Autonomous Agents

本文聚焦自主智能体研究,介绍了分布式问题解决、多智能体系统等相关领域。重点对不同智能体架构进行分类,包括反应式、触发式、慎思式、混合式和随时式智能体,分析了它们在计算时间和目标导向行为实现上的权衡及各自优缺点,随时式智能体对游戏应用很重要。

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Autonomous Agents

 

Wooldridge and Jennings [@] provide a useful starting point by defining autonomy, social ability, reactivity and proactiveness as essential properties of an agent. Agent research is a wide area covering a variety of topics. These include:

 

Distributed Problem Solving (DPS)

The agent concept can be used to simplify the solution of large problems by distributing them to a number of collaborating problem-solving units. DPS is not considered here, EXCALIBUR's agents being fully autonomous: Each agent has individual goals, and there is no superior common goal.

Multi-Agent Systems (MAS)

MAS research deals with appropriate ways of organizing agents. These include general organizational concepts, the distribution of management tasks, dynamic organizational changes like team formation and underlying communication mechanisms.

Autonomous Agents

Research on autonomous agents is primarily concerned with the realization of a single agent. This includes topics like sensing, models of emotion, motivation, personality, and action selection and planning. This field is our main focus within the EXCALIBUR project.

An agent has goals (stay alive, catch player's avatar, ...), can sense certain properties of its environment (see objects, hear noises, ...), and can execute specific actions (walk northward, eat apple, ...). There are some special senses and actions dedicated to communicating with other agents. 


 

The following subsections classify different agent architectures according to their trade-off between computation time and the realization of sophisticated goal-directed behavior.

 

Subsections:

 

Reactive Agents

Triggering Agents

Deliberative Agents

Hybrid Agents

Anytime Agents

 

Reactive Agents

 

Reactive agents work in a hard-wired stimulus-response manner. Systems like Joseph Weizenbaum's Eliza [@] and Agre and Chapman's Pengi [@] are examples of this kind of approach. For certain sensor information, a specific action is executed. This can be implemented by simple if-then rules.

 

The agent's goals are only implicitly represented by the rules, and it is hard to ensure the desired behavior. Each and every situation must be considered in advance. For example, a situation in which a helicopter is to follow another helicopter can be realized by corresponding rules. One of the rules might look like this:

 

IF (leading_helicopter == left) THEN

  turn_left

ENDIF

 

But if the programmer fails to foresee all possible events, he may forget an additional rule designed to stop the pursuit if the leading helicopter crashes. Reactive systems in more complex environments often contain hundreds of rules, which makes it very costly to encode these systems and keep track of their behavior.

 

The nice thing about reactive agents is their ability to react very fast. But their reactive nature deprives them of the possibility of longer-term reasoning. The agent is doomed if a mere sequence of actions can cause a desired effect and one of the actions is different from what would normally be executed in the corresponding situation.

 

 

Triggering Agents

 

Triggering agents introduce internal states. Past information can thus be utilized by the rules, and sequences of actions can be executed to attain longer-term goals. A possible rule might look like this:

 

IF (distribution_mode) AND (leading_helicopter == left) THEN

  turn_right

  trigger_acceleration_mode

ENDIF

 

Popular Alife agent systems like CyberLife's Creatures [@], P.F. Magic's Virtual Petz [@] and Brooks' subsumption architecture [@] are examples of this category. Indeed, nearly all of today's computer games apply this approach, using finite state machines to implement it.

 

These agents can react as fast as reactive agents and also have the ability to attain longer-term goals. But they are still based on hard-wired rules and cannot react appropriately to situations that were not foreseen by the programmers or have not been previously learned by the agents (e.g., by neural networks).

 

 

Deliberative Agents

 

Deliberative agents constitute a fundamentally different approach. The goals and a world model containing information about the application requirements and consequences of actions are represented explicitly. An internal refinement-based planning system (see section on [Planning]) uses the world model's information to build a plan that achieves the agent's goals. Planning systems are often identified with the agents themselves.

 

Deliberative agents have no problem attaining longer-term goals. Also, the encoding of all the special rules can be dispensed with because the planning system can establish goal-directed action plans on its own. When an agent is called to execute its next action, it applies an internal planning system:

 

IF (current_plan_is_not_applicable_anymore) THEN

  recompute_plan

ENDIF

execute_plan's_next_action

 

Even unforeseen situations can be handled in an appropriate manner, general reasoning methods being applied. The problem with deliberative agents is their lack of speed. Every time the situation is different from that anticipated by the agent's planning process, the plan must be recomputed. Computing plans can be very time-consuming, and considering real-time requirements in a complex environment is mostly out of the question.

 

 

Hybrid Agents

 

Hybrid agents such as the 3T robot architecture [@], the New Millennium Remote Agent [@] or the characters by Funge et al. [@] apply a traditional off-line deliberative planner for higher-level planning and leave decisions about minor refinement alternatives of single plan steps to a reactive component.

 

IF (current_plan-step_refinement_is_not_applicable_anymore) THEN

 

  WHILE (no_plan-step_refinement_is_possible) DO

    recompute_high-level_plan

  ENDWHILE

  use_hard-wired_rules_for_plan-step_refinement

 

ENDIF

execute_plan-step_refinement's_next_action

 

There is a clear boundary between higher-level planning and hard-wired reaction, the latter being fast while the former is still computed off-line. For complex and fast-changing environments like computer games, this approach is not appropriate because the off-line planning is still too slow and would - given enough computation time - come up with plans for situations that have already changed.

 

 

Anytime Agents

 

What we need is a continuous transition from reaction to planning. No matter how much the agent has already computed, there must always be a plan available. This can be achieved by improving the plan iteratively. When an agent is called to execute its next action, it improves its current plan until its computation time limit is reached and then executes the action:

 

WHILE (computation_time_available) DO

  improve_current_plan

ENDWHILE

execute_plan's_next_action

 

For short-term computation horizons, only very primitive plans (reactions) are available, longer computation times being used to improve and optimize the agent's plan. The more time is available for the agent's computations, the more intelligent the behavior will become. Furthermore, the iterative improvement enables the planning process to easily adapt the plan to changed or unexpected situations. This class of agents is very important for computer-games applications and will constitute the basic technology for EXCALIBUR's agents.

Action模块解析主流的另外一种Agent架构?案例分析:华为诺亚的盘古Agent主流的多智能体有哪些?【本文摘录自清华大学出版社:《深度学习和大模型原理与实践》】,各网站有销售,京东地址:https://item.jd.com/10130571131098.html研究内容:基于大型语言模型(LLM)的Agent的架构Agent定义Agent是什么?Agent是一种能够自主决策、采取行动以达到某种目标的实体。AI Agent的确定义:基于人工智能(尤其是大模型)技术,能够感知和理解环境,并采取行动以完成目标的智能实体。Agent能干什么?AI Agent 主要依托LLM模型和具体的业务场景来调用相应的工具来完成任务目标,智能化程度和行业贴合度会更明显。典型案例有什么?智能核保应用,如果解决方案搭载AI Agent能力,Agent具体工作:1)能自动识别业务需求,调用OCR信息抽取和结构化管理;2)构建核保决策模型;3)联合出保及费率管理等模块,快速完成核保目标。Agent和大模型LLM有什么关系?对于大模型和AI Agent 的关系,说法有很多,但总结下来我们可以得出三点:1)AI Agent 以大模型技术为驱动,大模型以AI Agent 为业务触手。2)不同的大模型应用行业应用,往往会催生不同的AI Agent。3)两者相辅相成、相得益彰,共同拓展着AI的应用边界和通用能力。总结,大模型 + 插件 + 执行流程 = Agent,图解如下: 论文地址:https://browse.arxiv.org/pdf/2308.11432.pdfA Survey on Large Language Model based Autonomous Agents本论文的Agent一种架构是什么?
03-09
### 基于大型语言模型(LLM)的Agent架构解析 #### Agent 架构概述 在现代人工智能领域,构建具备广泛适用性的智能体(Agent),尤其是那些可以执行多种任务并适应不同环境条件下的工作流程成为研究热点之一。为了实现这一目标,研究人员不仅依赖于强大的计算资源,还通过引入结构化推理机制和利用先验知识来增强智能体的能力[^2]。 #### 华为诺亚盘古Agent的特点 华为诺亚实验室推出的盘古Agent融合了先进的自然语言处理技术和多模态感知能力,旨在创建更加灵活高效的自动化解决方案。该平台支持调用语音生成、图像识别等多种类型的专家子系统,从而形成一个多维度交互界面,使机器能够在更复杂的场景下完成指定操作或提供服务[^1]。 #### 多智能体系统中的角色定位 当多个这样的高级别代理被集成到一起构成所谓的“多智能体系统”时,则可进一步提升整体性能表现。这些个体之间可以通过协作交流共享信息,在面对大规模数据集或者需要分布式决策的情况下展现出独特优势。例如,在工业制造环境中部署此类体系可以帮助优化生产流程管理;而在科学研究方面则有助于加速新药研发过程等具体环节上的突破进展[^3]。 ```python class MultiModalAgent: def __init__(self, llm_core, expert_modules): self.llm_core = llm_core # Large Language Model core component self.expert_modules = expert_modules # Dictionary of specialized modules like speech generation, image recognition etc. def process_input(self, input_data): processed_output = {} for modality, data in input_data.items(): if modality in self.expert_modules: processed_output[modality] = self.expert_modules[modality].process(data) final_response = self.integrate_responses(processed_output) return final_response def integrate_responses(self, responses_dict): integrated_result = "" for key, value in responses_dict.items(): integrated_result += f"{key}: {value}\n" return integrated_result ``` 此代码片段展示了如何设计一个多模态智能体类`MultiModalAgent`,它接收来自不同感官通道的信息作为输入,并将其传递给相应的专家模块进行处理。之后再由中心的语言大模型核芯部分负责整合所有反馈结果,最终给出综合性的答复。
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