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mas Simon Lynch
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intro the basics agent types small scale (eg: NetLogo)
generic (eg: Jade, Boris…) BDI (2APL, Jason, Goal…) (BOID, BOID+N, ??)
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small scale agents theoretical basis uses & limitations communication
deliberation
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small scale agents – examples 1
moths environmental reactive non-communicative vants environmental non-communicative complex / emergence some agent-agent interaction
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small scale agents – examples 2
fox & hounds reactive interactive non-communicative
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small scale agents – examples 3
ant packs simple comms (phone a friend) some deliberation social / independent? lone –> group –> swarm
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small scale agents – examples 4
path building simple comms (broadcast) more deliberation social / collaborative? mine clearance simple comms (phone a cleaner) deliberative collaborative
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generic agents eg... Jade Boris ...see Boris intro uses...
middleware, systems architectures, resource allocation, brokering, mixed-metaphor agency, etc, etc
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BDI agents BDI = Beliefs, Desires, Intentions - what??
erm... informational, motivational & deliberative states -what?? ok... assumed info about the world (B) main objectives (D) plan of things to achieve (I)
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BDI agents beliefs vs facts agent desires beliefs –> goals rules
–> plans plans –> intentions agent beliefs rules run time goal stack
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2APL: bomb disposal with Harry & Sally
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harry example initial belief base of harry... example goal base...
Beliefs: bomb(3,4). clean(blockWorld) :- not bomb(X,Y), not carry(bomb). example goal base... Goals : clean( blockWorld )
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harry... example belief updates... BeliefUpdates:
{bomb(X,Y)} RemoveBomb(X,Y) {not bomb(X,Y)} {true} AddBomb(X,Y) {bomb(X,Y)} {carry(bomb)} Drop() {not carry(bomb)} {not carry(bomb)} PickUp() {carry(bomb)}
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harry... example of planning goal rules PG-rules :
clean(blockWorld) <- bomb(X,Y) | { goto(X,Y); @blockworld( pickup(), L1 ); PickUp(); RemoveBomb(X,Y); goto(0,0); @blockworld( drop(), L2 ); Drop() }
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harry... example of procedural rules of harry... PC-RULES :
message(sally, inform, bombAt(X,Y)) <- true | { if (not bomb(A,B) ) then { AddBomb(X,Y); adoptz( clean(blockWorld) ) } else { AddBomb(X,Y)
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BDI implementation beliefs (query, add, del) agent
goals (peek, push, pop, del) rules (plan library) message handling deliberation cycles agent beliefs rules run time goal stack
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designing BDI rules the rubbish eater example (or forager or… or… or…)
Rules… world-already-clean standing-next-to-rubbish rubbish-somewhere slots… name, descriptor, type (action or plan) what it achieves when it can be used modifications (add & del) to beliefs & goals
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designing BDI rules #1 the rubbish picker example (or forager or… or… or…) Rule world-already-clean: desc (world is clean) achieves (clean world) when (not (rubbish ?x ?y)) type action del-goal (clean world)
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designing BDI rules #2 Rule standing-next-to-rubbish:
desc (eat rubbish at ?x ?y) achieves (clean world) when (rubbish ?x ?y) (eater-at ?x ?y) type action del (rubbish ?x ?y)
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designing BDI rules #3 Rule rubbish-somewhere:
desc (walk to rubbish at ?x ?y) achieves (clean world) when (rubbish ?x ?y) (not (eater-at ?x ?y)) type plan post-goal (goto ?x ?y)
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designing BDI rules #4 other considerations (some of these are inter-dependent)… how to handle rules to respond to incoming messages? how to interact with an environment (eg: assume environment is NetLogo) how to write the deliberation cycle how to connect through to a messaging infrastructure layer (assume Boris) sketch & explanation of complete system (“beer-mat” version)
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BDI variations BOID = BDI + Obligations
Norms - normative, legal behavior obligations vs desires –> selfishness & altruism strengths of legislations
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other issues meta-agents message types sessions & dialog social issues
trust & reputation white & yellow pages brokering
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other issues types of agency – advantages/disadvantages examples
cleudo (air) traffic control cloud delegation
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