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Updated Nov 22, 2008 by andre.p.meyer
pastiche  
a hodge-podge of ideas

introduction

The pastiche software framework is an enabler for a broad class of applications where rules of behaviour are modelled for a multitude of asynchronous cooperative entities (known as agents).

Some applications of pastiche will be demonstrated at pastiche.info.

scenarios

info navigation, organisation

games

architecture

misc

mechanisms

sources of inspiration

experiments

tbd. pastiche.info

implementation

more

Emergence and Norms

In a Multi-Agent System (MAS) the fundmamental design involves modelling the behaviour of agents and their interactions. These will lead to system behaviour that is not explicitly specified, but which emerges as a result of interacting autonomous entities. This is what we refer to as emergent behaviour. As difficult as this is - if we achieve emergent behaviour by specifying the basic rules that lead to proper interaction - there is a problem with the limitations. Interaction may lead to emergent behaviour that goes beyond the desired effects. In such a case it is necessary to take care for a system to not only enable, but also limit emergent behaviour. In order to achieve this, we could make use of norms that are applied to all interaction within the given system. Norms are specified for a certain society of agents and applied locally for each interaction among agents. How do norms need to be defined? Who takes care of enforcing them? What is a good example to experiment with this phenomenon? There are more interesting questions related to this topic, such as the formation of clans, the need for cultural awareness 1 and the emergence of bricolage (structure/events) 2. 1 http://home.hccnet.nl/a.meyer/understandingemergenceinmedia/index.html#62 2 http://home.hccnet.nl/a.meyer/understandingemergenceinmedia/index.html#63

Gaming, Training and Simulation

The traditional boundaries between gaming, training and simulation systems are disappearing as a result of advances in commodity technology and convergence of home and professional use. The processing power of standard computers increases rapidly while the cost of high-end graphical capacity decreases. The same tools can be used to program these components for creating virtual worlds for specific purposes in games, training and simulation. All three domains are increasingly using networked infrastructures, the main difference that remains is the goal to which they tools are applied. The same environment can server multiple goals. For example, gamers can enjoy playing a scenario that can be used to train professionals by providing feedback on their performance. Some commercial games are already by the army to train combattants and more are being developed in cooperation of military and games experts. Games and training applications need more realistic behaviour of artificial actors. This behaviour can be explored in simulations for various purposes. At the moment, TNO and the University of Utrecht are setting up a Centre for Advanved Gaming and Simulation (AGS).

Self-Organising Traffic Management

Today, traffic is managed centrally from traffic management centres. As we know these centres cannot handle the problem appropriately. On the one hand, there is too much information for a central authority to handle and a global solution cannot be found. On the other hand, there is not enough information about the goals of individual traffic subjects and they change plans dynamically. Another problem is that central planning imposes artificial boundaries on traffic that do not exist in reality (e.g., at national borders or between highway and city traffic). Dynamic decentralised traffic management could improve on all these issues elegantly. In Delft, the Netherlands Research School for TRAnsport, Infrastructure and Logistics (TRAIL, http://www.rstrail.nl/) is seeking solutions for the problems mentioned above. Several PhD students of TRAIL have been coached by TNO. Within the ICIS project at DECIS Lab (http://www.decis.nl/) traffic management is an important topic in the context of crisis management. Screenshots from a simple first demo are attached. They show emergent behaviour of (not yet very) intelligent cars.

Cooperation Models

Cooperation among autonomous entities (aka agents) can take various forms. There are quite a few interaction protocols that have been standardised (e.g., FIPA: http://www.fipa.org/repository/ips.php3). Protocols are useful, but they are not sufficient to understand or model the purpose for which they may be used. A fundamental issue in cooperation is the distinction in collaborative versus competitive behaviour. Both models are used in various contexts, but it is not clear which is better for which situation and why. Simulation and validation of these models could help to understand their contexts of use.

Adaptive Decision Support

(Decision) support systems are built to support human operators in their task performance by providing them with real-time appropriate information in an easy-to-understand format. Their goal is to make operators more efficient and effective. However, most such systems are rather static and do not adapt to critical situations - exactly when they would be most necessary. Also, the filtering of information is a critical task that current systems mostly try to avoid. This results in information overload for the operators. Adaptive support systems should take the context into account with respect to information, time, individual and social situation. User and information agents need to collaborate closely and take decisions together, depending on information timeliness and operator availablity, among others. The interaction among operators can affect their performance, as well.

Dynamic Task Allocation

We like to think of hybrid communities of actors. Actors may be of organic or synthetic nature. Organic actors include human beings and animals, synthetic actors include software agents and robots. In a hybrid community the various kinds of actors need to cooperate to achieve individual or social goals. They need to allocate tasks among each other. The task allocation process is expected to be performed collaboratively and dynamically, i.e. by several actors together and depending on a current task at hand. This requires a good understanding of the properties and capabilities of different actors and means for them to communicate effectively.

Peer 2 Peer Networks

In peer-to-peer networks (p2p) the members of such a network are in direct contact without relying on any central server (except for mediation, but ideally this needs not be the case, either). The challenge is to find matching pairs or groups of network members that share a certain interest. This should happen dynamically because each member can have different interests and roles at different times. The idea to follow is that it might be a good idea to make use of recommendations of other known members. It should be possible to reach any candidate member of an interest group with six links at most. Issues in a recommendation-based mediator include trust, efficiency and completeness.

Collaborative Reasoning and Decision Making

In a multi-agent system each agent has an individual view on the world based on subjective knowledge (beliefs) that is by nature incomplete. As a society of agents tries to perform tasks collaboratively the agents need to exchange information and viewpoints. The purpose of this process is to come to a shared decision and it involves precedures for making commitments, establishing trust realtionships, making concessions concessions and reasoning about long-term benefits, among others. The goal would be to define interaction protocols and reasoning procedures that allow for collaborative reasoning and decision making under the assumptions mentioned above.

Hunters and Gatherers

The goal of this initiative was to experiment with the emergence of social complexity by starting at the beginning: primitive man. Trying to find the simple basic rules that drive primitive man would enable us to understand how more complex social behaviour could emerge. This idea is based on a paper by Jim Doran (www.davidhales.com/hugs). We still need to find some source of funding for this experiment and probably some input from an anthropologist would be enlightening.

Fishermen's Friends

I must admit that I forgot what the point was of your study of the fishermen of Katwijk. What is the question and what was the answer? Can we simulate the processes you found?

Crowd and Riot Control, Evacuation

In this TNO project we collaborate with social psychologists to create a simulation of group behaviour. The scenario deals with evacuation in a tunnel accident (car on fire). Another scenario that is planned to be implemented later on is about crowd and riot control: hooligans and their actions in relation to police presence. These simluators should lead to a platform for simulation human behaviour in situations of Fight, Fright and Flight (FFFSim).

Computer Art

The visualisation of emergence patterns of social behaviour could generate works of art of a new kind. What would this look like? Interaction with viewers would be extremely interesting to look at. Any ideas?

Cybersex

Grapje! Maybe not. When looking at the relations between humans and machines the mechanics of the reproductive act is often seen as a central theme. Look at Junggesellenmaschinen (http://www.art-service.de/article/junggesellenmaschinen_asthetik_und_naturwissenschaften_medie.html,

http://www.perlentaucher.de/buch/3308.html).

Can we use any of these ideas and apply them to crisis management, military decision making and network-centric warfare (NCW)? The trend in the defense world is to move power to the edge (http://www.dodccrp.org/publications/pdf/Alberts_Power.pdf), i.e. shift responsibility to the lowest possible instance that can deal with it. This strategy fits very well with decentralised multi-agent systems.

BDI model for reasoning. BDI stands for beliefs. desires and intentions (http://citeseer.ist.psu.edu/122564.html, http://www.cs.umbc.edu/courses/graduate/691m/spring03/papers/georgeff.pdf). Does this make any sense to an anthropologist? We are working with the University of Utrecht on the implemenation of a programming language for this model: 3APL, http://www.cs.uu.nl/3apl/. Please, have a look at the deliberation loop of the 3APL interpreter, http://www.cs.uu.nl/3apl/deliberationloop.html. This implementation is becoming part of my open source agent platform spyse (http://spyse.sf.net/).

How could we define our roles? My idea is that you come up with realistic questions and problem definitions. I could work on a simulation based on these questions. Together we would need to validate the results of the simulation (or game) with respect to the problem. Can we find customers who are interested in funding such activities? Can we write a paper together? Maybe something to submit to JASSS (http://jasss.soc.surrey.ac.uk/JASSS.html).


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