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an observable environmental attribute and v i its current value.
H is a currently non-observable attribute called the state ,with V H
being its allowed set of values. One of the allowed value s
V H
is the current prevailing state. (Without loss of generality, we can
always assume there is only one non-observable attribute. If there
are more than one such attributes, we can simply define the state
to be a tuple of the hidden attributes. The state is the attribute
that affects the agents' preferences.)
( I i ) is collection of the agents' experiences, where each
I i =( I i ,I i ,...,I i )
a collection of the agent i 's experience rules. Each experience rule
I i
of agent i is of the form
( a 1 = v 1 )
( a 2 = v 2 )
∧···∧
( a k = v k )
d r
where each a i is the name of an environmental variable and v i its
value, d r ∈ V H is a value of the state. (Each rule represents one
instance of an agent's previous experience in dealing with problems
similar to the current one.)
X is a set of consequences.
P i is the i -th agent's set of preference rules. Each preference rule
has the form:
i x
{
d 1 ,d 2 ,...,d m }⇒
x
where each d i
V H
denotes a value of the state, and x
X and
x
X are consequences.
Example 3.5 As an example, consider the game in Section 3.2,
where four agents are discussing to form coalitions to either see a
Spielberg's S.F movie or to play tennis. The scenario can be modelled
as a NTU-IU game, as follows.
N =
{
A 1 ,A 2 ,A 3 ,A 4 }
is the set of agents.
The evidences E in this case are
{
(Director = Spielberg)
(Type = S.F.)
}
.
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