The role of
Attribures in Mental State Multi-Agent Architectures
The mental state
framework (MSF) is suited to build agents architectures following the mental
state paradigm. It encloses three different main components that provide a
set of core attributes, a set of laws and a set of controls. Those components
allow the definition of rules that guide the agents' behaviour.In this
dissertation I discuss this paradigm in depth, by introducing two different
implementations under two domains: Robosoccer and
Pursuit, in which I study the roles of attributes.In MSF,
attributes are essential elements, being present ever through the agents'
reasoning process, from perception to action execution.
MSF
In MSF, each mental
state keeps information about external world and also information about their
internal state variables (for example, variables which deal with energy and
memory management). That information is embedded into agents' mind, and is
passed to attributes through an evaluation process. Attributes such as
insistence, uncertainty,
importance, intensity,
dissatisfaction and urgency have specific
roles in the architecture. They decide about the importance, the uncertainty,
etc., of a certain mental state, i.e., they evaluate each mental state in
different dimensions.
Role of attributes
For example,
dissatisfaction is related to mental state desire and determines the degree
of willingness to change a state of the world in order to fulfil that desire,
whilst importance, under the same mental state, measures the relative
priority an agent puts in pursuing that desire.Moreover, mental states have a
state that can be active or inactive. For example, usually all beliefs are
active whereas intentions when active will be responsible for the agents'
actions. Changing the state of all mental states in an agents' mind provides
the system with a dynamic transformation that will ultimately characterise
agents' behaviours.Rules are created based on laws and controls. Those rules
are responsible for mental states activation.
BDI rule
example
For example, in a
BDI-like architecture, a rule of the type B + D -->I, will activate I
while B and D conditions trigger the rule.In the Robosoccer environment, I
studied how attributes could be used to control agents' behaviours. The
issues discussed under this initial experimental scenario included the
evaluation of the role of each attribute for triggering rules, the
inquisition about the way intentions were selected while in presence of
contradictions, and finally, the test about how attributes could be selected
in order to control the duration of the activity of mental states,
specifically intentions. This was an initial step that drove me to wonder
about how attributes as a whole could be responsible for planning execution
activity.
As a matter of fact,
attributes within each mental state carry to mental states a
multi-dimensional perspective, which ultimately converges to intentions that
automatically acquire a strength derived from a desire or a value of
importance supported by a certain belief. In my point of view, this
multi-dimensional perspective should be carried into planning execution,
because the richness of information inside each one of the attributes should
be visible in terms of action.So the question was to evaluate how could
attributes change behaviours inside a plan, executed with respect to an
intention?This question was the primary concern throughout all the
second part of this research.
PLANNING USING AND-OR TREE STRUCTURE
I decided to
implement an AND-OR tree to support agent planning. Agents
have now to choose a (sub-)goal from a partial plan, supported by a set of
beliefs that constraint agents choices. In fact, I had the opportunity to
present, step by step, a set of experiments in the Pursuit
environment (a simpler scenario than Robosoccer) where behaviours
were controlled by attributes.In the end it became clear that attributes can
help agents to control available resources, to manage deadlines, to tune
behaviour based on goals' persistence, and also, to manage priorities. I
claim that in an unpredictable and dynamic environment this can be an
advantage.In the end I grasp a set of guidelines that could be helpful to
endorse a (proto-)theory about how, in a general sense, attributes
could be used to endow personality characteristics to agents. I
explore this idea and make a small experiment to support a mainly theoretical
definition of what I call the agent's personality.
QUESTIONS
Nevertheless some
questions deserve a deeper investigation. Some of them are the following:
- How could one measure
the `usefulness', in terms of multiagent systems, of ascribing attributes to
agents?
- What could be the
impact in a multiagent system of agents with personality as they are
described in this work?
- How can agents
behaviour be tuned by changing values of their attributes ?
CONTRIBUTIONS
I summarise the original
contributions of this work as follows:
1- Discuss
the role of attributes in MSF framework architectures, as fundamental
elements:
a- To
explain how they enrich the way information is perceived in the environment
by evaluating it through different dimensions based on attributes evaluation
(each one attached to different mental states) .
b- To
endow agents with tools to select goals based on different attributes
dimensions.
2- Show
how attributes are present through all MSF architecture and, in particular,
to explain how they participate in path options and co nstraint selection
within a (partial) planning tree.
3- Discuss
agents' personality based on attributes, related to how attributes link to
each other and also how they ascribe behaviours.
2008-05-19
- José Cascalho