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Formal Semantics for an Abstract Agent Programming Language K.V. Hindriks, Ch. Mayer et al. Lecture Notes In Computer Science, Vol. 1365, 1997 http://www.nue.ci.i.u-tokyo.ac.jp/~duc/ppt/abstract-apl.ppt M1. Nguyen Tuan Duc (duc@nue)
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Source Formal Semantics for an Abstract Agent Programming Language Authors: K.V.Hindriks, F.S. de Boer, W. van der Hock, J.Ch. Mayer (Dept. of Computer Science, Utrecht Univ., the Netherlands) Lecture Notes In Computer Science; Vol. 1365, 1997, pp 215 – 229 Proceedings of the 4th International Workshop on Intelligent Agents IV, Agent Theories, Architectures, and Languages
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1.Introduction There exist many agent programming languages AGENT-0, AgentSpeak(L) Lack a clear and formally defined semantics, difficult to formalize the design, specification and verification Need for an agent programming model based on existing programming concepts Logic programming, imperative programming Operational semantics
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Agenda Introduction Programming BDI-agents Abstract agent programming language Operational semantics Comparison with existing APLs Conclusions
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2.Programming BDI-agents BDI-agents: agents have Explicit goals (Desires) A set of plans to achieve a goal (Intensions) Information about the environment (Belief) Based on Human practical reasoning theory (Michael Bratman) Many agent programming languages (APLs) based on this model AGENT-0, AgentSpeak(L), … However, APL is still disconnected from theory
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Characteristics of BDI-agents Complex internal mental state changes over time Beliefs, Desires, Plans, Intentions Pro-active and reactive Goal-directed (proactive) Respond to changes in environment in a timely manner (reactive) Reflective Meta-level reasoning capabilities (e.g. goal revision) Agent = goal-directed, belief-transforming entity
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Requirement for APL Theoretically, APL must have features for Belief updating (for newly observed, communicated data, …) Goal updating (for goal revision) Practical reasoning (for finding the means to achieve a goal) Practically, APL should contain all the familiar constructs from imperative programming Sequential composition, tests, parallel execution, etc.
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3. An abstract agent programming language (3APL) An APL provides mechanism for Belief updating Goal updating (goal revision) Practical reasoning (rule / plan to achieve a goal)
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Belief Beliefs are represented as First-order logic formulae from a language L. P, F, C, A P: set of predicate symbols F: set of function symbols C: set of constant A: set of action symbols (not used in Belief) Basic elements of L are given by a signature (Σ) Σ = Term T ::= x | f(t, t,..., t) (x ∈ TVar, variable; f ∈ F) Formulae B::= P(t, t,..., t) | not B | B ∧ B | B ∨ B | ∃ x.P(x) At = the set of atoms ( constants, primitive predicates, …)
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Example 1: robot Greedy Robot & Diamond Diamond may randomly appear / disappear Rocks are obstacles Basic predicates diam( d, x, y ) : diamond d at (x, y) robot( r, x, y ): robot r at (x, y) rock( x, y ) : rock at (x, y) Basic functions xc( x, y ) = x of nearest diamond from (x, y) yc( x, y ) Perfect knowledge
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Goals and actions Goal: set of objectives agent tries to achieve Goal to do some action Goal to achieve some state of affairs Signature Σ=, Gvar: global variables, set of goal L g A ⊆ L g (basic actions) At ⊆ L g Φ ∈ L ⇒ φ? ∈ L g Gvar ⊆ L g π1, π2 ⊆ L g ⇒ π1; π2, π1 + π2, π1 || π2 ∈ L g Rule for composition of goal Basic goals: basic actions, achievement goals (P(t) ∈ At), test goal (φ?) Basic actions are update operators on belief base pickup( Greedy, d ) ⇒ delete diam( d, x, y ) from σ (belief base)
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Goal variables The language contains variables range over Goals Reflective reasoning Communication (parameter passing) Receive request to establish some goal in a goal variable
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Example 2: Actions and goal of Greedy west, east, north, south: move a step pickup( r, d ) : robot r pickup diamond d Goal: max_diam User defined predicate Usually given in a procedure definition
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Practical reasoning rules To achieve its goals, agent has to Find the means for achieving them Revise its goal (in case of failure…) ⇒ Practical reasoning Practical reasoning rules L p φ ∈ L, π,π’ ∈ L g ⇒ π ← φ| π’ ∈ L p π: head of the rule π’: body of the rule φ: guard Global variables of the rule = Free variables in π Local variables = variables in the rule except global one Practical reasoning rule (PR) serves two functions Mean, recipe to achieve a goal (plan rule) Goal revision -Φrepresents condition to apply the rule - Or used to retrieve data from B (by unifying predicates)
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Plan rules: procedural knowledge Plan rules: rules with head is a basic goal P(t) P(t) may be viewed as procedure calls to plans to achieve the goal Plan rules encode procedural knowledge of an agent
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Example 3: plan rules max_diam ← robot( Greedy, x0, y0 ) ∧ x = xc( x0, y0 ) ∧ y = yc( x0, y0 ) | robot( Greedy, x, y ); diam( z, x, y )?; pickup( Greedy, z ); max_diam Implementing greedy algorithm: repeat the following action: go to nearest diamond, take it
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max_diam x0 = 0, y0 = 0 x = 1, y = 1 robot(Greedy, 1, 1) diam(z, 1, 1)? pickup(Greedy, z) x0 = 1, y0 = 1 x = 3, y = 2 robot(Greedy, 3, 2) diam(z, 3, 2)? pickup(Greedy, z) 0 1 2 3 0 1 2
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robot( r, x, y ) robot( r, x, y ) ← robot( r, x0, y0 ) | (x = x0 ∧ y = y0 )? + [(x y0)? south + (y0 > y)? north]; robot( r, x, y) robot( r, x0, y0 ) : to retrieve current position robot( r, x, y ) (in body): sub-goal 0 1 2 3 0 1 2
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Revision of goals: reflective rules Rules with head contains an arbitrary programs (including goal variables) Goal revise in case Found a more optimal strategy Failure
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Example 4: More optimal strategy Diamond suddenly appeared as nearer position X; robot( r, x, y ) ← robot( r, x0, y0 ) ∧ not( x = xc( x0, y0 ) ∧ y = yc(x0, y0) ) | robot( r, xc( x0, y0 ), yc( x0, y0) )
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Example 5: Failure rock as (x0-1, y0) west; robot( r, x, y ) ← robot( r, x0, y0 ) ∧ rock( x0 – 1, y0 ) | [(y<=y0)?; north + (y0 <= y)?; south]; robot( r, x, y )
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Three levels of agent programming Action Goal execution Goal revision (self-modifying program)
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Agent programs Agent = goal directed, belief transforming entity Beliefs are updated by Actions Goals are updated by execution and revision An agent changes its beliefs and goals (PR and basic actions are fixed)
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Mental state Mental state =, where Π ∈ L g is a goal base (set of goals) σ ∈ L is a belief base (set of beliefs) Thus, the changing components in previous slide Denote: B: set of belief bases, Γ: PR-base The behavior of an agent is fully specified if The semantics of basic actions is given The mechanism for executing goals and applying rules are defined
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Some definitions Free vs. bounded variables P(x, d) ∧∃ x. Q(y, x) ∧ ∀ z. G(a, b, z) Alpha conversion: P(x, d) ∧∃ x1. Q(y, x1) ∧∀ z. G(a,b,z) Free(e) = { x | x is free in e } Substitution: [x/5] f(x) ≡ f(5) Unifier: if t1, t2, … are terms then unifier of t1, t2,…, tn is a substitution θsuch that θ(t1) ≡ θ(t2) ≡…≡θ(tn) Ex: f(x, x) and f(y, z) ⇒ θ = [x/z, y/z] Most general unifier (MGU) ξ ∀ θ ∈ unifier 、∃ ψ: θ = ψξ In the above example: [x/c, y/c] = [z/c][x/z, y/z]
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Basic action transitions Semantics of basic actions A is given by a transition function T: B x B → P(A) P(A) is variant of A If a ∈ T(σ,σ’) then denoted by a west; pickup(Greedy, d) By observing the environment, agent knows action has succeeded or failed
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Agent program An agent program is a quadruple T : a basic transition function (specifying the effect of basic actions) Π0 : initial goal base σ0 : initial belief base Γ : PR-base Thus, to program an agent is to specify its initial mental state define semantics of basic actions write a set of PR
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Example 6: Agent program for Greedy Basic actions: west; north, south, east pickup(Greedy, d) Π0 = {max_diam} σ0 = { robot(Greedy, 0, 0), rock(1,5), rock(3,3), rock(2,1), diam(d, 2, 2) } PR-base in example 4, 5
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4. Operational semantics Operational semantics Specify how a program can transform the system state A transition system is a deductive system which allows to derive the transition of a program. Transition rules specify the meaning of each programming construct. Transition rules transform configuration In APL, configuration is mental state
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4.1. Practical reasoning rule V = set of global variables in goal base PR-rule application π’ ← φ| π’’ ∈ ’ Γ ∧ σ|= ∀ (φθγ) ____________________________________ V → θγ Where, θ(π’) = θ(π), π ∈ Π A ∈ ’ Γmeans A is a variant of a PR-rule (alpha conversion) γis a substitution such that no variable x: γ(x) ∈ V (retrieves parameter values from σ) ⇒ Perform alpha-conversion to avoid interference of local and global parameters → followed by θγ to record the substitution process
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Example 7: goal revision Suppose that Π = {east; robot( Greedy, 3, 2 )}, σ = {robot(Greedy, 0, 0), diam(d’, 3, 2), diam(d,2,2) } Apply rule: X; robot( r, x, y ) ← robot( r, x0, y0 ) ∧ not( x = xc( x0, y0 ) ∧ y = yc(x0, y0) ) | robot( r, xc( x0, y0 ), yc( x0, y0) ) θ = { X/east, r/Greedy, x/3, y/2 } ⇒ φθ≡ robot(Greedy, x0, y0) ∧ not( 3 = xc(x0, y0) ∧ 2 = yc(x0, y0) ) γ= {x0/0, y0/0} π’’θγ ≡ robot(Greedy, xc(0, 0), yc(0, 0)) ≡ robot(Greedy, 2, 2) 0 1 2 3
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4.2. Execution rules E denotes termination E ; π ≡ π E + π ≡ π …. Execution rule 1: basic actions a ____________________________ V → Φ Φ is an identity substitution Thus, basic action means changing the state according to transition function and stop execution
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First-order tests Check if some condition follows from σ σ |= ∀ (φθ) ____________________ V → θ Ex: diam(z, x, y)?; pickup(Greedy, z) θ = {z/d, x/2, y/2} After first-order test, goal becomes pickup(Greedy, d)
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Sequential composition V → θ ________________________________ V → θ Ex: in previous slide: π1 = diam(z, x, y)?, π’1 = E θ = {z/d, x/2, y/2} π2 = pickup(Greedy, z) π1;π2θ ≡ E; pickup(Greedy, d) ≡ pickup(Greedy, d)
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Non-deterministic choice V → θ _____________________________ V → θ _____________________________ V → θ
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Parallel composition V → θ ____________________________________ V → θ (similar rule for π2)
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Goal execution Let Π = {π 0, …, π i, π i+1, …} ⊆ L g, V = Free(Π) Goal execution V → θ __________________________________________________ V → There is no θ in the consequence This is because the mental state is the top level of execution. At this level, various goal are executed in a parallel fashion without communication
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Computations of an agent program A computation of an agent program is a finite or infinite sequence of configurations,,, … such that, for each i: →
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5. Comparison with existing APLs AGENT-0: Only executes basic, primitive actions or skills of agent Goal revision is restricted to removing infeasible commitments and uses built-in mechanism 3APL allows much more general revision rule AgentSpeak(L): Quite similar to the proposed language 3APL provides more general and high-level programming construct then AgentSpeak(L)
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6. Conclusions A transition system is a suitable formalism for specifying the operational semantics of APL An abstract APL is proposed Includes all the regular programming constructs from imperative programming and logic-programming Future work Extensions to multi-agent systems with communication Mechanism for failure recovery Apply notions of standard concurrency theory (π-calculus) …
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