No Arabic abstract
Space and movement through space play an important role in many collective adaptive systems (CAS). CAS consist of multiple components interacting to achieve some goal in a system or environment that can change over time. When these components operate in space, then their behaviour can be affected by where they are located in that space. Examples include the possibility of communication between two components located at different points, and rates of movement of a component that may be affected by location. The CARMA language and its associated software tools can be used to model such systems. In particular, a graphical editor for CARMA allows for the specification of spatial structure and generation of templates that can be used in a CARMA model with space. We demonstrate the use of this tool to experiment with a model of pedestrian movement over a network of paths.
In this paper we present CARMA, a language recently defined to support specification and analysis of collective adaptive systems. CARMA is a stochastic process algebra equipped with linguistic constructs specifically developed for modelling and programming systems that can operate in open-ended and unpredictable environments. This class of systems is typically composed of a huge number of interacting agents that dynamically adjust and combine their behaviour to achieve specific goals. A CARMA model, termed a collective, consists of a set of components, each of which exhibits a set of attributes. To model dynamic aggregations, which are sometimes referred to as ensembles, CARMA provides communication primitives that are based on predicates over the exhibited attributes. These predicates are used to select the participants in a communication. Two communication mechanisms are provided in the CARMA language: multicast-based and unicast-based. In this paper, we first introduce the basic principles of CARMA and then we show how our language can be used to support specification with a simple but illustrative example of a socio-technical collective adaptive system.
We introduce type annotations as a flexible typing mechanism for graph systems and discuss their advantages with respect to classical typing based on graph morphisms. In this approach the type system is incorporated with the graph and elements can adapt to changes in context by changing their type annotations. We discuss some case studies in which this mechanism is relevant.
We propose a process calculus, named AbC, to study the behavioural theory of interactions in collective-adaptive systems by relying on attribute-based communication. An AbC system consists of a set of parallel components each of which is equipped with a set of attributes. Communication takes place in an implicit multicast fashion, and interaction among components is dynamically established by taking into account connections as determined by predicates over their attributes. The structural operational semantics of AbC is based on Labeled Transition Systems that are also used to define bisimilarity between components. Labeled bisimilarity is in full agreement with a barbed congruence, defined by simple basic observables and context closure. The introduced equivalence is used to study the expressiveness of AbC in terms of encoding broadcast channel-based interactions and to establish formal relationships between system descriptions at different levels of abstraction.
Agent-based methods allow for defining simple rules that generate complex group behaviors. The governing rules of such models are typically set a priori and parameters are tuned from observed behavior trajectories. Instead of making simplifying assumptions across all anticipated scenarios, inverse reinforcement learning provides inference on the short-term (local) rules governing long term behavior policies by using properties of a Markov decision process. We use the computationally efficient linearly-solvable Markov decision process to learn the local rules governing collective movement for a simulation of the self propelled-particle (SPP) model and a data application for a captive guppy population. The estimation of the behavioral decision costs is done in a Bayesian framework with basis function smoothing. We recover the true costs in the SPP simulation and find the guppies value collective movement more than targeted movement toward shelter.
The real world is awash with multi-agent problems that require collective action by self-interested agents, from the routing of packets across a computer network to the management of irrigation systems. Such systems have local incentives for individuals, whose behavior has an impact on the global outcome for the group. Given appropriate mechanisms describing agent interaction, groups may achieve socially beneficial outcomes, even in the face of short-term selfish incentives. In many cases, collective action problems possess an underlying graph structure, whose topology crucially determines the relationship between local decisions and emergent global effects. Such scenarios have received great attention through the lens of network games. However, this abstraction typically collapses important dimensions, such as geometry and time, relevant to the design of mechanisms promoting cooperation. In parallel work, multi-agent deep reinforcement learning has shown great promise in modelling the emergence of self-organized cooperation in complex gridworld domains. Here we apply this paradigm in graph-structured collective action problems. Using multi-agent deep reinforcement learning, we simulate an agent society for a variety of plausible mechanisms, finding clear transitions between different equilibria over time. We define analytic tools inspired by related literatures to measure the social outcomes, and use these to draw conclusions about the efficacy of different environmental interventions. Our methods have implications for mechanism design in both human and artificial agent systems.