zbMATH — the first resource for mathematics

Towards an environment interface standard for agent platforms. (English) Zbl 1234.68384
Summary: We introduce an interface for connecting agent platforms to environments. This interface provides generic functionality for executing actions and for perceiving changes in an agent’s environment. It also provides support for managing an environment, e.g., for starting, pausing and terminating it. Among the benefits of such an interface are (1) standard functionality is provided by the interface implementation itself, and (2) agent platforms that support the interface can connect to any environment that implements the interface. This significantly reduces effort required from agent and environment programmers as the environment code needed to implement the interface needs to be written only once. We propose that the interface presented may be used as a standard that enables agents to control entities in environments. Our starting point for designing such a generic interface is based on a careful study of the various interfaces used by different agent programming languages to connect agent programs to environments. We discuss several case studies that use our interface (an elevator simulator, the well-known agent contest, and an implementation of the interface to connect agents to bots in Unreal Tournament 2004).
68T42 Agent technology and artificial intelligence
CArtAgO; JADE; Jadex
Full Text: DOI
[1] JACK. Agent oriented software group. http://www.aosgrp.com/products/jack . Accessed 30 Jan 2010
[2] RobocupRescue. http://www.robocuprescue.org . Accessed 30 Jan 2010
[3] Elevator simulator homepage. http://sourceforge.net/projects/elevatorsim/
[4] Best, B.J., Lebiere, C.: Teamwork, communication, and planning in ACT-R. In: Proc. of the IJCAI Workshop on Cognitive Modeling of Agents and Multi-Agent Interactions, pp. 64–72 (2003)
[5] Bordini, R.H., Hübner, J.F., Wooldridge, M.: Programming Multi-Agent Systems in Agent Speak using Jason (Wiley Series in Agent Technology). Wiley, New York (2007) · Zbl 1132.68021
[6] Braubach, L., Pokahr, A., Lamersdorf, W.: Jadex: a BDI-agent system combining middleware and reasoning. In: Unland, V.R., Klusch, M., Calisti, M. (eds.) Software Agent-Based Applications, Platforms and Development Kits (2005)
[7] Brom, C., Gemrot, J., Bida, M., Burkert, O., Partington, S.J., Bryson, J.: POSH tools for game agent development by students and non-programmers. In: Proc. of the 9th Computer Games Conference (CGAMES’06), pp. 126–133 (2006)
[8] Burkert, O., Kadlec, R., Gemrot, J., Bída, M., Havlíèek, J., Dörfler, M., Brom, C.: Towards fast prototyping of IVAs behavior: Pogamut 2. In: Proceedings of the Seventh International Conference on Intelligent Virtual Humans (IVA’07) (2007)
[9] Dastani, M., Dix, J., Novák, P.: Agent contest competition, 3rd edn. In: Dastani, M., Ricci, A., El Fallah Seghrouchni, A., Winikoff, M. (eds.) Proceedings of ProMAS ’07. Revised Selected and Invited Papers. Lecture Notes in Artificial Intelligence, no. 4908. Springer, Honululu (2008) · Zbl 1177.68222
[10] Dastani, M., et al.: 2APL Manual. http://www.cs.uu.nl/2apl/
[11] Jacobs, S., Ferrein, A., Ferrein, E., Lakemeyer, G.: Unreal GOLOG Bots. In: Proceedings of the 2005 IJCAI Workshop on Reasoning, Representation, and Learning in Computer Games, pp. 31–36 (2005)
[12] Kaminka, G., Veloso, M., Schaffer, S., Sollitto, C., Adobbati, R., Marshall, A., Scholer, A., Tejada, S.: Gamebots: a flexible test bed for multiagent team research. Commun. ACM 45(1), 43–45 (2002)
[13] Kim, I.C.: UTBot: A virtual agent platform for teaching agent system design. Journal of Multimedia 2(1), 48–53 (2007) · Zbl 05765222 · doi:10.4304/jmm.2.1.48-53
[14] Köster, M., Novák, P., Mainzer, D., Fuhrmann, B.: Two case studies for jazzyk bsm. In: Dignum, F., Bradshaw, J.M., Silverman, B.G., van Doesburg, W.A. (eds.) AGS. Lecture Notes in Computer Science, vol. 5920, pp. 33–47. Springer (2009)
[15] Laird, J.E.: Using a computer game to develop advanced AI. Computer 34(7), 70–75 (2001) · Zbl 05089397 · doi:10.1109/2.933506
[16] Laird, J.E.: Extending the soar cognitive architecture. In: Wang, P., Goertzel, B., Franklin, S. (eds.) AGI. Frontiers in Artificial Intelligence and Applications, vol. 171, pp. 224–235. IOS Press (2008)
[17] Laird, J.E., Assanie, M., Bachelor, B., Benninghoff, N., Enam, S., Jones, B., Kerfoot, A., Lauver, C., Magerko, B., Sheiman, J., Stokes, D., Wallace, S.: A test bed for developing intelligent synthetic characters. In: Spring Symposium on Artificial Intelligence and Interactive Entertainment (AAAI’02) (2002)
[18] Laird, J.E., Newell, A., Rosenbloom, P.: Soar: an architecture for general intelligence. Artif. Intell. 33(1), 1–64 (1987) · doi:10.1016/0004-3702(87)90050-6
[19] Magerko, B., Laird, J.E., Assanie, M., Kerfoot, A., Stokes, D.: AI characters and directors for interactive computer games. In: McGuinness, D.L., Ferguson, G. (eds.) AAAI, pp. 877–883. AAAI Press/The MIT Press (2004)
[20] Murphy, R.R.: Introduction to AI Robotics. MIT Press, Cambridge (2000)
[21] Newell, A.: The knowledge level. Artif. Intell. 18(1), 87–127 (1982) · doi:10.1016/0004-3702(82)90012-1
[22] Omicini, A., Ricci, A., Viroli, M.: Artifacts in the A&A meta-model for multi-agent systems. Autonomous Agents and Multi-Agent Systems 17(3), 432–456 (2008) · Zbl 05511216 · doi:10.1007/s10458-008-9053-x
[23] Partington, S.J., Bryson, J.J.: The behavior oriented design of an unreal tournament character. In: Panayiotopoulos, T., Gratch, J., Aylett, R., Ballin, D., Olivier, P., Rist, T. (eds.) Intelligent Virtual Agents (IVA’05), pp. 466–477 (2005)
[24] Pasman, W.: GOAL IDE User Manual. http://mmi.tudelft.nl/\(\sim\)koen/goal.php
[25] Ricci, A., Piunti, M., Acay, L.D., Bordini, R., Hübner, J., Dastani, M.: Integrating artifact-based environments with heterogeneous agent-programming platforms. In: 7th International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS-08), pp. 225–232. IFAAMAS (2008)
[26] Ricci, A., Viroli, M., Omicini, A.: CArtAgO: a framework for prototyping artifact-based environments in MAS. In: Weyns, D., Parunak, H.V.D., Michel, F. (eds.) Environments for MultiAgent Systems III, pp. 67–86. Springer (2007). doi: 10.1007/978-3-540-71103-2_4
[27] Russell, S.J., Norvig: Artificial Intelligence: A Modern Approach, 2nd edn. Prentice Hall (2003)
[28] (SISC), S.I.S.C.: IEEE Standard for Modeling and Simulation (M & S) High Level Architecture (HLA)–Framework and Rules (2000). doi: 10.1109/IEEESTD.2000.92296
[29] Tweedale, J., Ichalkaranje, N., Sioutis, C., Jarvis, B., Consoli, A., Phillips-Wren, G.: Innovations in multi-agent systems. J. Netw. Comput. Appl. 30(3), 1089–1115 (2007) · Zbl 05463524 · doi:10.1016/j.jnca.2006.04.005
[30] Wang, D., Subagdja, B., Tan, A.H., Ng, G.W.: Creating human-like autonomous players in real-time first person shooter computer games. In: Proc. of the 21st Conference on Innovative Applications of Artificial Intelligence (IAAI’09) (2009)
This reference list is based on information provided by the publisher or from digital mathematics libraries. Its items are heuristically matched to zbMATH identifiers and may contain data conversion errors. It attempts to reflect the references listed in the original paper as accurately as possible without claiming the completeness or perfect precision of the matching.