EVOC (for EVOlution of Culture) is a computer model of culture that enables us to investigate how various factors such as barriers to cultural diffusion, the presence and choice of leaders, or changes in the ratio of innovation to imitation affect the diversity and effectiveness of ideas. It consists of neural network based agents that invent ideas for actions, and imitate neighbors actions. The model is based on a theory of culture according to which what evolves through culture is not memes or artifacts, but the internal models of the world that give rise to them, and they evolve not through a Darwinian process of competitive exclusion but a Lamarckian process involving exchange of innovation protocols. EVOC shows an increase in mean fitness of actions over time, and an increase and then decrease in the diversity of actions. Diversity of actions is positively correlated with population size and density, and with barriers between populations. Slowly eroding borders increase fitness without sacrificing diversity by fostering specialization followed by sharing of fit actions. Introducing a leader that broadcasts its actions throughout the population increases the fitness of actions but reduces diversity of actions. Increasing the number of leaders reduces this effect. Efforts are underway to simulate the conditions under which an agent immigrating from one culture to another contributes new ideas while still fitting in.
The arching phenomenon is an emergent pattern formed by a $c$-sized crowd of intelligent, goal-oriented, autonomous, heterogeneous individuals moving towards a $w$-wide exit along a long $W$-wide corridor, where $W>w$. We collected empirical data from microsimulations to identify the combination effects of~$c$ and~$w$ to the time~$T$ of the onset of and the size~$S$ of the formation of the arch. The arch takes on the form of the perimeter of a half ellipse halved along the minor axis. We measured the~$S$ with respect to the lengths of the major~$M$ and minor~$m$ axes of the ellipse, respectively. The mathematical description of the formation of this phenomenon will be an important information in the design of walkways to control and easily direct the flow of large crowds, especially during panic egress conditions.
We present in this paper the behavior of an artificial agent who is a member of a crowd. The behavior is based on the social comparison theory, as well as the trajectory mapping towards an agents goal considering the agents field of vision. The crowd of artificial agents were able to exhibit arching, clogging, and bursty exit rates. We were also able to observe a new phenomenon we called double arching, which happens towards the end of the simulation, and whose onset is exhibited by a calm density graph within the exit passage. The density graph is usually bursty at this area. Because of these exhibited phenomena, we can use these agents with high confidence to perform microsimulation studies for modeling the behavior of humans and objects in very realistic ways.
This paper explores the emergence of norms in agents societies when agents play multiple -even incompatible- roles in their social contexts simultaneously, and have limited interaction ranges. Specifically, this article proposes two reinforcement learning methods for agents to compute agreements on strategies for using common resources to perform joint tasks. The computation of norms by considering agents playing multiple roles in their social contexts has not been studied before. To make the problem even more realistic for open societies, we do not assume that agents share knowledge on their common resources. So, they have to compute semantic agreements towards performing their joint actions. %The paper reports on an empirical study of whether and how efficiently societies of agents converge to norms, exploring the proposed social learning processes w.r.t. different society sizes, and the ways agents are connected. The results reported are very encouraging, regarding the speed of the learning process as well as the convergence rate, even in quite complex settings.
We formulate and study the algorithmic mechanism design problem for a general class of resource allocation settings, where the center redistributes the private resources brought by individuals. Money transfer is forbidden. Distinct from the standard literature, which assumes the amount of resources brought by an individual to be public information, we consider this amount as an agents private, possibly multi-dimensional type. Our goal is to design truthful mechanisms that achieve two objectives: max-min and Pareto efficiency. For each objective, we provide a reduction that converts any optimal algorithm into a strategy-proof mechanism that achieves the same objective. Our reductions do not inspect the input algorithms but only query these algorithms as oracles. Applying the reductions, we produce strategy-proof mechanisms in a non-trivial application: network route allocation. Our models and result in the application are valuable on their own rights.
Activity-based models, as a specific instance of agent-based models, deal with agents that structure their activity in terms of (daily) activity schedules. An activity schedule consists of a sequence of activity instances, each with its assigned start time, duration and location, together with transport modes used for travel between subsequent activity locations. A critical step in the development of simulation models is validation. Despite the growing importance of activity-based models in modelling transport and mobility, there has been so far no work focusing specifically on statistical validation of such models. In this paper, we propose a six-step Validation Framework for Activity-based Models (VALFRAM) that allows exploiting historical real-world data to assess the validity of activity-based models. The framework compares temporal and spatial properties and the structure of activity schedules against real-world travel diaries and origin-destination matrices. We confirm the usefulness of the framework on three real-world activity-based transport models.
The focus of this paper is on solving multi-robot planning problems in continuous spaces with partial observability. Decentralized partially observable Markov decision processes (Dec-POMDPs) are general models for multi-robot coordination problems, but representing and solving Dec-POMDPs is often intractable for large problems. To allow for a high-level representation that is natural for multi-robot problems and scalable to large discrete and continuous problems, this paper extends the Dec-POMDP model to the decentralized partially observable semi-Markov decision process (Dec-POSMDP). The Dec-POSMDP formulation allows asynchronous decision-making by the robots, which is crucial in multi-robot domains. We also present an algorithm for solving this Dec-POSMDP which is much more scalable than previous methods since it can incorporate closed-loop belief space macro-actions in planning. These macro-actions are automatically constructed to produce robust solutions. The proposed methods performance is evaluated on a complex multi-robot package delivery problem under uncertainty, showing that our approach can naturally represent multi-robot problems and provide high-quality solutions for large-scale problems.
This paper examines different evacuation strategies for systems where several rooms evacuate trough the same means of egress, using microscopic pedestrian simulation.As a case study, a medium-rise office building is considered. It was found that the standard strategy, whereby the simultaneous evacuation of all levels is performed, can be improved by a sequential evacuation, beginning with the lowest floor and continuing successively with each one of the upper floors after a certain delay. The importance of the present research is that it provides the basis for the design and implementation of new evacuation strategies and alarm systems that could significantly improve the evacuation of multiple rooms trough a common means of escape.
In this paper, we discuss a class of distributed detection algorithms which can be viewed as implementations of Bayes law in distributed settings. Some of the algorithms are proposed in the literature most recently, and others are first developed in this paper. The common feature of these algorithms is that they all combine (i) certain kinds of consensus protocols with (ii) Bayesian updates. They are different mainly in the aspect of the type of consensus protocol and the order of the two operations. After discussing their similarities and differences, we compare these distributed algorithms by numerical examples. We focus on the rate at which these algorithms detect the underlying true state of an object. We find that (a) The algorithms with consensus via geometric average is more efficient than that via arithmetic average; (b) The order of consensus aggregation and Bayesian update does not apparently influence the performance of the algorithms; (c) The existence of communication delay dramatically slows down the rate of convergence; (d) More communication between agents with different signal structures improves the rate of convergence.
It has been widely recognized that the performance of a multi-agent system is highly affected by its organization. A large scale system may have billions of possible ways of organization, which makes it impractical to find an optimal choice of organization using exhaustive search methods. In this paper, we propose a genetic algorithm aided optimization scheme for designing hierarchical structures of multi-agent systems. We introduce a novel algorithm, called the hierarchical genetic algorithm, in which hierarchical crossover with a repair strategy and mutation of small perturbation are used. The phenotypic hierarchical structure space is translated to the genome-like array representation space, which makes the algorithm genetic-operator-literate. A case study with 10 scenarios of a hierarchical information retrieval model is provided. Our experiments have shown that competitive baseline structures which lead to the optimal organization in terms of utility can be found by the proposed algorithm during the evolutionary search. Compared with the traditional genetic operators, the newly introduced operators produced better organizations of higher utility more consistently in a variety of test cases. The proposed algorithm extends of the search processes of the state-of-the-art multi-agent organization design methodologies, and is more computationally efficient in a large search space.