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Agent- -Based Participatory Based Participatory Agent Simulation - - PowerPoint PPT Presentation

Agent- -Based Participatory Based Participatory Agent Simulation Activities for the Simulation Activities for the Emergence of Emergence of Complex Social Behaviors Complex Social Behaviors Stefano Cacciaguerra, Matteo Roffilli


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Agent Agent-

  • Based Participatory

Based Participatory Simulation Activities for the Simulation Activities for the Emergence of Emergence of Complex Social Behaviors Complex Social Behaviors

University of Bologna - Department of Computer Science

Stefano Cacciaguerra, Matteo Roffilli

{scacciag,roffilli}@cs.unibo.it

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04/14/2005 AISB 2005 2

Background Background

Social organizations shows different levels of abstraction: 1. macro-level : complex self-organizing systems 2. micro-level : behaviour of individuals A Multi Agent System can be employed in order to describe self-organizing systems:

1. To mimic real societies by implementing artificial societies 2. To create a quasi-experimental observation-generation environment

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Homogeneous Heterogeneous

Taxonomy Taxonomy

Two types of agents (Stone and Veloso 2000): Two ways of acting:

  • Reactive
  • Deliberative

Two kinds of configurations:

  • Not communicating
  • Communicating
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Traditional approach Traditional approach

Accurate simulations require: Heterogeneous, Communicative and Deliberative agents. The historical approach suggests:

  • to increase the model complexity
  • to scale up the number of agents
  • to improve the behavior of agent
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Complexity Complexity

pre-set more quantity pre-set w/o communication communication internal model complexity more model complexity human beings

  • ptimal model

complexity

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Number Number

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Behavior Behavior

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Main question Main question

Are we sure that is the best approach to make accurate simulations

?

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Participatory Simulation Participatory Simulation

Participatory Simulation represents an alternative approach that expands the capability of interactions at run time

  • Each user can play the role of individual system entities and can

see how the behaviour of the system as a whole can emerge from it participation

  • PS promotes the interaction among agents controlled by pre-

fixed behavioural models and driven by humans

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Complex social behaviour

To promote the emergence of complex social behaviour we propose to exploit the PS to play games in which:

– Each agent can be controlled by a software that implements hand-made behavioural model – Each human being is represented in the game by his digital avatar that can be fully controlled

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Framework for PS Framework for PS

Participatory Framework supports the management of the interaction between humans and their agents into any PS

  • A user can participate in the evolution of

the (remote) simulated complex system by means of PF

  • PF handles a connection between a user

and a remote agent by implementing a session level over a TCP stack

  • The user drives a specific agent by means
  • f a client at application level that

communicates over a network connection to the synthetic environment

PS

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Speed of PS evolution Speed of PS evolution

The participation of multiple users can slow down the evolution of the simulated complex system to unacceptable speed depending on:

  • a momentary interruption due to congestions or outages of

the network communications,

  • a permanent interruption due to the client or server

disconnection and

  • a low level of reactivity due to the lack of attention from user.
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Today frameworks for PS Today frameworks for PS Open issues:

1. the responsiveness is not guaranteed 2. the lost connections can not be resumed 3. the agent’s behaviour is prefixed

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Goal of PF Goal of PF

To maintain the speed of the system evolution over a certain threshold by supporting the human playability

  • If a human player is not able to participate in all the turns on

time, PF guarantees the correctness of the sequence serialization by imposing to the slow agents to be played by their ghost mimic players

  • PF implements a session recovery mechanism that allows users

to control their agents once again, after the interruption of the network communications

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Ghost player Ghost player

I’m monitoring …

SESSION

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Ghost player in action Ghost player in action

I’m controlling

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Network implementation of PF Network implementation of PF

Application Client Agent Session Participatory framework Participatory framework TCP . . IP . . Datalink . . Physical . .

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Communication Management Communication Management

The CM mechanism of the ghost player consists of:

  • The Action Timeout Handler (ATH) avoids that a user low

reactivity slows down the evolution of the entire systems

  • The TCP Timeout Handler decides if the connection between

an agent and a client is closed, based on statistical calculations related to the previous performance according to the agent responsiveness on client side and user responsiveness on agent side

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Action Timeout Handler Action Timeout Handler

ATH controls the responsiveness of the client (at agent side). ATH monitors the time to receive a new action

– If action timeout does not expires before the response from the client, the agent will execute user actions – Else, the ghost mimic player drives the agent in place of the human being making 1 move

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TCP Timeout Handler TCP Timeout Handler

  • From the agent side, TCP TH sets the state of the

connection as “broken”, when a maximum number of consecutive action timeout occurs

  • From the client side, TCP TH sets the state of the

connection as “broken”, only after an amount of time (called TCP timeout) has passed without receiving any session ack from the agent

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PF with Ghost player PF with Ghost player

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Mimicking capabilities Mimicking capabilities

Which move should the Ghost player choose?

– Random model – Prefixed behavioural model – Adaptive behavioural model – Mimic model The Ghost player tries to mimic human player’s strategy

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Preliminary results Preliminary results

We develop a predator-prey artificial ecosystem (pursuit domain)

– The prey goal is to run away, while the predator one is to pursue the prey – Once a predator reaches a prey, it kills it. Otherwise, if a long period passes, predator dies for starvation

In these preliminary tests, we focus on the escape trajectory of the prey-agent

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Visualization of escape trajectory Visualization of escape trajectory

The pattern of moves related to the human being is similar to a stairway

Ghost player with mimic capabilities Ghost player without mimic capabilities

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Plot of responsiveness Plot of responsiveness

Agent is driven by remote human player

2600 5700 8000 200 500 Timeline (simulated time) Responsiveness (msec)

Action timeout expirations Agent is driven by ghost player Ghost player is monitoring. It makes a move if necessary. Ghost player is controlling

maximum consecutive timeout expirations

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Towards a new Turing Test Towards a new Turing Test

Can we construct an agent so that no human being can recognize it as a software while playing with it for a long time

?

If this mimic game is successful, we could safely assert that this software has passed a new version of the Turing test (Turing, 1950)

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Conclusions Conclusions

  • This prototype supports the participants with an

endless session level that allows the human player to disconnect from the synthetic environment while a ghost player takes the control of his agent

  • A mimicking strategy has been proposed to drive the

ghost player

  • Preliminary results confirmed the efficacy of our

approach

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Future works Future works

  • We are designing our software prototype to pass to a

new version

  • f the Turing test

using some methodologies gathered from the field of Machine Learning

  • We are planning a massive experimental campaign

to study the performance of our PF

  • These trained behavioral models may be very effective

in digital cinema, edutainment, and multiplayer games

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Agent Agent-

  • Based Participatory

Based Participatory Simulation Activities for the Simulation Activities for the Emergence of Emergence of Complex Social Behaviors Complex Social Behaviors

University of Bologna - Department of Computer Science

Stefano Cacciaguerra, Matteo Roffilli

{scacciag,roffilli}@cs.unibo.it