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Agent-Based Modeling and its Tradeoffs: An Introduction & Examples

arXiv.org Artificial Intelligence

Agent-based modeling is a computational dynamic modeling technique that may be less familiar to some readers. Agent-based modeling seeks to understand the behaviour of complex systems by situating agents in an environment and studying the emergent outcomes of agent-agent and agent-environment interactions. In comparison with compartmental models, agent-based models offer simpler, more scalable and flexible representation of heterogeneity, the ability to capture dynamic and static network and spatial context, and the ability to consider history of individuals within the model. In contrast, compartmental models offer faster development time with less programming required, lower computational requirements that do not scale with population, and the option for concise mathematical formulation with ordinary, delay or stochastic differential equations supporting derivation of properties of the system behaviour. In this chapter, basic characteristics of agent-based models are introduced, advantages and disadvantages of agent-based models, as compared with compartmental models, are discussed, and two example agent-based infectious disease models are reviewed.


An Agent-Based Fleet Management Model for First- and Last-Mile Services

arXiv.org Artificial Intelligence

With the growth of cars and car-sharing applications, commuters in many cities, particularly developing countries, are shifting away from public transport. These shifts have affected two key stakeholders: transit operators and first- and last-mile (FLM) services. Although most cities continue to invest heavily in bus and metro projects to make public transit attractive, ridership in these systems has often failed to reach targeted levels. FLM service providers also experience lower demand and revenues in the wake of shifts to other means of transport. Effective FLM options are required to prevent this phenomenon and make public transport attractive for commuters. One possible solution is to forge partnerships between public transport and FLM providers that offer competitive joint mobility options. Such solutions require prudent allocation of supply and optimised strategies for FLM operations and ride-sharing. To this end, we build an agent- and event-based simulation model which captures interactions between passengers and FLM services using statecharts, vehicle routing models, and other trip matching rules. An optimisation model for allocating FLM vehicles at different transit stations is proposed to reduce unserved requests. Using real-world metro transit demand data from Bengaluru, India, the effectiveness of our approach in improving FLM connectivity and quantifying the benefits of sharing trips is demonstrated.


A Reference Model for IoT Embodied Agents Controlled by Neural Networks

arXiv.org Artificial Intelligence

Embodied agents is a term used to denote intelligent agents, which are a component of devices belonging to the Internet of Things (IoT) domain. Each agent is provided with sensors and actuators to interact with the environment, and with a 'controller' that usually contains an artificial neural network (ANN). In previous publications, we introduced three software approaches to design, implement and test IoT embodied agents. In this paper, we propose a reference model based on statecharts that offers abstractions tailored to the development of IoT applications. The model represents embodied agents that are controlled by neural networks. Our model includes the ANN training process, represented as a reconfiguration step such as changing agent features or neural net connections. Our contributions include the identification of the main characteristics of IoT embodied agents, a reference model specification based on statecharts, and an illustrative application of the model to support autonomous street lights. The proposal aims to support the design and implementation of IoT applications by providing high-level design abstractions and models, thus enabling the designer to have a uniform approach to conceiving, designing and explaining such applications.


Statechart-Based AI in Practice

AAAI Conferences

Layered Statechart-based AI shows considerable promise by being a highly modular, reusable, and designer friendly approach to game AI. Here we demonstrate the viability of this approach by replicating the functionality of a full-featured and commercial-scale behaviour tree AI within a non-commercial game framework. As well as demonstrating that layered Statecharts are both usable and amply expressive, our experience highlights the value of several, previously unidentified design considerations, such as sensor patterns, the necessity of subsumption, and the utility of orthogonal regions. These observations point towards simplified, higher-level AI construction techniques that can reduce the complexity of AI design and further enhance reuse.


Model-Driven AI for Games: Research Plan

AAAI Conferences

The field of game AI is largely industry driven, lacking an agreed upon formalism for AI representation. Ad-hoc scripting languages, simple finite state machines, behaviour trees, and planners are employed, but not in a fashion adhering to any standard. As a result, reuse is sparse between games and formal analysis techniques are undeveloped. As research for a Ph.D. thesis, we propose to show that a layered Statechart-based AI is a suitable formalism for Game AI, enabling the use of model-driven development techniques such as reuse and high-level analysis including model-checking. The fundamentally modular nature of this approach leads naturally to reuse as a fundamental component of the design process. Supported by a clearly defined formalism, useful behavioural analyses become possible, such as testing reactions to various inputs at design time. We also explore transformations at the modelling level to enable procedural generation, allowing rapid deployment of varying AIs. Additionally, such a model allows for the generation of efficient code that can be directly inserted into games. Tool support for reuse, generation, and analysis will be developed, then employed in creating an industrial scale AI, proving that this formalism is appropriate for industrial use.