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  <title>Multiagent Systems</title>
  <subtitle>Where game theory, artificial intelligence, distributed programming, and the semantic web meet.</subtitle>
  <link rel="alternate" type="text/html" href="http://www.multiagent.com"/>
  <link rel="self" type="application/atom+xml" href="http://www.multiagent.com/atom/feed"/>
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  <updated>2007-08-14T18:19:13-04:00</updated>
  <entry>
    <title>Beyond Nash</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/beyondnash" />
    <id>http://www.multiagent.com/beyondnash</id>
    <published>2008-08-11T22:08:15-04:00</published>
    <updated>2008-08-11T22:08:15-04:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="game-theory" />
    <summary type="html"><![CDATA[<p>In the latest ACM issue, Yoav Shoham has an<br />
excellent article titled <a href="http://mags.acm.org/communications/200808/?pg=76&amp;pm=2">Computer<br />
Science and Game Theory</a> in which he first gives a quick overview<br />
of how computer science and game theory research have interacted over<br />
the years (a lot, after all, John von Neumann was largely responsible<br />
for both game theory and the early electric computers), and then<br />
points us to unexplored areas on interaction.</p>
<p>He points to game theory pragmatics as an area where computer<br />
science (especially, multiagent researchers) can make a<br />
difference. Specifically, game theory has given us very solid<br />
equilibrium concepts which are hard to argue against. However, these<br />
equilibria require us to make assumptions that are unrealistic if we<br />
are considering real-world scenarios. In Shoham's words:</p>
<p>Game theory as we know it embodies radical idealizations, which<br />
include the infinite capacity of agents to reason and the infinite<br />
mutually recursive modeling of agents. Backing off from these strong<br />
assumptions has proven challenging.</p>
<p>Thus, we should consider agents that are not infinitely powerful or<br />
infinitely knowledgeable. We must consider agents that just do the<br />
best they can: satisficers. But, once we do this, we can no longer fall<br />
back on the Nash equilibrium or similar concepts:</p>
<p>When one takes seriously the notion of agents' limited reasoning<br />
powers, it is not only some of the answers that begin to change; the<br />
questions themselves must be reconsidered. Consider the basic<br />
workhorses of game theory&mdash;the Nash equilibrium and its many<br />
variants&mdash;that have so far served as the very basic analysis tool<br />
of strategic interactions.  Questioning the role of equilibrium<br />
analysis will be viewed by some in GT as act of heresy, but real life<br />
suggests that we may have no choice. For example, in the trading agent<br />
competition, Nash equilibrium of the game did not play a role in<br />
almost any participating program, and this is certainly true as well<br />
of the more established chess and checkers competitions.</p>
<p>But, how do we build satisficers? There are infinitely many was to be<br />
sub-optimal, which one is the right one? I don't think there will be a<br />
good answer to these questions. Thus, building ad-hoc heuristic agents<br />
is a research dead-end. However, I hypothesize that in many games<br />
(situations) the agents will face decreasing returns on resource<br />
usage. That is, the first bit of "thinking" will give an agent a<br />
large expected reward, the next bit will increase this reward by a<br />
small amount, the next bit by an even smaller amount and so on. If<br />
this is true then we might be able to come up with an agent-capability<br />
characterization (like P vs. NP) that will tell us the equilibrium<br />
that agents of a particular type will reach. For example, in game X<br />
agents of type A will converge on set of equilibria E, while if they<br />
are of type B they will end up at D.</p>
<p>Of course, a tricky part of this categorization is that it is not just<br />
about computation, it is also about knowledge. Sometimes knowing a<br />
little something about and agent (its reservation price) can save us a<br />
lot of computation.</p>
<p>In any case, it is clear that finding algorithms for solving these<br />
extremely large partial-knowledge games is of growing practical<br />
importance. As more business transactions become automated it<br />
becomes clear that better global solutions are possible, but only if we have agents making the decisions. As more of our lives becomes<br />
available online via social websites, opportunities for leveraging all<br />
this data become more apparent, but only if we have agents that<br />
can coordinate our interdependent requirements for us.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>In the latest ACM issue, Yoav Shoham has an<br />
excellent article titled <a href="http://mags.acm.org/communications/200808/?pg=76&amp;pm=2">Computer<br />
Science and Game Theory</a> in which he first gives a quick overview<br />
of how computer science and game theory research have interacted over<br />
the years (a lot, after all, John von Neumann was largely responsible<br />
for both game theory and the early electric computers), and then<br />
points us to unexplored areas on interaction.</p>
<p>He points to game theory pragmatics as an area where computer<br />
science (especially, multiagent researchers) can make a<br />
difference. Specifically, game theory has given us very solid<br />
equilibrium concepts which are hard to argue against. However, these<br />
equilibria require us to make assumptions that are unrealistic if we<br />
are considering real-world scenarios. In Shoham's words:</p>
<p>Game theory as we know it embodies radical idealizations, which<br />
include the infinite capacity of agents to reason and the infinite<br />
mutually recursive modeling of agents. Backing off from these strong<br />
assumptions has proven challenging.</p>
<p>Thus, we should consider agents that are not infinitely powerful or<br />
infinitely knowledgeable. We must consider agents that just do the<br />
best they can: satisficers. But, once we do this, we can no longer fall<br />
back on the Nash equilibrium or similar concepts:</p>
<p>When one takes seriously the notion of agents' limited reasoning<br />
powers, it is not only some of the answers that begin to change; the<br />
questions themselves must be reconsidered. Consider the basic<br />
workhorses of game theory&mdash;the Nash equilibrium and its many<br />
variants&mdash;that have so far served as the very basic analysis tool<br />
of strategic interactions.  Questioning the role of equilibrium<br />
analysis will be viewed by some in GT as act of heresy, but real life<br />
suggests that we may have no choice. For example, in the trading agent<br />
competition, Nash equilibrium of the game did not play a role in<br />
almost any participating program, and this is certainly true as well<br />
of the more established chess and checkers competitions.</p>
<p>But, how do we build satisficers? There are infinitely many was to be<br />
sub-optimal, which one is the right one? I don't think there will be a<br />
good answer to these questions. Thus, building ad-hoc heuristic agents<br />
is a research dead-end. However, I hypothesize that in many games<br />
(situations) the agents will face decreasing returns on resource<br />
usage. That is, the first bit of "thinking" will give an agent a<br />
large expected reward, the next bit will increase this reward by a<br />
small amount, the next bit by an even smaller amount and so on. If<br />
this is true then we might be able to come up with an agent-capability<br />
characterization (like P vs. NP) that will tell us the equilibrium<br />
that agents of a particular type will reach. For example, in game X<br />
agents of type A will converge on set of equilibria E, while if they<br />
are of type B they will end up at D.</p>
<p>Of course, a tricky part of this categorization is that it is not just<br />
about computation, it is also about knowledge. Sometimes knowing a<br />
little something about and agent (its reservation price) can save us a<br />
lot of computation.</p>
<p>In any case, it is clear that finding algorithms for solving these<br />
extremely large partial-knowledge games is of growing practical<br />
importance. As more business transactions become automated it<br />
becomes clear that better global solutions are possible, but only if we have agents making the decisions. As more of our lives becomes<br />
available online via social websites, opportunities for leveraging all<br />
this data become more apparent, but only if we have agents that<br />
can coordinate our interdependent requirements for us.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Postdoc at Loughborough University</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/node/584" />
    <id>http://www.multiagent.com/node/584</id>
    <published>2008-07-25T10:40:48-04:00</published>
    <updated>2008-07-25T10:41:46-04:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="job" />
    <summary type="html"><![CDATA[<p>Applications are invited for a post-doctoral research position in the Department of Computer Science at Loughborough University, UK. The post will be associated with the EPSRC project 'Designing Mechanisms for Automated Resource Allocation'. Research on this project lies at the intersection of computer science and game theory. Specifically,  it aims to investigate computational aspects of economic mechanisms such as bargaining, auctions, and coalitions, and develop mechanisms for resource allocation in multi-agent systems.  This post is funded by EPSRC for 3 years and is available as soon as possible. </p>
<p>The project will be undertaken in the Department of Computer Science  with Dr Shaheen Fatima, in collaboration with Professor Michael Wooldridge  (University of Liverpool, UK) and Professor  Nicholas R. Jennings (University of Southampton, UK). </p>
<p>You should possess or be about to obtain a PhD in a relevant discipline (Computer Science, Engineering, Mathematics or Economics) and have a proven track record of excellence in research, as evidenced by publications in journals or conferences. In particular, expertise in one or more of the following areas will be an advantage: multi-agent systems, game theory, and/or machine learning.</p>
<p>Closing date	1 August 2008<br />
Position Reference	CO/13034<br />
Minimum start salary	GB Pounds 25,888 per annum </p>
<p>Informal enquires may be addressed to:<br />
Dr S. Fatima<br />
Department of Computer Science<br />
Loughborough University<br />
Loughborough<br />
LE11 3TU<br />
United Kingdom<br />
Tel: +44 (0) 1509 222 677<br />
Fax: +44 (0) 1509 211 586<br />
Email: S.S.Fatima@lboro.ac.uk</p>
<p>NOTE: Curriculum Vitae will only be accepted when accompanied by a completed University application form. For full details, or to obtain an application pack, please visit: <a href="http://www.loughborough-university-jobs.co.uk/">http://www.loughborough-university-jobs.co.uk/</a></p>
<p>** Please quote Ref: CO/13034 in all enquiries **</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>Applications are invited for a post-doctoral research position in the Department of Computer Science at Loughborough University, UK. The post will be associated with the EPSRC project 'Designing Mechanisms for Automated Resource Allocation'. Research on this project lies at the intersection of computer science and game theory. Specifically,  it aims to investigate computational aspects of economic mechanisms such as bargaining, auctions, and coalitions, and develop mechanisms for resource allocation in multi-agent systems.  This post is funded by EPSRC for 3 years and is available as soon as possible. </p>
<p>The project will be undertaken in the Department of Computer Science  with Dr Shaheen Fatima, in collaboration with Professor Michael Wooldridge  (University of Liverpool, UK) and Professor  Nicholas R. Jennings (University of Southampton, UK). </p>
<p>You should possess or be about to obtain a PhD in a relevant discipline (Computer Science, Engineering, Mathematics or Economics) and have a proven track record of excellence in research, as evidenced by publications in journals or conferences. In particular, expertise in one or more of the following areas will be an advantage: multi-agent systems, game theory, and/or machine learning.</p>
<p>Closing date	1 August 2008<br />
Position Reference	CO/13034<br />
Minimum start salary	GB Pounds 25,888 per annum </p>
<p>Informal enquires may be addressed to:<br />
Dr S. Fatima<br />
Department of Computer Science<br />
Loughborough University<br />
Loughborough<br />
LE11 3TU<br />
United Kingdom<br />
Tel: +44 (0) 1509 222 677<br />
Fax: +44 (0) 1509 211 586<br />
Email: S.S.Fatima@lboro.ac.uk</p>
<p>NOTE: Curriculum Vitae will only be accepted when accompanied by a completed University application form. For full details, or to obtain an application pack, please visit: <a href="http://www.loughborough-university-jobs.co.uk/">http://www.loughborough-university-jobs.co.uk/</a></p>
<p>** Please quote Ref: CO/13034 in all enquiries **</p>
    ]]></content>
  </entry>
  <entry>
    <title>AAMAS Proceedings</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/node/583" />
    <id>http://www.multiagent.com/node/583</id>
    <published>2008-05-29T16:07:02-04:00</published>
    <updated>2008-05-29T16:07:02-04:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="conference" />
    <category term="publication" />
    <summary type="html"><![CDATA[<p>From Michael Wooldridge:</p>
<p>The complete proceedings of the AAMAS-08 Conference, held in Estoril, Portugal in May 2008, are now available FOR FREE from <a href="http://www.ifaamas.org/Proceedings/aamas08/">here</a>.</p>
<p>The complete proceedings of AAMAS-07, held last year in Hawaii, are also available for free from <a href="http://www.ifaamas.org/Proceedings/aamas07/">here</a>.</p>
<p>There is no catch to this, and it isn't a scam - you can access the complete proceedings for free without registering or similar. The proceedings are provided for the scientific community by the International Foundation for Autonomous Agents and Multi-Agent<br />
Systems (IFAAMAS), a not-for-profit organisation whose activities involve organising the annual AAMAS conference. The aim of IFAAMAS is to make all future AAMAS conference proceedings similarly available for<br />
free. The website of IFAAMAS is <a href="http://www.ifaamas.org/">www.ifaamas.org</a></p>
    ]]></summary>
    <content type="html"><![CDATA[<p>From Michael Wooldridge:</p>
<p>The complete proceedings of the AAMAS-08 Conference, held in Estoril, Portugal in May 2008, are now available FOR FREE from <a href="http://www.ifaamas.org/Proceedings/aamas08/">here</a>.</p>
<p>The complete proceedings of AAMAS-07, held last year in Hawaii, are also available for free from <a href="http://www.ifaamas.org/Proceedings/aamas07/">here</a>.</p>
<p>There is no catch to this, and it isn't a scam - you can access the complete proceedings for free without registering or similar. The proceedings are provided for the scientific community by the International Foundation for Autonomous Agents and Multi-Agent<br />
Systems (IFAAMAS), a not-for-profit organisation whose activities involve organising the annual AAMAS conference. The aim of IFAAMAS is to make all future AAMAS conference proceedings similarly available for<br />
free. The website of IFAAMAS is <a href="http://www.ifaamas.org/">www.ifaamas.org</a></p>
    ]]></content>
  </entry>
  <entry>
    <title>PRIMA (Pacific Rim International Workshop on Multi-Agents)</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/node/580" />
    <id>http://www.multiagent.com/node/580</id>
    <published>2008-05-10T03:30:53-04:00</published>
    <updated>2008-05-10T03:30:53-04:00</updated>
    <author>
      <name>hatto</name>
    </author>
    <category term="workshop" />
    <summary type="html"><![CDATA[<p><a href="http://www.ai.soc.i.kyoto-u.ac.jp/prima/index.php">PRIMA (Pacific Rim International Workshop on Multi-Agents) renewed website</a><br />
PRIMA is Pacific Rim workshop related to autonomous agents and multiagent systems. Though we already have several workshops in Pacific Rim countries, such as MACC (Multiagent Systems and Cooperative Computation) in Japan from 1991, and Australian Workshop on Distributed Artificial Intelligence from 1995, there is less interaction so far among the countries compared to Europe and Americas.<br />
The aim of this workshop is to encourage activities in this field, and to bring together Pacific Rim researchers with agents and multiagent issues. Unlike usual conferences, this workshop will mainly discuss and explore scientific and practical problems as raised by the participants. Participation is thus by invitation only and is limited to professionals who have made significant contributions to the topics of the workshop. The contributions may include technical presentations, progress reports and so on.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p><a href="http://www.ai.soc.i.kyoto-u.ac.jp/prima/index.php">PRIMA (Pacific Rim International Workshop on Multi-Agents) renewed website</a></p>
<p>PRIMA is Pacific Rim workshop related to autonomous agents and multiagent systems. Though we already have several workshops in Pacific Rim countries, such as MACC (Multiagent Systems and Cooperative Computation) in Japan from 1991, and Australian Workshop on Distributed Artificial Intelligence from 1995, there is less interaction so far among the countries compared to Europe and Americas.</p>
<p>The aim of this workshop is to encourage activities in this field, and to bring together Pacific Rim researchers with agents and multiagent issues. Unlike usual conferences, this workshop will mainly discuss and explore scientific and practical problems as raised by the participants. Participation is thus by invitation only and is limited to professionals who have made significant contributions to the topics of the workshop. The contributions may include technical presentations, progress reports and so on.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Kiva: Multiagent Robotics in the Field</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/node/579" />
    <id>http://www.multiagent.com/node/579</id>
    <published>2008-04-30T08:48:45-04:00</published>
    <updated>2008-04-30T08:48:45-04:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="company" />
    <category term="robotics" />
    <summary type="html"><![CDATA[<p>A good example of a company that is putting multiagent techniques to work in a robotic domain is <a href="http://www.kivasystems.com">Kiva Systems</a>. They design and sell automated robots that handle the task of finding items in a warehouse and bringing them to the front to be shipped. Their robots cooperate with each other and stay out of each other's way. Their company history summarizes their motivations well:</p>
<p>Founded in 2003, Kiva is focused on solving real problems in the supply chain. Founder and CEO Mick Mountz experienced the challenges of existing material handling systems firsthand while working at online grocer Webvan. The complexity of existing equipment and processes and the resulting high cost of filling orders ultimately was the downfall of Webvan. It occurred to Mick that there must be a better way to accomplish pick, pack and ship.</p>
<p>Mick then asked himself the simple question, "What if all the products in the warehouse could walk and talk on their own, couldn't they just come to me when I need to fill an order?" To pursue this idea, he sought the help of two experts in the area of complex multi-agent systems, Professors Peter Wurman and Raffaello D'Andrea, and together they began to develop the Kiva concept.</p>
<p>Today, Kiva applies the concepts of "distributed intelligence" to inventory management. Inspired by ant colonies capable of performing large and complex tasks with limited central control, the Kiva system allows inventory to organize itself, adapting to conditions as they change. The resulting solution combines store, move and sort functions into one simple system that can now deliver any item to any operator at any time.</p>
<p>If you are a new graduate, note that the are <a href="http://www.kivasystems.com/careersD.html">hiring</a>.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>A good example of a company that is putting multiagent techniques to work in a robotic domain is <a href="http://www.kivasystems.com">Kiva Systems</a>. They design and sell automated robots that handle the task of finding items in a warehouse and bringing them to the front to be shipped. Their robots cooperate with each other and stay out of each other's way. Their company history summarizes their motivations well:</p>
<p>Founded in 2003, Kiva is focused on solving real problems in the supply chain. Founder and CEO Mick Mountz experienced the challenges of existing material handling systems firsthand while working at online grocer Webvan. The complexity of existing equipment and processes and the resulting high cost of filling orders ultimately was the downfall of Webvan. It occurred to Mick that there must be a better way to accomplish pick, pack and ship.</p>
<p>Mick then asked himself the simple question, "What if all the products in the warehouse could walk and talk on their own, couldn't they just come to me when I need to fill an order?" To pursue this idea, he sought the help of two experts in the area of complex multi-agent systems, Professors Peter Wurman and Raffaello D'Andrea, and together they began to develop the Kiva concept.</p>
<p>Today, Kiva applies the concepts of "distributed intelligence" to inventory management. Inspired by ant colonies capable of performing large and complex tasks with limited central control, the Kiva system allows inventory to organize itself, adapting to conditions as they change. The resulting solution combines store, move and sort functions into one simple system that can now deliver any item to any operator at any time.</p>
<p>If you are a new graduate, note that the are <a href="http://www.kivasystems.com/careersD.html">hiring</a>.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Postdoc at Teamcore</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/node/578" />
    <id>http://www.multiagent.com/node/578</id>
    <published>2008-04-16T10:00:01-04:00</published>
    <updated>2008-04-16T10:00:01-04:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="jog" />
    <summary type="html"><![CDATA[<p>The Teamcore group (<a href="http://teamcore.usc.edu">teamcore.usc.edu</a>) is focused on research on multiagent systems  where multiple agents (including software agents, robots and people) may interact.   We focus on fundamental research issues in Belief-Desire-Intentions (BDI) systems, in Distributed Constraint Reasoning (DCR), and in Decision Theoretic (distributed MDPs) and Game Theoretic approaches for multiagent systems.  In addition to fundamental research, the group is also focused on practical implementations of their research. The most recent practical implementation is the ARMOR system deployed at the Los Angeles International Airport since August 2007. <a href="http://www.newsweek.com/id/43401">http://www.newsweek.com/id/43401</a></p>
<p>We have a new opening for a post-doctoral research associate position starting in June 2008. Research will focus on the areas of fundamental  research outlined above, with emphasis on new algorithms and but also on  their practical<br />
implementations/applications. Interested applicants should send their CV and have three letters of recommendation forwarded to Prof. Milind Tambe (tambe@usc.edu).</a></p>
    ]]></summary>
    <content type="html"><![CDATA[<p>The Teamcore group (<a href="http://teamcore.usc.edu">teamcore.usc.edu</a>) is focused on research on multiagent systems  where multiple agents (including software agents, robots and people) may interact.   We focus on fundamental research issues in Belief-Desire-Intentions (BDI) systems, in Distributed Constraint Reasoning (DCR), and in Decision Theoretic (distributed MDPs) and Game Theoretic approaches for multiagent systems.  In addition to fundamental research, the group is also focused on practical implementations of their research. The most recent practical implementation is the ARMOR system deployed at the Los Angeles International Airport since August 2007. <a href="http://www.newsweek.com/id/43401">http://www.newsweek.com/id/43401</a></p>
<p>We have a new opening for a post-doctoral research associate position starting in June 2008. Research will focus on the areas of fundamental  research outlined above, with emphasis on new algorithms and but also on  their practical<br />
implementations/applications. Interested applicants should send their CV and have three letters of recommendation forwarded to Prof. Milind Tambe (tambe@usc.edu).</a></p>
    ]]></content>
  </entry>
  <entry>
    <title>Web Services and Agents</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/node/577" />
    <id>http://www.multiagent.com/node/577</id>
    <published>2008-04-05T15:36:57-04:00</published>
    <updated>2008-04-05T18:07:49-04:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="soa" />
    <category term="web-service" />
    <summary type="html"><![CDATA[<p>In the latest issue of IEEE Intelligent Systems, Terry Payne writes<br />
about <a href="http://doi.ieeecomputersociety.org/10.1109/MIS.2008.37">Web<br />
Services from an Agent Perspective</a> and tells us why agents are<br />
different from web services. Namely:</p>
<ol>
<li>Agents are problem solvers.</li>
<li>Agents are pro-active.</li>
<li>Agents are goal-oriented.</li>
<li>Agents are context-aware.</li>
<li>Agents are autonomous.</li>
</ol>
<p>Perhaps. There are some who enjoy engaging in pseudo-philosophical discussion on whether or not a piece of code is pro-active, or goal-oriented, or context-aware,  etc.  In the end, however, that discussion completely overlooks the real contribution of multiagent research. Multiagent research provides the higher-level algorithms for organizing complex systems. Web services provide us with the plumbing needed to get one machine to talk to another and then multiagent algorithms tell us what, exactly, those services should be. The two operate at separate abstraction levels. There should not be any confusion between the two. It's like TCP/IP versus bittorrent.</p>
<p>More importantly (for us), is the fact that as web services (service oriented architectures (SOA)) increase in popularity there will be a corresponding increase in the demand for the interaction algorithms and protocols developed by multiagent researchers. The budding web services ecosystem will soon demand the creation of ever more sophisticated coordination mechanisms. </p>
<p>Let me reiterate my point with an example. One of the most commonly used multiagent examples is the trip-planning agent. This is an agent (call it a web application if you wish) which asks you where you want to travel, when, why, and keeps a profile of your preferences. It then goes off and makes all the required purchases for you: plane, car rental, hotel, tickets to a show, conference registration, etc. We can<br />
easily envision airlines, hotels, and all the other service providers implementing a web-service backend to their website. However, this alone does not solve the problem. The agent must still figure out which specific things to buy for the user, how much to pay for them, and in what order to make the purchases (no refunds). Further, we know that the sellers themselves will also be changing prices to reflect demand. How do they make these decisions?  Can two agents negotiate a deal that is better for both of them? Can we find more efficient (everyone does better) solutions by allowing more complex (multi-attribute, conditional, time sensitive) negotiations among agents? What added semantic markup do we need?</p>
<p>These are all very interesting questions which have not yet been fully answered. They are also the questions that multiagent systems research tries to answer. Not, &ldquo;How do I make an online purchase from the Marriot hotel?&rdquo;, but <em>&ldquo;What protocol and behaviors must all these agents implement in order to make trip-planning possible and incentive-compatible for all parties involved?&rdquo;</em></p>
    ]]></summary>
    <content type="html"><![CDATA[<p>In the latest issue of IEEE Intelligent Systems, Terry Payne writes<br />
about <a href="http://doi.ieeecomputersociety.org/10.1109/MIS.2008.37">Web<br />
Services from an Agent Perspective</a> and tells us why agents are<br />
different from web services. Namely:</p>
<ol>
<li>Agents are problem solvers.</li>
<li>Agents are pro-active.</li>
<li>Agents are goal-oriented.</li>
<li>Agents are context-aware.</li>
<li>Agents are autonomous.</li>
</ol>
<p>Perhaps. There are some who enjoy engaging in pseudo-philosophical discussion on whether or not a piece of code is pro-active, or goal-oriented, or context-aware,  etc.  In the end, however, that discussion completely overlooks the real contribution of multiagent research. Multiagent research provides the higher-level algorithms for organizing complex systems. Web services provide us with the plumbing needed to get one machine to talk to another and then multiagent algorithms tell us what, exactly, those services should be. The two operate at separate abstraction levels. There should not be any confusion between the two. It's like TCP/IP versus bittorrent.</p>
<p>More importantly (for us), is the fact that as web services (service oriented architectures (SOA)) increase in popularity there will be a corresponding increase in the demand for the interaction algorithms and protocols developed by multiagent researchers. The budding web services ecosystem will soon demand the creation of ever more sophisticated coordination mechanisms. </p>
<p>Let me reiterate my point with an example. One of the most commonly used multiagent examples is the trip-planning agent. This is an agent (call it a web application if you wish) which asks you where you want to travel, when, why, and keeps a profile of your preferences. It then goes off and makes all the required purchases for you: plane, car rental, hotel, tickets to a show, conference registration, etc. We can<br />
easily envision airlines, hotels, and all the other service providers implementing a web-service backend to their website. However, this alone does not solve the problem. The agent must still figure out which specific things to buy for the user, how much to pay for them, and in what order to make the purchases (no refunds). Further, we know that the sellers themselves will also be changing prices to reflect demand. How do they make these decisions?  Can two agents negotiate a deal that is better for both of them? Can we find more efficient (everyone does better) solutions by allowing more complex (multi-attribute, conditional, time sensitive) negotiations among agents? What added semantic markup do we need?</p>
<p>These are all very interesting questions which have not yet been fully answered. They are also the questions that multiagent systems research tries to answer. Not, &ldquo;How do I make an online purchase from the Marriot hotel?&rdquo;, but <em>&ldquo;What protocol and behaviors must all these agents implement in order to make trip-planning possible and incentive-compatible for all parties involved?&rdquo;</em></p>
    ]]></content>
  </entry>
  <entry>
    <title>Swarms of Robots</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/node/575" />
    <id>http://www.multiagent.com/node/575</id>
    <published>2008-03-19T10:31:33-04:00</published>
    <updated>2008-03-19T10:32:11-04:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="robotics" />
    <category term="swarm" />
    <summary type="html"><![CDATA[<p>New Scientist has an interesting article on <a href="http://technology.newscientist.com/article/dn13244-shapeshifting-robot-forms-from-magnetic-swarm.html">shape shifting robot forms from magnetic swarm</a> which describes multi-robot (swarm robotics) research going on at CMU and other places. The video is pretty neat too:</p>
<p>I also noticed this quote:</p>
<p>But software, not hardware, may be the biggest challenge facing researchers working on swarms of robots, he [Alan Winfield] says: "Right now we just don't know how to design a system that produces complex overall behaviours from a group of simple agents."</p>
<p>Luckily for them, that is exactly the problem that multiagent researchers have been tackling for over a decade. Unluckily, it is a hard problem to solve, at least for some definitions of "complex ".</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>New Scientist has an interesting article on <a href="http://technology.newscientist.com/article/dn13244-shapeshifting-robot-forms-from-magnetic-swarm.html">shape shifting robot forms from magnetic swarm</a> which describes multi-robot (swarm robotics) research going on at CMU and other places. The video is pretty neat too:</p>
<p>I also noticed this quote:</p>
<p>But software, not hardware, may be the biggest challenge facing researchers working on swarms of robots, he [Alan Winfield] says: "Right now we just don't know how to design a system that produces complex overall behaviours from a group of simple agents."</p>
<p>Luckily for them, that is exactly the problem that multiagent researchers have been tackling for over a decade. Unluckily, it is a hard problem to solve, at least for some definitions of "complex ".</p>
    ]]></content>
  </entry>
  <entry>
    <title>AI in Games Library</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/xaitment" />
    <id>http://www.multiagent.com/xaitment</id>
    <published>2008-02-21T08:41:58-05:00</published>
    <updated>2008-02-21T08:41:58-05:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="ai" />
    <category term="games" />
    <summary type="html"><![CDATA[<p><a href="http://www.xaitment.com/">Xaitment</a> has just announced AI libraries for games. From their <a href="http://www.prweb.com/releases/2008/2/prweb705553.htm">press release</a>:</p>
<p>xaitment GmbH, one of the leading developers and service providers of artificial intelligence for the games and simulation industries, announced today that it has launched five new artificial intelligence (AI) modules ranging from standard to high-level AI functionality. The modules, which position the xaitEngine as one of the most flexible AI solutions on the market, will be shown at GDC 2008 in the German Pavilion (North Hall, Booth 6105).</p>
<p>The xaitEngine drives the predictable, and unpredictable, behaviors of computer-generated agents, and computer-operated applications and machines. It has primarily been used in interactive entertainment, though its applications are limitless - from the simulation of intelligent drivers in racing games, to resource management in manufacturing. </p>
<p> The xaitEngine handles all standard AI functionality, including pathfinding and simple AI behavior patterns such as movement. But while most other AI vendors stop there, the xaitEngine also handles more advanced AI. Such high-level AI can be found in the realistic interaction of the AI with its environment or the emotional intelligence of non-player characters (NPCs) in a game.</p>
<p>"Artificial intelligence has been offered in games for awhile," notes Dr. Andreas Gerber, CEO of xaitment. "But truly lifelike AI that offers emotional behaviors, autonomous actions and humanistic unpredictability, is something that almost no company has been able to provide, until now. What's more, we've been able to create our solution in a flexible manner that gives developers options so they are not locked into buying more than they need to enrich their own AI for their game." </p>
<p>As the marginal financial returns on graphical improvements decrease and the focus shifts over to playability, notice the popularity of the wii against the ps3 and xbox 360, we can expect to see more and more interest in using AI and multiagent techniques in games.</p>
<p>To me, the most interesting aspect of this development is that users will not want to battle infallibly intelligent opponents. That's boring. Instead the agents will need to incorporate emotional models, models of human-like non-rational behaviors (cf. behavioral Economics and Sociology for models), etc. They will also need to do this within a multi-player, thus multiagent, environment. In short, multiagent negotiation and decision-making techniques will find widespread adoption in the gaming domain.</p>
<p>The people at xaitment are betting on this, note their mission:</p>
<p>A spin-off of the world renowned German Research Center for Artificial Intelligence (DFKI), xaitment was founded in 2004 with the mission to create lifelike AI for games and simulations. Their mission led to the development of the xaitEngine, a highly customizable and highly modular multi-agent system that enables bots to learn from their mistakes, coordinate activities, compete with each other and achieve their goals with uncanny realism.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p><a href="http://www.xaitment.com/">Xaitment</a> has just announced AI libraries for games. From their <a href="http://www.prweb.com/releases/2008/2/prweb705553.htm">press release</a>:</p>
<p>xaitment GmbH, one of the leading developers and service providers of artificial intelligence for the games and simulation industries, announced today that it has launched five new artificial intelligence (AI) modules ranging from standard to high-level AI functionality. The modules, which position the xaitEngine as one of the most flexible AI solutions on the market, will be shown at GDC 2008 in the German Pavilion (North Hall, Booth 6105).</p>
<p>The xaitEngine drives the predictable, and unpredictable, behaviors of computer-generated agents, and computer-operated applications and machines. It has primarily been used in interactive entertainment, though its applications are limitless - from the simulation of intelligent drivers in racing games, to resource management in manufacturing. </p>
<p> The xaitEngine handles all standard AI functionality, including pathfinding and simple AI behavior patterns such as movement. But while most other AI vendors stop there, the xaitEngine also handles more advanced AI. Such high-level AI can be found in the realistic interaction of the AI with its environment or the emotional intelligence of non-player characters (NPCs) in a game.</p>
<p>"Artificial intelligence has been offered in games for awhile," notes Dr. Andreas Gerber, CEO of xaitment. "But truly lifelike AI that offers emotional behaviors, autonomous actions and humanistic unpredictability, is something that almost no company has been able to provide, until now. What's more, we've been able to create our solution in a flexible manner that gives developers options so they are not locked into buying more than they need to enrich their own AI for their game." </p>
<p>As the marginal financial returns on graphical improvements decrease and the focus shifts over to playability, notice the popularity of the wii against the ps3 and xbox 360, we can expect to see more and more interest in using AI and multiagent techniques in games.</p>
<p>To me, the most interesting aspect of this development is that users will not want to battle infallibly intelligent opponents. That's boring. Instead the agents will need to incorporate emotional models, models of human-like non-rational behaviors (cf. behavioral Economics and Sociology for models), etc. They will also need to do this within a multi-player, thus multiagent, environment. In short, multiagent negotiation and decision-making techniques will find widespread adoption in the gaming domain.</p>
<p>The people at xaitment are betting on this, note their mission:</p>
<p>A spin-off of the world renowned German Research Center for Artificial Intelligence (DFKI), xaitment was founded in 2004 with the mission to create lifelike AI for games and simulations. Their mission led to the development of the xaitEngine, a highly customizable and highly modular multi-agent system that enables bots to learn from their mistakes, coordinate activities, compete with each other and achieve their goals with uncanny realism.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Autonomic Computing Center</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/node/573" />
    <id>http://www.multiagent.com/node/573</id>
    <published>2008-02-16T08:39:36-05:00</published>
    <updated>2008-02-16T08:39:36-05:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="autonomic" />
    <summary type="html"><![CDATA[<p>The NSF has <a href="http://www.nsf.gov/news/news_summ.jsp?cntn_id=111148&amp;govDel=USNSF_56">announced</a> a new <a href="http://www.nsfcac.org/">center for autonomic computing</a>. You can check out some of <a href="http://www.nsfcac.org/presentations.html">their presentations</a>. The NSF blurb tells us that</p>
<p>An autonomic computing system is any system that is designed to function with minimal management even as conditions and users change, according to Dr. José Fortes, director of the new center at the CAC's University of Florida site. Autonomic computing algorithms, Fortes says, can greatly reduce the growing costs of administrating computer systems and protect against loss of service in systems performing critical functions, including those managing power grids, stock markets, and hospital networks. They can also greatly improve the speed and efficiency of complex systems that utilize a large number of hardware and software components.</p>
<p>Autonomic behaviors are collectively known as "self-*" behaviors. "For instance, a system that stores secure information could use a self-protecting algorithm to detect and mount a defense against attacks," says Dr. Salim Hariri, director of the CAC's University of Arizona site. Similarly, a system that provides critical services could use a self-healing algorithm to identify and recover from disruptions triggered by hardware and/or software failures, Hariri says. </p>
<p>Of course, the idea of writing software that adapts to is not new: a load-balancing router for web servers adapts to varying user loads and computer crashes, a RAID5 system adapts to read-write errors and hard drive crashes. But, they seems to propose to build even more self monitoring software. </p>
<p>Multiagent systems provide a unique perspective to this system design problem. We can view each computer or system as a selfish agent trying to maximize its local utility then develop negotiation protocols for the agents to come to agreements about resource utilization. The system manager would then be left with the job of assigning utility values. For example, he could say that fast response time to the users is more important that volume of users (if, say, he wants to provide all users of his website with either a good experience or a 500 error page, instead of giving everyone a bad experience). The servers would then negotiate their bandwidth and database usage accordingly.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>The NSF has <a href="http://www.nsf.gov/news/news_summ.jsp?cntn_id=111148&amp;govDel=USNSF_56">announced</a> a new <a href="http://www.nsfcac.org/">center for autonomic computing</a>. You can check out some of <a href="http://www.nsfcac.org/presentations.html">their presentations</a>. The NSF blurb tells us that</p>
<p>An autonomic computing system is any system that is designed to function with minimal management even as conditions and users change, according to Dr. José Fortes, director of the new center at the CAC's University of Florida site. Autonomic computing algorithms, Fortes says, can greatly reduce the growing costs of administrating computer systems and protect against loss of service in systems performing critical functions, including those managing power grids, stock markets, and hospital networks. They can also greatly improve the speed and efficiency of complex systems that utilize a large number of hardware and software components.</p>
<p>Autonomic behaviors are collectively known as "self-*" behaviors. "For instance, a system that stores secure information could use a self-protecting algorithm to detect and mount a defense against attacks," says Dr. Salim Hariri, director of the CAC's University of Arizona site. Similarly, a system that provides critical services could use a self-healing algorithm to identify and recover from disruptions triggered by hardware and/or software failures, Hariri says. </p>
<p>Of course, the idea of writing software that adapts to is not new: a load-balancing router for web servers adapts to varying user loads and computer crashes, a RAID5 system adapts to read-write errors and hard drive crashes. But, they seems to propose to build even more self monitoring software. </p>
<p>Multiagent systems provide a unique perspective to this system design problem. We can view each computer or system as a selfish agent trying to maximize its local utility then develop negotiation protocols for the agents to come to agreements about resource utilization. The system manager would then be left with the job of assigning utility values. For example, he could say that fast response time to the users is more important that volume of users (if, say, he wants to provide all users of his website with either a good experience or a 500 error page, instead of giving everyone a bad experience). The servers would then negotiate their bandwidth and database usage accordingly.</p>
    ]]></content>
  </entry>
  <entry>
    <title>UMBC agents mailing list upgrade</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/node/572" />
    <id>http://www.multiagent.com/node/572</id>
    <published>2008-01-23T00:11:02-05:00</published>
    <updated>2008-01-23T00:11:02-05:00</updated>
    <author>
      <name>finin</name>
    </author>
    <category term="email agent" />
    <summary type="html"><![CDATA[<p>The <a href="http://www.cs.umbc.edu/mailman/listinfo/agents/">UMBC software agents mailing list</a> is one of the oldest resources of information on agents and multiagent systems.  It was started in 1994 by Ray Johnson, then at the Lockheed Palo Alto AI Center and moved to UMBC in 1996. This week it upgraded its support infrastructure from Majordomo to GNU Mailman.  Majordomo represented the state of the art for mailing list software in 1996, but development stopped sometime around 2001.  Moving to Mailman will make it easier for us to maintain the list and let the ~2000 subscribers manage a wider range of their subscription options.<br />
Topics of interest for the agents mailing list include: agent architectures, agent communication, agent learning, evolution, and adaptation, agent norms and trust, agent ontologies, agent-oriented software engineering, autonomic computing, autonomy, believable agents, cognitive agent models, cooperative distributed problem solving, electronic markets and institutions, embodied agents, emergent behavior, ethical and legal issues, FIPA standards, formal agent models, interface agents, MAS planning and learning, mechanism design, auctions, and game theory, mobile agents, multiagent systems, pervasive computing, agent-oriented robotics, simulation systems, and standardization efforts.<br />
The agents list welcomes new subscribers who can sign up at the <a href="http://www.cs.umbc.edu/mailman/listinfo/agents/">software agents mailing list</a> page.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>The <a href="http://www.cs.umbc.edu/mailman/listinfo/agents/">UMBC software agents mailing list</a> is one of the oldest resources of information on agents and multiagent systems.  It was started in 1994 by Ray Johnson, then at the Lockheed Palo Alto AI Center and moved to UMBC in 1996. This week it upgraded its support infrastructure from Majordomo to GNU Mailman.  Majordomo represented the state of the art for mailing list software in 1996, but development stopped sometime around 2001.  Moving to Mailman will make it easier for us to maintain the list and let the ~2000 subscribers manage a wider range of their subscription options.</p>
<p>Topics of interest for the agents mailing list include: agent architectures, agent communication, agent learning, evolution, and adaptation, agent norms and trust, agent ontologies, agent-oriented software engineering, autonomic computing, autonomy, believable agents, cognitive agent models, cooperative distributed problem solving, electronic markets and institutions, embodied agents, emergent behavior, ethical and legal issues, FIPA standards, formal agent models, interface agents, MAS planning and learning, mechanism design, auctions, and game theory, mobile agents, multiagent systems, pervasive computing, agent-oriented robotics, simulation systems, and standardization efforts.</p>
<p>The agents list welcomes new subscribers who can sign up at the <a href="http://www.cs.umbc.edu/mailman/listinfo/agents/">software agents mailing list</a> page.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Postdoc at Teamcore</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/node/571" />
    <id>http://www.multiagent.com/node/571</id>
    <published>2007-12-03T08:32:11-05:00</published>
    <updated>2007-12-03T08:32:11-05:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="job" />
    <summary type="html"><![CDATA[<p>Post-doctoral Research Associate Position</p>
<p>The Teamcore Research Group<br />
Computer Science Department<br />
University of Southern California<br />
Dec 2007</p>
<p>The Teamcore group (<a href="http://teamcore.usc.edu">teamcore.usc.edu)</a> is focused on research on multiagent systems  where multiple agents (including software agents, robots and people) may interact.   We focus on fundamental research issues in Belief-Desire-Intentions (BDI) systems, in Distributed Constraint Reasoning (DCR), and in Decision Theoretic distributed MDPs) and Game Theoretic approaches for multiagent systems.  In addition to fundamental research, the group is also focused on practical implementations of their research. The most recent practical implementation is the ARMOR system deployed at the Los Angeles International Airport. <a href="http://www.newsweek.com/id/43401">http://www.newsweek.com/id/43401</a></p>
<p>We have an opening for a post-doctoral research associate position starting in March 2008 (and possibly earlier). Research will focus on the areas of fundamental research outlined above, with emphasis on new algorithms and but also on their practical implementations/applications. Interested applicants should send their CV and have three letters of recommendation forwarded to Prof. Milind Tambe<br />
(tambe at: usc.edu).</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>Post-doctoral Research Associate Position</p>
<p>The Teamcore Research Group<br />
Computer Science Department<br />
University of Southern California<br />
Dec 2007</p>
<p>The Teamcore group (<a href="http://teamcore.usc.edu">teamcore.usc.edu)</a> is focused on research on multiagent systems  where multiple agents (including software agents, robots and people) may interact.   We focus on fundamental research issues in Belief-Desire-Intentions (BDI) systems, in Distributed Constraint Reasoning (DCR), and in Decision Theoretic distributed MDPs) and Game Theoretic approaches for multiagent systems.  In addition to fundamental research, the group is also focused on practical implementations of their research. The most recent practical implementation is the ARMOR system deployed at the Los Angeles International Airport. <a href="http://www.newsweek.com/id/43401">http://www.newsweek.com/id/43401</a></p>
<p>We have an opening for a post-doctoral research associate position starting in March 2008 (and possibly earlier). Research will focus on the areas of fundamental research outlined above, with emphasis on new algorithms and but also on their practical implementations/applications. Interested applicants should send their CV and have three letters of recommendation forwarded to Prof. Milind Tambe<br />
(tambe at: usc.edu).</p>
    ]]></content>
  </entry>
  <entry>
    <title>SOA for the Business Developer</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/node/570" />
    <id>http://www.multiagent.com/node/570</id>
    <published>2007-11-30T08:53:51-05:00</published>
    <updated>2007-11-30T08:53:51-05:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="soa webservices" />
    <summary type="html"><![CDATA[<p><a href="http://www.amazon.com/gp/product/1583470654?ie=UTF8&amp;tag=multiagentcom&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1583470654"></a></p>
<p>From the author:</p>
<p>SOA (Service-Oriented Architecture) for the Business Developer, by Saul Ben Margolis,  gives a clear introduction to service-oriented architecture from a technical point of view, covering several open standards that will be the basis of tooling in the coming years.  The work has become a top seller among books that feature Business Process Execution Language (BPEL); and Charlton Barreto, senior scientist at Adobe, has called the work <a href="http://tinyurl.com/yszkro">"splendid"</a>.  Additional praise came in a  German-language review by Nicole Wengatz, who represents Siemens in the effort to design Service Component Architecture (SCA) and Service Data Objects (SDO):  "It's a must," she said, and <a href="http://tinyurl.com/2kxqy5">"a lot of fun to read"</a>.  An American reviewer said that the book's <a href="http://tinyurl.com/35a8uu">"refreshing approach lets the reader "go from 0 to 60 pretty quickly"</a>.</p>
<p>A description, excerpt, and errata are at http://www.mc-store.com/5079.html .</p>
    ]]></summary>
    <content type="html"><![CDATA[<p><a href="http://www.amazon.com/gp/product/1583470654?ie=UTF8&amp;tag=multiagentcom&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1583470654"></a></p>
<p>From the author:</p>
<p>SOA (Service-Oriented Architecture) for the Business Developer, by Saul Ben Margolis,  gives a clear introduction to service-oriented architecture from a technical point of view, covering several open standards that will be the basis of tooling in the coming years.  The work has become a top seller among books that feature Business Process Execution Language (BPEL); and Charlton Barreto, senior scientist at Adobe, has called the work <a href="http://tinyurl.com/yszkro">"splendid"</a>.  Additional praise came in a  German-language review by Nicole Wengatz, who represents Siemens in the effort to design Service Component Architecture (SCA) and Service Data Objects (SDO):  "It's a must," she said, and <a href="http://tinyurl.com/2kxqy5">"a lot of fun to read"</a>.  An American reviewer said that the book's <a href="http://tinyurl.com/35a8uu">"refreshing approach lets the reader "go from 0 to 60 pretty quickly"</a>.</p>
<p>A description, excerpt, and errata are at http://www.mc-store.com/5079.html .</p>
    ]]></content>
  </entry>
  <entry>
    <title>More Biological Swarming Models</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/node/569" />
    <id>http://www.multiagent.com/node/569</id>
    <published>2007-11-14T11:00:20-05:00</published>
    <updated>2007-11-14T11:00:20-05:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="biology" />
    <category term="swarm" />
    <summary type="html"><![CDATA[<p>The people really like their swarms. Can't say that I blame them. I also find them a lot of fun to thing about and model. In any case, the New York Times has another article on <a href="http://www.nytimes.com/2007/11/13/science/13traff.html?pagewanted=1&amp;ei=5088&amp;en=693ae1e813eb2a6b&amp;ex=1352696400&amp;partner=rssnyt">insect swarms</a>. Most interesting was Couzin's general (parametrized) model of swarming which might apply to various species and can be tweaked to generate different types of swarming and also lets a few individuals act as leaders of the swarm without using any communication. Conflicting leaders are dealt with by ignoring the least popular ones. </p>
<p>Two leaders may try to pull a swarm in opposite directions, and yet the swarm holds together. In Dr. Couzin?s model, the swarm was able to decide which leaders to follow.</p>
<p>?As we increased the difference of opinion between the informed individuals, the group would spontaneously come to a consensus and move in the direction chosen by the majority,? Dr. Couzin said. ?They can make these decisions without mathematics, without even recognizing each other or knowing that a decision has been made.?</p>
<p>You can get the <a href="http://www.princeton.edu/~icouzin/Couzin%20et%20al%20JTB.pdf">original paper</a> for all the mathematical details. I also found the following bit extremely amusing:</p>
<p>?Each cricket itself is a perfectly balanced source of nutrition,? Dr. Couzin said. ?So the crickets, every 17 seconds or so, try to attack other individuals. If you don?t move, you?re likely to be eaten.?</p>
<p>This collective movement causes the crickets to form vast swarms. ?All these crickets are on a forced march,? Dr. Couzin said. ?They?re trying to attack the crickets who are ahead, and they?re trying to avoid being eaten from behind.?</p>
<p>Now imagine them doing this in a circle.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>The people really like their swarms. Can't say that I blame them. I also find them a lot of fun to thing about and model. In any case, the New York Times has another article on <a href="http://www.nytimes.com/2007/11/13/science/13traff.html?pagewanted=1&amp;ei=5088&amp;en=693ae1e813eb2a6b&amp;ex=1352696400&amp;partner=rssnyt">insect swarms</a>. Most interesting was Couzin's general (parametrized) model of swarming which might apply to various species and can be tweaked to generate different types of swarming and also lets a few individuals act as leaders of the swarm without using any communication. Conflicting leaders are dealt with by ignoring the least popular ones. </p>
<p>Two leaders may try to pull a swarm in opposite directions, and yet the swarm holds together. In Dr. Couzin?s model, the swarm was able to decide which leaders to follow.</p>
<p>?As we increased the difference of opinion between the informed individuals, the group would spontaneously come to a consensus and move in the direction chosen by the majority,? Dr. Couzin said. ?They can make these decisions without mathematics, without even recognizing each other or knowing that a decision has been made.?</p>
<p>You can get the <a href="http://www.princeton.edu/~icouzin/Couzin%20et%20al%20JTB.pdf">original paper</a> for all the mathematical details. I also found the following bit extremely amusing:</p>
<p>?Each cricket itself is a perfectly balanced source of nutrition,? Dr. Couzin said. ?So the crickets, every 17 seconds or so, try to attack other individuals. If you don?t move, you?re likely to be eaten.?</p>
<p>This collective movement causes the crickets to form vast swarms. ?All these crickets are on a forced march,? Dr. Couzin said. ?They?re trying to attack the crickets who are ahead, and they?re trying to avoid being eaten from behind.?</p>
<p>Now imagine them doing this in a circle.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Position at Caltech</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/node/568" />
    <id>http://www.multiagent.com/node/568</id>
    <published>2007-11-07T06:12:02-05:00</published>
    <updated>2007-11-07T06:12:02-05:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="job" />
    <summary type="html"><![CDATA[<p>CALIFORNIA INSTITUTE OF TECHNOLOGY<br />
Division of the Humanities and Social Sciences<br />
The faculty at the California Institute of Technology invites applications for a tenure track position in computer science and economics. Examples of research areas of interest include multi-agent systems, game theory, mechanism design, and distributed systems, although the quality of the work is more important than the area.  We are seeking highly qualified candidates who are committed to a career in research and teaching.<br />
The term of initial appointment is normally four years, if untenured, and is contingent upon completion of the Ph.D. Interested candidates should submit a letter of application describing their current research, a vita, three letters of recommendation, and a sample of work to: Chair, Economics Recruiting, Division of the Humanities &amp; Social Sciences 228-77, California Institute of Technology, Pasadena, CA 91125. Caltechis an Equal Opportunity/Affirmative Action Employer. Women, minorities, veterans, and disabled persons are encouraged to apply. Applications will be considered beginning November 7, 2007 and accepted until the positions are filled.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>CALIFORNIA INSTITUTE OF TECHNOLOGY<br />
Division of the Humanities and Social Sciences</p>
<p>The faculty at the California Institute of Technology invites applications for a tenure track position in computer science and economics. Examples of research areas of interest include multi-agent systems, game theory, mechanism design, and distributed systems, although the quality of the work is more important than the area.  We are seeking highly qualified candidates who are committed to a career in research and teaching.</p>
<p>The term of initial appointment is normally four years, if untenured, and is contingent upon completion of the Ph.D. Interested candidates should submit a letter of application describing their current research, a vita, three letters of recommendation, and a sample of work to: Chair, Economics Recruiting, Division of the Humanities &amp; Social Sciences 228-77, California Institute of Technology, Pasadena, CA 91125. Caltechis an Equal Opportunity/Affirmative Action Employer. Women, minorities, veterans, and disabled persons are encouraged to apply. Applications will be considered beginning November 7, 2007 and accepted until the positions are filled.</p>
    ]]></content>
  </entry>
  <entry>
    <title>OpenSocial</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/node/567" />
    <id>http://www.multiagent.com/node/567</id>
    <published>2007-10-31T10:45:04-04:00</published>
    <updated>2007-10-31T11:00:19-04:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="semanticweb" />
    <category term="social" />
    <summary type="html"><![CDATA[<p>I mentioned <a href="http://www.multiagent.com/node/550">earlier</a> how the closed social network sites will eventually be replaced by an open protocol. I looks this might happen <a href="http://www.nytimes.com/2007/10/31/technology/31google.html?ref=technology">earlier than expected</a> thanks to the backing of Google. The name is OpenSocial. Mark Andreessen provides <a href="http://blog.pmarca.com/2007/10/open-social-a-n.html">technical details</a>.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>I mentioned <a href="http://www.multiagent.com/node/550">earlier</a> how the closed social network sites will eventually be replaced by an open protocol. I looks this might happen <a href="http://www.nytimes.com/2007/10/31/technology/31google.html?ref=technology">earlier than expected</a> thanks to the backing of Google. The name is OpenSocial. Mark Andreessen provides <a href="http://blog.pmarca.com/2007/10/open-social-a-n.html">technical details</a>.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Algorithmic Game Theory</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/node/566" />
    <id>http://www.multiagent.com/node/566</id>
    <published>2007-10-16T09:58:47-04:00</published>
    <updated>2007-10-16T09:58:47-04:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="game-theory" />
    <category term="mechanism-design" />
    <summary type="html"><![CDATA[<p><a href="http://www.amazon.com/gp/product/0521872820?ie=UTF8&amp;tag=multiagentcom&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0521872820"></a></p>
<p>Much of multiagent systems deals with the problem of (distributedly) computing equilibrium solutions for games, or calculating the proper incentives to that the agents will want to perform the required computation. Thus, much of multiagent research could be considered as algorithmic, or perhaps computational, game theory. There is a new book called <a href="http://www.amazon.com/gp/product/0521872820?ie=UTF8&amp;tag=multiagentcom&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0521872820">Algorithmic Game Theory</a> which collects short articles from the state of the art in this research area. David "oddhead" Pennock <a href="http://blog.oddhead.com/2007/09/17/computational-aspects-of-prediction-markets-book-chapter-and-extended-bibliography/">has more</a>.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p><a href="http://www.amazon.com/gp/product/0521872820?ie=UTF8&amp;tag=multiagentcom&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0521872820"></a></p>
<p>Much of multiagent systems deals with the problem of (distributedly) computing equilibrium solutions for games, or calculating the proper incentives to that the agents will want to perform the required computation. Thus, much of multiagent research could be considered as algorithmic, or perhaps computational, game theory. There is a new book called <a href="http://www.amazon.com/gp/product/0521872820?ie=UTF8&amp;tag=multiagentcom&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0521872820">Algorithmic Game Theory</a> which collects short articles from the state of the art in this research area. David "oddhead" Pennock <a href="http://blog.oddhead.com/2007/09/17/computational-aspects-of-prediction-markets-book-chapter-and-extended-bibliography/">has more</a>.</p>
    ]]></content>
  </entry>
  <entry>
    <title>cfp: Int Conf Weblogs and Social Media, 3/31/08-, Seattle</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/node/565" />
    <id>http://www.multiagent.com/node/565</id>
    <published>2007-10-04T00:09:30-04:00</published>
    <updated>2007-10-04T00:09:30-04:00</updated>
    <author>
      <name>finin</name>
    </author>
    <category term="blog social web2.0" />
    <summary type="html"><![CDATA[<p>Social media systems such as weblogs, photo- and link-sharing sites, wikis and on-line forums are currently thought to produce about one third of all new Web content. They provide many opportunities for AI technology and analysis, including multiagent systems, NLP, Semantic Web, and  text mining.  The <a href="http://www.icwsm.org/2008/">Second International Conference on Weblogs and Social Media</a> (ICWSM'08) will be held starting 31 March in Seattle.  The deadline for paper submissions is 3 December 2007.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>Social media systems such as weblogs, photo- and link-sharing sites, wikis and on-line forums are currently thought to produce about one third of all new Web content. They provide many opportunities for AI technology and analysis, including multiagent systems, NLP, Semantic Web, and  text mining.  The <a href="http://www.icwsm.org/2008/">Second International Conference on Weblogs and Social Media</a> (ICWSM'08) will be held starting 31 March in Seattle.  The deadline for paper submissions is 3 December 2007.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Making Your Agent Hard to Model</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/making-agent-hard-to-model" />
    <id>http://www.multiagent.com/making-agent-hard-to-model</id>
    <published>2007-10-01T16:12:01-04:00</published>
    <updated>2007-10-01T16:12:01-04:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="game-theory" />
    <category term="learning" />
    <summary type="html"><![CDATA[<p>The news article <a href="http://www.latimes.com/news/local/la-me-airport1oct01,1,5900614.story?ctrack=1&amp;cset=true">USC student's computer program enlisted in security efforts at LAX</a> explains how officers at LAX airport are using Paruchuri's research to choose their tasks. The problem is that they want both act randomly, so terrorists won't know where they are going to be, but they also need to get certain tasks done. </p>
<p>The thesis was titled "Keep the Adversary Guessing: Agent Security by Policy Randomization." Using highly refined equations and computer modeling, Paruchuri analyzed such situations as a security officer watching over a humanitarian relief camp for refugees and police officers patrolling a residential neighborhood that is prey to burglars. The formulas changed with varying numbers of players on each side, differing strategies and varying amounts of information that each side learned about adversaries.</p>
<p>The dilemma, Paruchuri wrote, is that police need "to commit to a security policy, while the adversaries may observe and exploit the policy committed to." He said he consulted with USC campus police on such topics as how to choose a patrol route.</p>
<p>Paruchuri's research shows how agent-based modeling used in conjunction with solid game-theory analysis make good things happen now.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>The news article <a href="http://www.latimes.com/news/local/la-me-airport1oct01,1,5900614.story?ctrack=1&amp;cset=true">USC student's computer program enlisted in security efforts at LAX</a> explains how officers at LAX airport are using Paruchuri's research to choose their tasks. The problem is that they want both act randomly, so terrorists won't know where they are going to be, but they also need to get certain tasks done. </p>
<p>The thesis was titled "Keep the Adversary Guessing: Agent Security by Policy Randomization." Using highly refined equations and computer modeling, Paruchuri analyzed such situations as a security officer watching over a humanitarian relief camp for refugees and police officers patrolling a residential neighborhood that is prey to burglars. The formulas changed with varying numbers of players on each side, differing strategies and varying amounts of information that each side learned about adversaries.</p>
<p>The dilemma, Paruchuri wrote, is that police need "to commit to a security policy, while the adversaries may observe and exploit the policy committed to." He said he consulted with USC campus police on such topics as how to choose a patrol route.</p>
<p>Paruchuri's research shows how agent-based modeling used in conjunction with solid game-theory analysis make good things happen now.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Playing for Real</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/playing-for-real" />
    <id>http://www.multiagent.com/playing-for-real</id>
    <published>2007-09-18T09:26:15-04:00</published>
    <updated>2007-09-18T09:26:15-04:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="game-theory" />
    <summary type="html"><![CDATA[<p><a href="http://www.amazon.com/gp/product/0195300572?ie=UTF8&amp;tag=multiagentcom&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0195300572"></a></p>
<p>If you are interested in develving deeper into game theory I highly<br />
recommend Binmore's new edition of his textbook <a href="http://www.amazon.com/gp/product/0195300572?ie=UTF8&amp;tag=multiagentcom&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0195300572">Playing for Real: A Text on Game Theory</a>. I<br />
have read many game theory textbooks and most of them focus on<br />
non-cooperative game theory and on the proofs associated with various<br />
solution concepts. Multiagent designers, on the other hand, don't<br />
generally care about proofs but instead need to delve deep into<br />
cooperative game theory (characteristic form games for coalition<br />
formation and negotiation) and bargaining.</p>
<p>The Binmore text stands out in that it focuses on the application<br />
and deep understanding of the game theory concepts instead of working out proof details. I was also<br />
pleasantly surprised with its in-depth coverage of cooperative game<br />
theory and its applications, Nash bargaining theory, and<br />
learning in games (repeated games). Finally, the book is exceptionally easy to read,<br />
for a game theory textbook. As someone who thinks in pictures, I<br />
especially liked the many visualizations included in the books, some<br />
of which I had never seen before.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p><a href="http://www.amazon.com/gp/product/0195300572?ie=UTF8&amp;tag=multiagentcom&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0195300572"></a></p>
<p>If you are interested in develving deeper into game theory I highly<br />
recommend Binmore's new edition of his textbook <a href="http://www.amazon.com/gp/product/0195300572?ie=UTF8&amp;tag=multiagentcom&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0195300572">Playing for Real: A Text on Game Theory</a>. I<br />
have read many game theory textbooks and most of them focus on<br />
non-cooperative game theory and on the proofs associated with various<br />
solution concepts. Multiagent designers, on the other hand, don't<br />
generally care about proofs but instead need to delve deep into<br />
cooperative game theory (characteristic form games for coalition<br />
formation and negotiation) and bargaining.</p>
<p>The Binmore text stands out in that it focuses on the application<br />
and deep understanding of the game theory concepts instead of working out proof details. I was also<br />
pleasantly surprised with its in-depth coverage of cooperative game<br />
theory and its applications, Nash bargaining theory, and<br />
learning in games (repeated games). Finally, the book is exceptionally easy to read,<br />
for a game theory textbook. As someone who thinks in pictures, I<br />
especially liked the many visualizations included in the books, some<br />
of which I had never seen before.</p>
    ]]></content>
  </entry>
  <entry>
    <title>The Game Google Plays</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/node/562" />
    <id>http://www.multiagent.com/node/562</id>
    <published>2007-09-10T17:29:19-04:00</published>
    <updated>2007-09-10T17:29:50-04:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="game-theory" />
    <summary type="html"><![CDATA[<p>This is an interesting <a href="http://news.com.com/8301-10784_3-9774501-7.html">comment from Peter Norvig</a> over at google.</p>
<p>"We (once) thought of ourselves as observers of the Web. We made a copy of it, and we thought it was just a reflection of the Web," Norvig said Sunday while speaking here at the Singularity Summit, a two-day conference on artificial intelligence.</p>
<p>"Now we understand that we're co-evolving. When we make a change, it changes. Search engine optimizers watch us, and when we make a move, then they make a move. The Web moves in different directions because of the interaction between us," he said.</p>
<p>So, there they are, looking for a Nash equilibrium.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>This is an interesting <a href="http://news.com.com/8301-10784_3-9774501-7.html">comment from Peter Norvig</a> over at google.</p>
<p>"We (once) thought of ourselves as observers of the Web. We made a copy of it, and we thought it was just a reflection of the Web," Norvig said Sunday while speaking here at the Singularity Summit, a two-day conference on artificial intelligence.</p>
<p>"Now we understand that we're co-evolving. When we make a change, it changes. Search engine optimizers watch us, and when we make a move, then they make a move. The Web moves in different directions because of the interaction between us," he said.</p>
<p>So, there they are, looking for a Nash equilibrium.</p>
    ]]></content>
  </entry>
  <entry>
    <title>DAMAS</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/node/561" />
    <id>http://www.multiagent.com/node/561</id>
    <published>2007-09-04T10:26:38-04:00</published>
    <updated>2007-09-04T10:26:38-04:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="class" />
    <category term="introduction" />
    <summary type="html"><![CDATA[<p><a href="http://www.buid.ac.ae/damas/"><br />
</a><br />
The <a href="http://www.buid.ac.ae/damas/">Dubai Agent and Multi-Agent Systems School</a> will be held 27-30 January 2008.</p>
<p>Agent-based Systems are computer systems comprised on several autonomous, intelligent, communicating systems (or agents). This area is often referred to as Distributed Artificial Intelligence (DAI) or Multi-Agent Systems (MAS). Researchers in MAS build on techniques and inspirations from diverse areas such as game theory, economics, logic, and complex systems, in order to design efficient multi-agent systems. Practical applications of multi-agent systems range from automated trading in electronic markets, to robotic soccer, to distributed sensor networks, to grid computing, to intelligent workflow scheduling.</p>
<p>This school will be organized by the Autonomous and Adaptive Systems research group at the British University in Dubai, BUiD.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p><a href="http://www.buid.ac.ae/damas/"><br />
</a><br />
The <a href="http://www.buid.ac.ae/damas/">Dubai Agent and Multi-Agent Systems School</a> will be held 27-30 January 2008.</p>
<p>Agent-based Systems are computer systems comprised on several autonomous, intelligent, communicating systems (or agents). This area is often referred to as Distributed Artificial Intelligence (DAI) or Multi-Agent Systems (MAS). Researchers in MAS build on techniques and inspirations from diverse areas such as game theory, economics, logic, and complex systems, in order to design efficient multi-agent systems. Practical applications of multi-agent systems range from automated trading in electronic markets, to robotic soccer, to distributed sensor networks, to grid computing, to intelligent workflow scheduling.</p>
<p>This school will be organized by the Autonomous and Adaptive Systems research group at the British University in Dubai, BUiD.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Bandwith as Currency for Filesharing Peer to Peer Systems</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/tribbler" />
    <id>http://www.multiagent.com/tribbler</id>
    <published>2007-08-29T21:11:25-04:00</published>
    <updated>2007-08-29T21:20:37-04:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="p2p" />
    <category term="web" />
    <summary type="html"><![CDATA[<p>The guys at Harvard's <a href="http://www.eecs.harvard.edu/econcs/">EconCS</a> joined forces with Delft's <a href="https://www.tribler.org/">tribler</a> team (a video streaming application) to deliver an interesting new <a href="http://tv.seas.harvard.edu/">peer to peer file sharing client</a> which claims to provide better download speeds and be immune to some of the freeriding problems of the basic bittorrent protocol (<a href="http://tv.seas.harvard.edu/press.php">press release</a>).</p>
<p>This <a href="http://pressesc.com/news/1220/29082007/internet-bandwidth-become-global-currency">article</a> makes it sound like they have even grander plans:</p>
<p>"Successful peer-to-peer systems rely on designing rules that promote fair sharing of resources amongst users. Thus, they are both efficient and powerful computational and economic systems," David Parkes, John L. Loeb Associate Professor of the Natural Sciences at Harvard said. "Peer-to-peer has received a bad rap, however, because of its frequent association with illegal music or software downloads."</p>
<p>The researchers were inspired to use a version of the Tribler video sharing software as a model for an e-commerce system because of such flexibility, speed, and reliability.</p>
<p>"Our platform will provide fast downloads by ensuring sufficient uploads," explains Johan Pouwelse, an assistant professor at Delft University of Technology and the technical director of Tribler. "The next generation of peer-to-peer systems will provide an ideal marketplace not just for content, but for bandwidth in general."</p>
<p>The researchers envision an e-commerce model that connects users to a single global market, without any controlling company, network, or bank with bandwidth as the first true Internet "currency" for such a market.</p>
<p>They are proposing earn-and-spend market model, where the more a user uploads now and the higher the quality of the contributions, the more she would be able to download later and the faster the download speed. </p>
<p>But, wait, that's not all:</p>
<p>Another idea the researchers believe has enormous but untapped potential is the combination of social network technology with peer-to-peer systems.</p>
<p>I don't know if they will succeed, but I am sure these ideas will.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>The guys at Harvard's <a href="http://www.eecs.harvard.edu/econcs/">EconCS</a> joined forces with Delft's <a href="https://www.tribler.org/">tribler</a> team (a video streaming application) to deliver an interesting new <a href="http://tv.seas.harvard.edu/">peer to peer file sharing client</a> which claims to provide better download speeds and be immune to some of the freeriding problems of the basic bittorrent protocol (<a href="http://tv.seas.harvard.edu/press.php">press release</a>).</p>
<p>This <a href="http://pressesc.com/news/1220/29082007/internet-bandwidth-become-global-currency">article</a> makes it sound like they have even grander plans:</p>
<p>"Successful peer-to-peer systems rely on designing rules that promote fair sharing of resources amongst users. Thus, they are both efficient and powerful computational and economic systems," David Parkes, John L. Loeb Associate Professor of the Natural Sciences at Harvard said. "Peer-to-peer has received a bad rap, however, because of its frequent association with illegal music or software downloads."</p>
<p>The researchers were inspired to use a version of the Tribler video sharing software as a model for an e-commerce system because of such flexibility, speed, and reliability.</p>
<p>"Our platform will provide fast downloads by ensuring sufficient uploads," explains Johan Pouwelse, an assistant professor at Delft University of Technology and the technical director of Tribler. "The next generation of peer-to-peer systems will provide an ideal marketplace not just for content, but for bandwidth in general."</p>
<p>The researchers envision an e-commerce model that connects users to a single global market, without any controlling company, network, or bank with bandwidth as the first true Internet "currency" for such a market.</p>
<p>They are proposing earn-and-spend market model, where the more a user uploads now and the higher the quality of the contributions, the more she would be able to download later and the faster the download speed. </p>
<p>But, wait, that's not all:</p>
<p>Another idea the researchers believe has enormous but untapped potential is the combination of social network technology with peer-to-peer systems.</p>
<p>I don't know if they will succeed, but I am sure these ideas will.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Research Position at U. Southampton</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/node/559" />
    <id>http://www.multiagent.com/node/559</id>
    <published>2007-08-28T10:27:12-04:00</published>
    <updated>2007-08-28T10:27:12-04:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="job" />
    <summary type="html"><![CDATA[<p>Research Fellow<br />
Self-Organizing Multi-Agent Systems<br />
School of Electronics and Computer Science<br />
£25,134 - £30,913<br />
Applications are invited for a Senior Research Assistant/Research Fellow in the Intelligence, Agents, Multimedia Group, in the School of Electronics and Computer Science at the University of Southampton. The School is the largest of its kind in the UK and was awarded the top grade of 5* for both Computer Science and Electronics in the 2001 national assessment of research in UK universities.<br />
The research position will be on the Aladdin project (http://www.ecs.soton.ac.uk/research/projects/aladdin), a multi-million pound project on Decentralised Data and Information Systems that is funded as part of the BAE Systems/EPSRC Strategic Initiative. The project is led by Southampton and involves three other universities (Bristol, Imperial and Oxford) and BAE Systems. The project aims to study and apply multi-agent system techniques to the design, management, evolution and control of complex, distributed computational systems. To do so, it will draw on game theory, decision theory, adaptive systems and mechanism design. Specifically, we aim to increase the agility and flexibility in open systems of self-interested autonomous agents and the results of the research will be exemplified in the domain of disaster recovery.<br />
The post will be based in the Intelligence, Agents, Multimedia research group (www.iam.ecs.soton.ac.uk) and will work with Professor Nick Jennings and Dr Alex Rogers. The successful candidate will join an internationally renowned team applying techniques from game theory, mechanism design, and multi-agent systems to a range of complex systems.<br />
You should possess a PhD in a relevant discipline (Computer Science, Engineering, Mathematics or Economics) and have established a strong research pedigree in your area. In particular, expertise in one or more of the following areas will be an advantage: multi-agent systems, game theory, decision theory, adaptive systems, and/or machine learning.<br />
The post is for three years in the first instance.<br />
Informal enquiries may be made to Professor Nick Jennings: nrj@ecs.soton.ac.uk<br />
The closing date for this position is 18 September at 12 noon. Please quote reference number 1478-07-E on all correspondence.<br />
To see further details about this post, please click here http://v2.projectix.com/soton/JobBoard/Custom_ReqAtt.aspx?__AttID=4359<br />
To apply on-line for this position, please click here http://v2.projectix.com/soton/jobboard/NewCandidateExt.aspx?__JobID=1821<br />
Nick</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>Research Fellow<br />
Self-Organizing Multi-Agent Systems<br />
School of Electronics and Computer Science<br />
£25,134 - £30,913</p>
<p>Applications are invited for a Senior Research Assistant/Research Fellow in the Intelligence, Agents, Multimedia Group, in the School of Electronics and Computer Science at the University of Southampton. The School is the largest of its kind in the UK and was awarded the top grade of 5* for both Computer Science and Electronics in the 2001 national assessment of research in UK universities.</p>
<p>The research position will be on the Aladdin project (http://www.ecs.soton.ac.uk/research/projects/aladdin), a multi-million pound project on Decentralised Data and Information Systems that is funded as part of the BAE Systems/EPSRC Strategic Initiative. The project is led by Southampton and involves three other universities (Bristol, Imperial and Oxford) and BAE Systems. The project aims to study and apply multi-agent system techniques to the design, management, evolution and control of complex, distributed computational systems. To do so, it will draw on game theory, decision theory, adaptive systems and mechanism design. Specifically, we aim to increase the agility and flexibility in open systems of self-interested autonomous agents and the results of the research will be exemplified in the domain of disaster recovery.</p>
<p>The post will be based in the Intelligence, Agents, Multimedia research group (www.iam.ecs.soton.ac.uk) and will work with Professor Nick Jennings and Dr Alex Rogers. The successful candidate will join an internationally renowned team applying techniques from game theory, mechanism design, and multi-agent systems to a range of complex systems.</p>
<p>You should possess a PhD in a relevant discipline (Computer Science, Engineering, Mathematics or Economics) and have established a strong research pedigree in your area. In particular, expertise in one or more of the following areas will be an advantage: multi-agent systems, game theory, decision theory, adaptive systems, and/or machine learning.</p>
<p>The post is for three years in the first instance.</p>
<p>Informal enquiries may be made to Professor Nick Jennings: nrj@ecs.soton.ac.uk</p>
<p>The closing date for this position is 18 September at 12 noon. Please quote reference number 1478-07-E on all correspondence.</p>
<p>To see further details about this post, please click here http://v2.projectix.com/soton/JobBoard/Custom_ReqAtt.aspx?__AttID=4359</p>
<p>To apply on-line for this position, please click here http://v2.projectix.com/soton/jobboard/NewCandidateExt.aspx?__JobID=1821</p>
<p>Nick</p>
    ]]></content>
  </entry>
  <entry>
    <title>Too Much Emergence</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/too-much-emergence" />
    <id>http://www.multiagent.com/too-much-emergence</id>
    <published>2007-08-27T07:25:14-04:00</published>
    <updated>2007-08-27T07:25:14-04:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="ai" />
    <category term="blog" />
    <category term="swarm" />
    <summary type="html"><![CDATA[<p><a href="http://www.overcomingbias.com/2007/08/the-futility-of.html">The futility of emergence</a> is a fun rant on the overuse of the word <em>emergence</em> as an explanation in an of itself:</p>
<p>I have lost track of how many times I have heard people say, "Intelligence is an emergent phenomenon!" as if that explained intelligence. </p>
<p>I, on the other hand, have never read a research paper that makes such a claim or, in fact, a paper that uses <em>emergence</em> as an explanation. All research papers I've read use it in the standard form of saying <em>"this global behavior emerges from the simple behaviors of my agents"</em>. Still, I do see the term abused in the popular press by some reporters and ignorant bloggers. There is a small subset of people that like to attribute mystical properties to <em>emergence</em>.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p><a href="http://www.overcomingbias.com/2007/08/the-futility-of.html">The futility of emergence</a> is a fun rant on the overuse of the word <em>emergence</em> as an explanation in an of itself:</p>
<p>I have lost track of how many times I have heard people say, "Intelligence is an emergent phenomenon!" as if that explained intelligence. </p>
<p>I, on the other hand, have never read a research paper that makes such a claim or, in fact, a paper that uses <em>emergence</em> as an explanation. All research papers I've read use it in the standard form of saying <em>"this global behavior emerges from the simple behaviors of my agents"</em>. Still, I do see the term abused in the popular press by some reporters and ignorant bloggers. There is a small subset of people that like to attribute mystical properties to <em>emergence</em>.</p>
    ]]></content>
  </entry>
  <entry>
    <title>New Version of Textbook</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/node/556" />
    <id>http://www.multiagent.com/node/556</id>
    <published>2007-08-24T13:29:20-04:00</published>
    <updated>2007-08-24T13:29:20-04:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="fmas" />
    <summary type="html"><![CDATA[<p>I have released a new version of my <a href="http://www.multiagent.com/fmas">Fundamentals of Multiagent Systems</a> textbook. I incorporated suggestions from several other people who have used it in their classes as well as comments from students. I will be using this version in my <a href="http://jmvidal.cse.sc.edu/csce782/">multiagent systems class</a> this fall.</p>
<p>I also hope to develop more NetLogo models to illustrate the various algorithms as well as add more algorithms to the book. I think it really could use more example problems along with their implemented solutions. Anyway, thanks to everyone who has contributed! Expect to see a new version by the beginning of next year.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>I have released a new version of my <a href="http://www.multiagent.com/fmas">Fundamentals of Multiagent Systems</a> textbook. I incorporated suggestions from several other people who have used it in their classes as well as comments from students. I will be using this version in my <a href="http://jmvidal.cse.sc.edu/csce782/">multiagent systems class</a> this fall.</p>
<p>I also hope to develop more NetLogo models to illustrate the various algorithms as well as add more algorithms to the book. I think it really could use more example problems along with their implemented solutions. Anyway, thanks to everyone who has contributed! Expect to see a new version by the beginning of next year.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Agents Model Your Emotional State</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/modeling-emotional-state" />
    <id>http://www.multiagent.com/modeling-emotional-state</id>
    <published>2007-08-22T07:26:59-04:00</published>
    <updated>2007-08-22T07:27:45-04:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="abm" />
    <category term="ai" />
    <category term="social" />
    <summary type="html"><![CDATA[<p><a href="http://www.newvectors.net/staff/parunakv/">H. Van Parunak</a> has applied for a patent on <a href="http://appft1.uspto.gov/netacgi/nph-Parser?Sect1=PTO1&amp;Sect2=HITOFF&amp;d=PG01&amp;p=1&amp;u=%2Fnetahtml%2FPTO%2Fsrchnum.html&amp;r=1&amp;f=G&amp;l=50&amp;s1=%2220070162405%22.PGNR.&amp;OS=DN/20070162405&amp;RS=DN/20070162405"><br />
Characterizing and predicting agents via multi-agent evolution</a> which was sponsored by DARPA. From the New Scientists <a href="http://www.newscientist.com/blog/invention/2007/08/strategy-predicting-software.html">article</a>:</p>
<p>Parunak claims to have used these ideas with some success in making predictions about future behavior. He says his simulation works in relatively complex environments, making predictions in real-time.</p>
<p>In war-game scenarios, for example, Parunak says his model can successfully detect players' emotions, and then predict future actions accordingly. He believes the technique could one day be applied to predict the behaviour of adversaries in military combat situations, competitive business tactics, and even multiplayer computer games.</p>
<p>If this works, I'm sure any one of the computer game companies would pay millions for the ability to customize the gaming experience to what the player is feeling. Imagine no longer feeling frustrated in that first-person-shooter, or bored in that puzzle game. It would also be the first step in finally building smart and entertaining opponents for those first-person-shooters. I can imagine a super-evil character that figures out what makes you angry and keeps trying to make you angrier all the while teasing you with his words, just to get inside your head. Hmmm, trash talk, that would also work really well for sports games too!</p>
    ]]></summary>
    <content type="html"><![CDATA[<p><a href="http://www.newvectors.net/staff/parunakv/">H. Van Parunak</a> has applied for a patent on <a href="http://appft1.uspto.gov/netacgi/nph-Parser?Sect1=PTO1&amp;Sect2=HITOFF&amp;d=PG01&amp;p=1&amp;u=%2Fnetahtml%2FPTO%2Fsrchnum.html&amp;r=1&amp;f=G&amp;l=50&amp;s1=%2220070162405%22.PGNR.&amp;OS=DN/20070162405&amp;RS=DN/20070162405"><br />
Characterizing and predicting agents via multi-agent evolution</a> which was sponsored by DARPA. From the New Scientists <a href="http://www.newscientist.com/blog/invention/2007/08/strategy-predicting-software.html">article</a>:</p>
<p>Parunak claims to have used these ideas with some success in making predictions about future behavior. He says his simulation works in relatively complex environments, making predictions in real-time.</p>
<p>In war-game scenarios, for example, Parunak says his model can successfully detect players' emotions, and then predict future actions accordingly. He believes the technique could one day be applied to predict the behaviour of adversaries in military combat situations, competitive business tactics, and even multiplayer computer games.</p>
<p>If this works, I'm sure any one of the computer game companies would pay millions for the ability to customize the gaming experience to what the player is feeling. Imagine no longer feeling frustrated in that first-person-shooter, or bored in that puzzle game. It would also be the first step in finally building smart and entertaining opponents for those first-person-shooters. I can imagine a super-evil character that figures out what makes you angry and keeps trying to make you angrier all the while teasing you with his words, just to get inside your head. Hmmm, trash talk, that would also work really well for sports games too!</p>
    ]]></content>
  </entry>
  <entry>
    <title>Ants and the Economy Podcast</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/ants-and-the-economy" />
    <id>http://www.multiagent.com/ants-and-the-economy</id>
    <published>2007-08-21T18:32:06-04:00</published>
    <updated>2007-08-22T07:07:49-04:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="podcast" />
    <category term="swarm" />
    <summary type="html"><![CDATA[<p><a href="http://www.amazon.com/gp/product/0393321320?ie=UTF8&amp;tag=multiagentcom&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0393321320"></a></p>
<p>Ants seem to be popular lately. There is a new <a href="http://www.econtalk.org/archives/2007/08/gordon_on_ants.html">podcast on ants</a> from Russ Roberts at econtalk where he interviews <a href="http://med.stanford.edu/profiles/frdActionServlet?choiceId=printerprofile&amp;fid=6224">Deborah  M Gordon</a> on her book <em>Ants at Work</em>. </p>
<p>I first note how suboptimal the ants behavior can be. As she points out, foraging ants will actually walk over large piles of food in order to get to the original food source they had found in the day. In fact, they will continue to do this all day simply because it is not the forager's job to find food, it is the scout's and the scouts only go out earlier in the morning. Note also that it is the same ants who can play the role of either forager or scouts.<br />
This inefficiency should not come as a surprise when we realize that ants evolved their fixed behaviors to survive in a very specific world, one where food evenly distributed over the landscape and large piles of food do not appear out of nowhere. Still, it should serve as a warning to anyone who thinks of building biologically-inspired multiagent systems. Similarly, anyone who thinks that a system is robust simply because it is "bio-inspired" is mistaken.</p>
<p>Russ and Deborah also had a discussion on the differences between the emergence in ants and in the economy. Namely, ants are hardwired to some very specific very simple behaviors while people are autonomous intelligent selfish agents. I note that most multiagent systems must lie somewhere between these two extremes. The simple behaviors of ants are rarely sufficient to get the job done while, at the other end, no one has yet built a generally intelligent agent.  The question we face is: do I solve this bit of the problem with a simple clever behavior or do I have to increase the complexity of the agents?</p>
    ]]></summary>
    <content type="html"><![CDATA[<p><a href="http://www.amazon.com/gp/product/0393321320?ie=UTF8&amp;tag=multiagentcom&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0393321320"></a></p>
<p>Ants seem to be popular lately. There is a new <a href="http://www.econtalk.org/archives/2007/08/gordon_on_ants.html">podcast on ants</a> from Russ Roberts at econtalk where he interviews <a href="http://med.stanford.edu/profiles/frdActionServlet?choiceId=printerprofile&amp;fid=6224">Deborah  M Gordon</a> on her book <em>Ants at Work</em>. </p>
<p>I first note how suboptimal the ants behavior can be. As she points out, foraging ants will actually walk over large piles of food in order to get to the original food source they had found in the day. In fact, they will continue to do this all day simply because it is not the forager's job to find food, it is the scout's and the scouts only go out earlier in the morning. Note also that it is the same ants who can play the role of either forager or scouts.<br />
This inefficiency should not come as a surprise when we realize that ants evolved their fixed behaviors to survive in a very specific world, one where food evenly distributed over the landscape and large piles of food do not appear out of nowhere. Still, it should serve as a warning to anyone who thinks of building biologically-inspired multiagent systems. Similarly, anyone who thinks that a system is robust simply because it is "bio-inspired" is mistaken.</p>
<p>Russ and Deborah also had a discussion on the differences between the emergence in ants and in the economy. Namely, ants are hardwired to some very specific very simple behaviors while people are autonomous intelligent selfish agents. I note that most multiagent systems must lie somewhere between these two extremes. The simple behaviors of ants are rarely sufficient to get the job done while, at the other end, no one has yet built a generally intelligent agent.  The question we face is: do I solve this bit of the problem with a simple clever behavior or do I have to increase the complexity of the agents?</p>
    ]]></content>
  </entry>
  <entry>
    <title>Cooperative Robotics in the 8-Puzzle</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/8-puzzle-robots" />
    <id>http://www.multiagent.com/8-puzzle-robots</id>
    <published>2007-08-15T20:26:23-04:00</published>
    <updated>2007-08-15T20:26:23-04:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="ai" />
    <category term="robotics" />
    <summary type="html"><![CDATA[<p><a href="http://www.unm.edu/~tanner/">Herbert Tanner</a> is working on cooperative robotics, as explained in this <a href="http://www.unm.edu/~market/cgi-bin/archives/002127.html">press release</a> from his University. What caught my eye was the following quote:</p>
<p>Zhang [his student] is using a simple puzzle - the kind children can slide tiles around on to make a sequence of numbers [called the <a href="//en.wikipedia.org/wiki/8-puzzle">8-puzzle</a>]- as a starting point. She is looking at what it would take for robots to work together to solve the puzzle. For example, how would they move the tiles, how would they choose which tiles to move, how would they go about planning a way to solve the puzzle. As part of her doctoral work, she will list the gaps in scientific theory that would stop the robots from solving the puzzle together.</p>
<p>This is an interesting puzzle problem. First of all, lets realize that the centralized (single agent) version of this problem is a straightforward search problem which we can solve with A* or IDA* if we are concerned about memory. So, assuming we want to go distributed, we then have to decide what the robots can do. Are the robots like children all trying to move tiles in the same 8-puzzle? (which, in real life, always ends with a lot of screaming and crying). Or are they limited in some way?</p>
<p>One fun thing we could try is make each tile into a robot. Thus, each robotile wants to go to its destination and negotiates with other tiles to move on the empty space, if the space gets it closer to its goal. We could give them money and a simple bargaining strategy and see what ensues. I think this would work.</p>
<p>Another approach, more faithful to the children's story, would be to give each robot control of an area of the board and only allow it to move tiles that are in his area. When a robot has a tile near the border and wants to move into his neighbor's are they must enter negotiation. A tit-for-tat strategy would probably be effective in this scenario: if you let my tile in your country I'll let your tile in mine. I don't think this would work since they have no incentive to give the tiles to the neighbors that need them.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p><a href="http://www.unm.edu/~tanner/">Herbert Tanner</a> is working on cooperative robotics, as explained in this <a href="http://www.unm.edu/~market/cgi-bin/archives/002127.html">press release</a> from his University. What caught my eye was the following quote:</p>
<p>Zhang [his student] is using a simple puzzle - the kind children can slide tiles around on to make a sequence of numbers [called the <a href="//en.wikipedia.org/wiki/8-puzzle">8-puzzle</a>]- as a starting point. She is looking at what it would take for robots to work together to solve the puzzle. For example, how would they move the tiles, how would they choose which tiles to move, how would they go about planning a way to solve the puzzle. As part of her doctoral work, she will list the gaps in scientific theory that would stop the robots from solving the puzzle together.</p>
<p>This is an interesting puzzle problem. First of all, lets realize that the centralized (single agent) version of this problem is a straightforward search problem which we can solve with A* or IDA* if we are concerned about memory. So, assuming we want to go distributed, we then have to decide what the robots can do. Are the robots like children all trying to move tiles in the same 8-puzzle? (which, in real life, always ends with a lot of screaming and crying). Or are they limited in some way?</p>
<p>One fun thing we could try is make each tile into a robot. Thus, each robotile wants to go to its destination and negotiates with other tiles to move on the empty space, if the space gets it closer to its goal. We could give them money and a simple bargaining strategy and see what ensues. I think this would work.</p>
<p>Another approach, more faithful to the children's story, would be to give each robot control of an area of the board and only allow it to move tiles that are in his area. When a robot has a tile near the border and wants to move into his neighbor's are they must enter negotiation. A tit-for-tat strategy would probably be effective in this scenario: if you let my tile in your country I'll let your tile in mine. I don't think this would work since they have no incentive to give the tiles to the neighbors that need them.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Emergence Podcast</title>
    <link rel="alternate" type="text/html" href="http://www.multiagent.com/emergence-podcast" />
    <id>http://www.multiagent.com/emergence-podcast</id>
    <published>2007-08-14T18:16:03-04:00</published>
    <updated>2007-08-14T18:19:13-04:00</updated>
    <author>
      <name>jmvidal</name>
    </author>
    <category term="ai" />
    <category term="swarm" />
    <summary type="html"><![CDATA[<p>I have found  a fun <a href="http://www.wnyc.org/shows/radiolab/episodes/2005/02/18">podcast on emergence</a>:</p>
<p>What happens when there is no leader? Starlings, bees, and ants manage just fine. In fact, they form staggeringly complicated societies, all without a Toscanini to conduct them into harmony. How? That?s our question this hour. We gaze down at the bottom-up logic of cities, Google, even our very own brains. Featured: author Steven Johnson, fire-flyologists John and Elizabeth Buck, biologist E.O. Wilson, Ant expert Debra Gordon, mathematician Steve Strogatz, economist James Surowiecki, and neurologists Oliver Sacks and Christof Koch.</p>
<p>The show also covers the wisdom of crowds and the neurological basis for consciousness (yes, you too are a multiagent system!). If you like the show, you might want to subscribe to the <a href="http://www.wnyc.org/shows/radiolab/">radiolab podcast feed.</a></p>
    ]]></summary>
    <content type="html"><![CDATA[<p>I have found  a fun <a href="http://www.wnyc.org/shows/radiolab/episodes/2005/02/18">podcast on emergence</a>:</p>
<p>What happens when there is no leader? Starlings, bees, and ants manage just fine. In fact, they form staggeringly complicated societies, all without a Toscanini to conduct them into harmony. How? That?s our question this hour. We gaze down at the bottom-up logic of cities, Google, even our very own brains. Featured: author Steven Johnson, fire-flyologists John and Elizabeth Buck, biologist E.O. Wilson, Ant expert Debra Gordon, mathematician Steve Strogatz, economist James Surowiecki, and neurologists Oliver Sacks and Christof Koch.</p>
<p>The show also covers the wisdom of crowds and the neurological basis for consciousness (yes, you too are a multiagent system!). If you like the show, you might want to subscribe to the <a href="http://www.wnyc.org/shows/radiolab/">radiolab podcast feed.</a></p>
    ]]></content>
  </entry>
</feed>
