We attack the problem of controlling teams of autonomous units during skirmishes in real-time strategy games. Earlier work had shown promise in evolving control algorithm parameters that lead to high performance team behaviors similar to those favored by good human players in real-time strategy games like Starcraft. This algorithm specifically encoded parameterized kiting and fleeing behaviors and the genetic algorithm evolved these parameter values. In this paper we investigate using influence maps and potential fields alone to compactly represent and control real-time team behavior for entities that can maneuver in three dimensions. A two-objective fitness function that maximizes damage done and minimizes damage taken guides our multi-objective evolutionary algorithm. Preliminary results indicate that evolving friend and enemy unit potential field parameters for distance, weapon characteristics, and entity health suffice to produce complex, high performing, three-dimensional, team tactics.
Distributed Artificial Intelligence systems, in which multiple agents interact to improve their individual performance and to enhance the system’s overall utility, are becoming an increasingly pervasive means of conceptualising a diverse range of applications. As the discipline matures, researchers are beginning to strive for the underlying theories and principles which guide the central processes of coordination and cooperation. Here agent communities are modelled using a distributed goal search formalism and it is argued that commitments (pledges to undertake a specified course of action) and conventions (means of monitoring commitments in changing circumstances) are the foundation of coordination in multi-agent systems. An analysis of existing coordination models which use concepts akin to commitments and conventions is undertaken before a new unifying framework is presented. Finally a number of prominent coordination techniques which do not explicitly involve commitments or conventions are reformulated in these terms to demonstrate their compliance with the central hypothesis of this paper. The aggregate motion of a flock of birds, a herd of land animals, or a school of fish is a beautiful and familiar part of the natural world. But this type of complex motion is rarely seen in computer animation. This paper explores an approach based on simulation as an alternative to scripting the paths of each bird individually. The simulated flock is an elaboration of a particle systems, with the simulated birds being the particles. The aggregate motion of the simulated flock is created by a distributed behavioral model much like that at work in a natural flock; the birds choose their own course. Each simulated bird is implemented as an independent actor that navigates according to its local perception of the dynamic environment, the laws of simulated physics that rule its motion, and a set of behaviors programmed into it by the "animator." The aggregate motion of the simulated flock is the result of the dense interaction of the relatively simple behaviors of the individual simulated birds. A new methodology named Evolutionary Artificial Potential Field (EAPF) is proposed for real-time robot path planning. The artificial potential field method is combined with genetic algorithms, to derive optimal potential field functions. The proposed EAPF approach is capable of navigating robot(s) situated among moving obstacles. Potential field functions for obstacles and goal points are also defined. The potential field functions for obstacles contain tunable parameters. The multi-objective evolutionary algorithm (MOEA) is utilized to identify the optimal potential field functions. Fitness functions such as goal-factor, obstacle-factor, smoothness-factor and minimum-pathlength-factor are developed for the MOEA selection criteria. An algorithm named escape-force is introduced to avoid the local minima associated with EAPF. Moving obstacles and moving goal positions were considered to test the robust performance of the proposed methodology. Simulation results show that the proposed methodology is efficient and robust for robot path planning with non-stationary goals and obstacles.    This paper presents a generic meta-model of multi-agent systems based on organizational concepts such as groups, roles and structures. This model, called AALAADIN, defines a very simple description of coordination and negotiation schemes through multi-agent systems. Aalaadin is a meta-model of artificial organization by which one can build multi-agent systems with different forms of organizations such as market-like and hierarchical organizations. We show that this meta-model allows for agent heterogeneity in languages, applications and architectures. We also introduce the concept of organizational reflection which uses the same conceptual model to describe system level tasks such as remote communication and migration of agents. Finally, we briefly describe a platform, called MADKIT, based on this model. It relies on a minimal agent kernel with platform-level services implemented as agents, groups and roles.  One reason why Distributed AI (DAI) technology has been deployed in relatively few real-size applications is that it lacks a clear and implementable model of cooperative problem solving which specifies how agents should operate and interact in complex, dynamic and unpredictable environments. As a consequence of the experience gained whilst building a number of DAI systems for industrial applications, a new principled model of cooperation has been developed. This model, called Joint Responsibility, has the notion of joint intentions at its core. It specifies pre-conditions which must be attained before collaboration can commence and prescribes how individuals should behave both when joint activity is progressing satisfactorily and also when it runs into difficulty. The theoretical model has been used to guide the implementation of a general-purpose cooperation framework and the qualitative and quantitative benefits of this implementation have been assessed through a series of comparative experiments in the real-world domain of electricity transportation management. Finally, the success of the approach of building a system with an explicit and grounded representation of cooperative problem solving is used to outline a proposal for the next generation of multi-agent systems.  