of NT in industrial applications have generated a need for achieving real time functionality with NT. As its use for real time applications proliferates, based on an experimental evaluation of NT, we quantitatively characterize the obstacles placed by NT. As a result of these observations, we provide a set of recommendations for users to consider while building real time applications on NT. These are validated by the use of NT for a prototype application involving real time control that includes multimedia information processing. The results of the above study should provide system designers with guidelines, as well as insight, into the design of an architecture based on NT for supporting applications with components having real time constraints.
396384
On Unbiased Sampling for Unstructured Peer-to-Peer Networks
This paper presents a detailed examination of how the dynamic and heterogeneous nature of real-world peer-to-peer systems can introduce bias into the selection of representative samples of peer properties (e.g., degree, link bandwidth, number of files shared). We propose the metropolized random walk with backtracking (MRWB) as a viable and promising technique for collecting nearly unbiased samples and conduct an extensive simulation study to demonstrate that our technique works well for a wide variety of commonly-encountered peer-to-peer network conditions. We have implemented the MRWB algorithm for selecting peer addresses uniformly at random into a tool called ion-sampler. Using the Gnutella network, we empirically show that ion-sampler yields more accurate samples than tools that rely on commonly-used sampling techniques and results in dramatic improvements in efficiency and scalability compared to performing a full crawl.
16234197
Development of a wireless integrated toxic and explosive MEMS based gas sensor
Demand of strict environmental safety norms in mines, industries leads to the development of smart sensor systems for monitoring the explosive and toxic gases like methane (CH/sub 4/) and carbon monoxide (CO). In the present work a wireless integrated CH/sub 4/ and CO gas sensor with a unique transmission scheme has been proposed. It detects CH/sub 4/ & CO gas and generates frequency modulated (FM) signal in two distinct frequency bands in the range of 2.5823 GHz to 2.5542 GHz for CH/sub 4/ concentration from 1% to 2.5% in air and 2.4854 GHz to 2.404 GHz for CO concentration from 50ppm to 300ppm. Also it transmits the generated FM signal through antenna. The receiver section demodulates the signal and displays the gas concentration.
1578205
Broadcast on demand: efficient and timely dissemination of data in mobile environments
The demand for efficient scalable and cost effective mobile information access systems is rapidly growing. Radiofrequency broadcast plays a major role in mobile computing, and there is a need to provide service models for broadcasting information according to mobile users' needs. The authors present a model called broadcast on demand (BoD), which provides timely broadcasts according to requests from users. Compared to static broadcast, this approach has a different emphasis: it is based on a demand driven framework, aimed at satisfying the temporal constraints of the requests, and uses scheduling techniques at the server side to utilize the limited bandwidth dynamically and efficiently. Several broadcast transmission scheduling policies for BoD are examined. The study indicates that EDF-based policies combined with batching of requests achieve good performance. The results show that BoD is successful in satisfying the temporal constraints of the requests and is a viable service model for wireless broadcast stations.
2225573
Integrated scheduling of multimedia and hard real-time tasks
An integrated platform which is capable of meeting the requirements of both traditional real-time control processing and multimedia processing has enormous potential for accommodating various kinds of new applications. However, except for the simplest of situations, few, if any, research or commercial systems successfully provide architectural and OS mechanisms which can efficiently support both hard real-time computation and multimedia soft real-time computation. The authors propose a multimedia server execution on multiprocessor real-time operating systems to provide different classes of guarantee to support both types of processing. The multimedia server supports multiple periodic multimedia streams with a capability for graceful QoS degradation during system overload. They (i) develop several multimedia server scheduling algorithms, (ii) evaluate the performance of these algorithms, and (iii) discuss realistic system implementation issues on the SGI IRIX/REACT/PRO operating system.