Chapter1 An Introduction To Multiagent Systems
Chapter1 An Introduction To Multiagent Systems
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D. Srinivasan & L.C. Jain (Eds.): Innovations in MASs and Applications – 1, SCI 310, pp. 1–27.
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2 P.G. Balaji and D. Srinivasan
with each other in order to solve a problem that is beyond the scope of a single agent.
It is imperative to understand the characteristics of the individual agent or computing
entity to distinguish a simple distributed system and multi-agent system.
The chapter is organized into nine sections. Section 2 gives a brief overview
of an agent and its properties. The characteristics of multi-agent system is given in
section 3. Section 4 shows the general classification of MAS based on their
organization and structure. Section 5 gives details of various mechanisms used in the
communication of information between agents. Section 6 gives details of the decision
making strategies used in MAS and is followed by the coordination principles in
section 7. Section 8 gives an insight into the learning process in multi-agent systems,.
The advantages and their disadvantages are highlighted. These are followed by
section 9 which contains some of the concluding remarks.
2 Agent
Researchers in the field of artificial intelligence have so far failed to agree on a
consensus definition of the word "Agent". The first and foremost reason for this is due
to the universality of the word Agent. It cannot be owned by a single community.
Secondly, the agents can be present in many physical forms which vary from robots to
computer networks. Thirdly, the application domain of the agent is vastly varied and
it is impossible to generalize. Researchers have used terms like softbots (software
agents), knowbots (Knowledge agents), taskbots (task-based agents) based on the
application domain where the agents were employed [12]. The most agreed definition
of agent was that of Russell and Norvig. They define an agent as a flexible
autonomous entity capable of perceiving the environment through the sensors
connected to it. These act on the environment through actuators. The definition
provided does not cover the entire range of characteristics that an agent should
possess. It can be distinguished from expert systems and distributed controllers. Some
important traits that differentiate an agent from simple controllers are as follows.
Situatedness: This refers to the interaction of an agent with the environment through
the use of sensors and the resultant actions of the actuators. Environment in which an
agent is present is an integral part of its design. All of the inputs are received directly
as a consequence of the agents interactions with its environment. The agent's directly
act upon the environment through the actuators and do not serve merely as a meta
level advisor. This attribute makes differentiates it from expert systems in which the
decision making node or entity suggests for changes through a middle agent and does
not directly influence the environment.
Autonomy: This can be defined as the ability of an agent to choose its actions
independently without external intervention by other agents in the network (case of
multi-agent systems) or human interference. These attribute protects the internal states
of agent from external influence. It isolates the agent from instability caused by
external disturbances.
Inferential capability: The ability of an agent to work on abstract goal specifications
such as deducing an observation by generalizing the information. This could be done
by utilizing relevant contents of available information.
An Introduction to Multi-Agent Systems 3
Perception
communication
Belief
Reactive Goals History utility
Model
Action
3 Multi-Agent Systems
A Multi-Agent System (MAS) is an extension of the agent technology where a group
of loosely connected autonomous agents act in an environment to achieve a common
goal. This is done either by cooperating or competing, sharing or not sharing
knowledge with each other.
4 P.G. Balaji and D. Srinivasan
Inference: A single agent system inference could be easily drawn by mapping the
State Space to the Action Space based on trial and error methods. However in MAS,
this is difficult as the environment is being modified by multiple agents that may or
may not be interacting with each other. Further, the MAS might consists of
heterogeneous agents, that is agents having different goals and capabilities. These
may be not cooperating and competing with each other. Identifying a suitable
inference mechanism in accordance of the capabilities of each agent is crucial in
achieving global optimal solution.
It is not necessary to use multi-agent systems for all applications. Some specific
application domains which may require interaction with different people or
organizations having conflicting or common goals can be able to utilize the
advantages presented by MAS in its design.
Based on the internal architecture of the particular individual agents forming the
multi-agent system, it may be classified as two types:
1. Homogeneous structure
2. Heterogeneous structure
a) Homogeneous Structure
In a homogeneous architecture, all agents forming the multi-agent system have the
same internal architecture. Internal architecture refers to the Local Goals, Sensor
Capabilities, Internal states, Inference Mechanism and Possible Actions [19]. The
difference between the agents is its physical location and the part of the environment
where the action is done. Each agent receives an input from different parts of the
environment. There may be overlap in the sensor inputs received. In a typical
distributed environment, overlap of sensory inputs is rarely present [20].
b) Heterogeneous Structure
In a heterogeneous architecture, the agents may differ in ability, structure and
functionality [21]. Based on the dynamics of the environment and the location of the
particular agent, the actions chosen by agent might differ from the agent located in a
different part but it will have the same functionality. Heterogeneous architecture helps
to make modelling applications much closer to real-world [22].Each agent can have
different local goals that may contradict the objective of other agents. A typical
example of this can be seen in the Predator-Prey game [23]. Here both the prey and
the predator can be modelled as agents. The objectives of the two agents are likely to
be in direct contradiction one to the other.
6 P.G. Balaji and D. Srinivasan
Fig. 2. Classification of a multi agent system based on the use of different attributes
a) Hierarchical Organization
Hierarchical Organization [24] is one of the earliest organizational design in multi-
agent systems. Hierarchical architecture has been applied to a large number of
distributed problems. In the hierarchical agent architecture, the agents are arranged in
a typical tree like structure. The agents at different levels on the tree structure have
different levels of autonomy. The data from the lower levels of hierarchy typically
flow upwards to agents with a higher hierarchy. The Control Signal or Supervisory
Signals flow from higher to a lower hierarchy [25]. Figure.3 shows a typical Three
Hierarchical Multi-Agent Architecture. The flow of control signals is from a higher to
lower priority agents.
According to the distribution of the control between the agents, hierarchical
architecture can be further classified as being a simple and uniform hierarchy.
An Introduction to Multi-Agent Systems 7
Fig. 4. An example of Superholon with Nested Holons resembling the Hierarchical MAS
c) Coalitions
In coalition architecture, a group of agents come together for a short time to increase the
utility or performance of the individual agents in a group. The coalition ceases to exist
when the performance goal is achieved. Figure 5. shows a typical coalition multiagent
An Introduction to Multi-Agent Systems 9
system. The agents forming the coalition may have either a flat or a hierarchical
architecture. Even when using a flat architecture, it is possible to have a leading agent
to act as a representative of the coalition group. The overlap of agents among coalition
groups is allowed as this increases the common knowledge within the coalition group. It
helps to build a belief model. However the use of overlap increases the complexity of
computation of the negotiation strategy. Coalition is difficult to maintain in a dynamic
environment due to the shift in the performance of group. It may be necessary to
regroup agents in order to maximize system performance.
Theoretically, forming a single group consisting of all the agents in the
environment will maximize the performance of the system. This is because each agent
has access to all of the information and resources necessary to calculate the condition
for optimal action.It is impractical to form such a coalition due to restraints on the
communication and resources.
The number of coalition groups created must be minimized in order to reduce the
cost associated with creating and dissolving a coalition group. The group formation
may be pre-defined based on a threshold set for performance measure or alternatively
could be evolved online.
In reference [32], a coalition multi-agent architecture for urban traffic signal
control was mentioned. Each intersection was modelled as an agent with capability to
decide the optimal green time required for that intersection. A distributed neuro-fuzzy
inference engine was used to compute the level of cooperation required and the agents
which must be grouped together.
The coalition groups reorganize and regroup dynamically with respect to the
changing traffic input pattern. The disadvantage is the increased computational
complexity involved in creating ensembles or coalition groups. The coalition MAS
may have a better short term performance than the other agent architectures [33].
Coalition 2
A2
A1
A4
A3
Coalition 1 Coalition 3
A5
A7
A6 A8
A9
A10
Coalition 4
d) Teams
Team MAS architecture [34] is similar to coalition architecture in design except that
the agents in a team work together to increase the overall performance of the group.
Rather than each working as individual agents. The interactions of the agents within a
team can be quite arbitrary and the goals or the roles assigned to each of the agents
can vary with time based on improvements resulting from the team performance.
Reference [35] , deals with a team based multi-agent architecture having a partially
observable environment. In other words, teams that cannot communicate with each
other has been proposed for the Arthur's bar problem. Each team decides on whether
to attend a bar by means of predictions based on the previous behavioural pattern and
the crowd level experienced which is the reward or the utility received associated with
the specific period of time. Based on the observations made in [35], it can be
concluded that a large team size is not beneficial under all conditions. Consequently
some compromise must be made between the amount of information, number of
agents in the team and the learning capabilities of the agents.
Large teams offer a better visibility of the environment and larger amount of
relevant information. However, learning or incorporating the experiences of
individual agents into a single framework team is affected. A smaller team size offers
faster learning possibilities but result in sub-optimal performance due to a limited
view of the environment. Tradeoffs between learning and performance need to be
made in the selection of the optimal team size. This increases the computational cost
much greater than that experienced in coalition multi-agent system architecture.
Figure 6. shows a typical team based on architecture with partial view. The team 1
and 3 can see each other but not teams 2 ,4 and vice versa. The internal behaviour of
the agents and their roles are arbitrary and vary with teams even in homogeneous
agent structure.
Fig. 6. Team based multi-agent architecture with a partial view of the other teams
An Introduction to Multi-Agent Systems 11
5.2 Blackboards
(a)
(b)
Fig. 8. (a) Blackboard type communication between agents. (b) Blackboard communication
using remote communication between agent groups.
An Introduction to Multi-Agent Systems 13
An increase in the number of agents and the heterogeneity of the group necessitates a
common framework to help in proper interaction and information sharing. This
common framework is provided by the agent communication languages (ACL). The
elements that are of prime importance in the design of ACL were highlighted in [40].
They are the availability of the following.
There are two popular approaches in the design of an agent communication language.
They are Procedural approach and Declarative approach. In Procedural approach, the
communication between the agents is modelled as a sharing of the procedural
directives. Procedural directives shared could be a part of how the specific agents
does a specific task or the entire working of the agent itself. Scripting languages are
commonly used in the procedural approach. Some of the most common scripting
languages employed are JAVA, TCL, Applescript and Telescript. The major
disadvantage of the procedural approach is the necessity of providing information on
the recipient agent which in most cases is not known or only partially known. In case
of making a wrong model assumption, the procedural approach may have a
destructive effect on the performance of the agents. The second major concern is the
merging of shared procedural scripts into a single large executable relevant script for
the agent. Owing to these disadvantages, the procedural approach is not the preferred
method for designing agent communication language.
In the declarative approach, the agent communication language is designed and
based on the sharing of the declarative statements that specifies definitions,
assumptions, assertions, axioms etc. For the proper design of an ACL using a
declarative approach, the declarative statements must be sufficiently expressive to
encompass the use of a wide-variety of information. This would increase the scope of
the agent system and also avoid the necessity of using specialized methods to pass
certain functions. The declarative statements must be short and precise as to increase
in the length affects the cost of communication and also the probability of information
corruption. The declarative statements also needs to be simple enough to avoid the
use of a high level language. This means that the use of the language is not required to
interpret the message passed. To meet all of the above requirements of the declarative
approach based ACL, the ARPA knowledge sharing effort has devised an agent
communication language to satisfy all requirements.
The ACL designed consists of three parts [41]: A Vocabulary part, "Inner
language" and "Outer language". The Inner language is responsible for the translation
of the communication information into a logical form that is understood by all agents.
There is still no consensus on a single language and many inner language
representations like KIF (Knowledge Interchange Format)[42], KRSL, LOOM are
available. The linguistic representation created by these inner languages are concise,
14 P.G. Balaji and D. Srinivasan
unambiguous and context-dependent. The receivers must derive from them the
original logical form. For each linguistic representation, ACL maintains a large
vocabulary repository. A good ACL maintains this repository open-ended so that
modifications and additions can be made to include increased functionality. The
repository must also maintain multiple ontology’s and its usage will depends on the
application domain.
Knowledge Interchange Format [43] is one of the best known inner languages and
it is an extension of the First-Order Predicate Calculus (FOPC). Some of the
information that can be encoded using KIF are simple data, constraints, negations,
disjunctions, rules, meta-level information that aids in the final decision process. It is
not possible to use just the KIF for information exchange as much implicit
information needs to be embedded. This is so that the receiving agent can interpret it
with a minimal knowledge of the sender's structure. This is difficult to achieve as the
packet size grows with the increase in embedded information. To overcome this
bottleneck, a high level language that utilizes the inner language as its backbone were
introduced. These high-level languages make the information exchange independent
of the content syntax and ontology. One well known Outer language that satisfies this
category is the KQML (Knowledge Query and Manipulation Language) [44]. A
typical information exchange between two agents utilizing the KQML and KIF agent
communication language is as follows.
The KQML is conceived as both message format and message handling protocol to
facilitate smooth communication between agents. From the above example provided,
it can be seen that KQML consists of three layers (Figure 9): A communication layer
which indicates the origin and destination agent information and query label or
identifier, a message layer that specifies the function to be performed (eg: In the
example provided, the first agent asks for the geographic location and the second
agent replies to the query), and a content layer to provide the necessary details to
perform the specific query.
An Introduction to Multi-Agent Systems 15
In KQML, the communication layer is at a low level and packet oriented. A stream
oriented approach is yet to be developed. The communication streams could be built
on TCP/IP, RDP, UDP or any other packet communication media. The content layer
specifies the language to be employed by the agent. It should be noted that agents can
use different languages to communicate with each other and interpretation can be
performed locally by higher level languages.
The prisoner's dilemma is a best case for demonstrating the application of game
theory in decision making involving multiple agents. The prisoner's dilemma problem
can be states as
Two suspects involved in the same crime are interrogated independently. If both the
prisoner's confess to the crime, each of them will end up spending three years in
prison. If only one of the prisoner confesses to the crime, the confessor is free while
the other person will spend four years in prison. If they both do not confess to the
crime, each will spend a year in prison.
This scenario can be represented as a strategic game.
Players: Two suspects involved in the crime
Actions: Each agent's set of actions is {Not confess, confess}
Preferences: Ordering of the action profile for agent 1, from best to worst case
scenario, is {confess, Not confess}, {Not Confess, Not confess}, {Confess, Confess}
and {Not confess, Confess}. Similar ordering could be performed by agent 2.
A payoff matrix that represents the particular preferences of the agents needs to be
created. Simple payoff matrix can be u1{Confess, Not confess} =3, u1{Not confess,
Not confess}=2. u1{Confess, Confess}=1, u1{Not confess, confess}=0. Similarly the
utility or payoff for agent 2 can be represented as u2{Not confess, confess}=3, u2(Not
confess, Not confess}=2, u2{confess, Not confess}=0 and u2{confess, confess}=1.
The reward or payoff received by each agent for choosing a specific joint action can
be represented in a matrix format called as payoff matrix table. The problem depicts a
scenario where the agents can gain if they cooperate with each other but there is also a
possibility to be free if a confession is made. The particular problem can be
represented as a payoff matrix as shown in Figure 10. In this case it can be seen that
the solution "Not confess" is strictly dominated. By strictly dominated solution, it
means that a specific action of an agent always increases the payoff of the agent
irrespective of the other agents actions.
Agent 2
Not Confess Confess
To obtain the best solution based on the constructed payoff matrix, the most common
method employed is the Nash Equilibrium. Nash Equilibrium [47] can be stated as
follows
A Nash Equilibrium is an action profile a* with the property that no player i can do
better by choosing an action different from a* of i, given that every other player
adheres to a* of j.
In the most idealistic conditions, where the components of the game are drawn
randomly from a collection of populations or agents, a Nash equilibrium corresponds
to a steady state value. In a strategic game, there always exists a Nash equilibrium but
it is not necessarily a unique solution. Examining the payoff matrix in Figure. 11
shows that {confess, confess} is the Nash equilibrium for the particular problem. The
action pair {confess, confess} is a Nash equilibrium because given that agent 2
chooses to confess, agent 1 is better off choosing confess than Non confess. By a
similar argument with respect to agent 2 it can be concluded that {confess, confess} is
a Nash Equilibrium. In particular, the incentive to have a free ride on confession
eliminates any possibility of selecting mutually desirable outcome of the type {Not
Confess, Not Confess}. If the payoff matrix could be modified to add value based on
the trust or reward to create altruistic behaviour and feeling of indignation, then the
subtle balance that exists shifts and the problem would have a multiple number of
Nash equilibrium points as shown in Figure 11.
Agent 2
Not Confess Confess
In this particular case, there are no dominated solution and multiple Nash
equilibrium would exist. To obtain a solution for the type of problem the coordination
between the agents is an essential requirement.
The solution to the Prisoner's dilemma problem can also be obtained by using the
iterated elimination method [48]. In this method, the strongly dominated actions are
iteratively eliminated until no more actions are strictly dominated. The iterated
elimination method assumes that all agents are rational and it would not choose a
strictly dominated solution. This method is weaker than the Nash equilibrium as it
finds the solution by means of a algorithm. Iterated elimination method fails when
18 P.G. Balaji and D. Srinivasan
there are no strictly dominated actions available in the solution space. This limits the
applicability of the method in multi-agent scenario where mostly weakly-dominated
actions are encountered.
failure of the repository or of the mediating agent. Further use of the centralized
coordination technique is contradictory to the basic assumption of DAI[52][49].
In active and reactive learning, the update of the belief part of the agent is given
preference over an optimal action selection strategy as a better belief model could
increase the probability of the selection of an appropriate action.
The process of updating a belief without having the actual knowledge of what needs
to be learnt or observed is called as Reactive Learning. This method is particularly
22 P.G. Balaji and D. Srinivasan
useful when the underlying model of the agent or the environment is not known
clearly and are designated as black box. Reactive learning can be seen in agents which
utilize connectionist systems such as neural networks. Neural networks depend on the
mechanism which maps the inputs to output data samples using inter-connected
computational layers. Learning is done by the adjustment of the synaptic weights
between the layers. In [59], reactive multi-agent based feed forward neural networks
have been used and its application to the identification of non-linear dynamic system
have been demonstrated. In [60] many other reactive learning methods such as
accidental learning, go-with-the-flow, channel multiplexing and a shopping around
approach have been discussed. Most of these methods are rarely employed in a real
application environment as they depend on the application domain.
The expectation operator averages the transition values. In a similar manner the Q
value can be written as
⎡∞ t ⎤
Q * (s,a) = max E ⎢ ∑ γ R(st , at ) | s0 = s,a0 = a ⎥ (2)
π
⎣ t=0 ⎦
The optimal policy can then be determined as argmax of the Q-value. To compute the
optimal value function and the Q-value, the Bellman equation (3) and (4) is used. The
solution to Bellman equation can be obtained by recursively computing the values
using dynamic programming techniques. However, the transition probability values
are difficult to obtain. Therefore the solution is obtained iteratively by using the
temporal difference error between the value of successive iterations as shown in (5)
and (6).
⎡ ⎤
V * (s) = max ⎢ R(s, a) + γ ∑ p(s' | s, a)V * (s') ⎥ (3)
π
⎣ s' ⎦
Q * (s, a) = R(s, a) + γ ∑ p(s' | s, a)V (s') (4)
s'
9 Conclusion
In this chapter, a brief survey of the existing architectures, communication
requirements, coordination mechanism, decision making and learning in multi-agent
systems have been presented. Rapid advances made in multi-agent system have
created a scope for applying it to several applications that require distributed
24 P.G. Balaji and D. Srinivasan
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