BaSi: Multi-Agent Based Simulation for Medieval Battles

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BaSi: Multi-Agent Based Simulation for Medieval Battles Ambra Molesini Enrico Denti Andrea Omicini Alma Mater Studiorum Università di Bologna {ambra.molesini, enrico.denti, andrea.omicini}@unibo.it WOA 2011 Dagli Oggetti agli Agenti Progettazione ed analisi di sistemi complessi mediante modellazione e simulazione basate su agenti Rende, CS, Italy 5th July 2011 Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 1 / 36

Outline 1 Foreword 2 Background Scenario Tools 3 Development of BaSi 4 Conclusion & Future Work 5 Bibliography Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 2 / 36

Outline Foreword 1 Foreword 2 Background Scenario Tools 3 Development of BaSi 4 Conclusion & Future Work 5 Bibliography Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 3 / 36

Scenario Foreword Simulation aims at modelling and reproducing some natural, ethological, social or conceptual phenomena Traditional simulation techniques often model the system dynamics based on systems of equations This can hardly be made with complex systems, like for instance ecosystems and human communities, where many autonomous individuals interact continuously Multi-Agent Based Simulation (MABS henceforth) promote a different approach to simulation, where interactive entities live, behave and interact in an agent society that represents the system to be modelled In this context, emerging behaviours can be observed as the result of individual interactions and choices The consequent relations emerging between individual behaviour and structural system properties help formulating/validating theories about ethological, sociological, psychological systems Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 4 / 36

Objective Foreword In this work, we experimented with MABS by taking Medieval Battles as our reference case study Why is it interesting? it is a non-numeric domain involving both quantitative and qualitative aspects the domain features multiple roles and requires a clear mapping of their relationships the scenario inherently emphasises individual warrior/agent autonomy, while calling for a clear definition of social strategies and tactics there is a widespread focus on interaction issues environment has a prominent role the scenario promotes emergent behaviours it is a good testbed from the methodological viewpoint it is a good testbed from the infrastructural viewpoint Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 5 / 36

Outline Background 1 Foreword 2 Background Scenario Tools 3 Development of BaSi 4 Conclusion & Future Work 5 Bibliography Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 6 / 36

Outline Background Scenario 1 Foreword 2 Background Scenario Tools 3 Development of BaSi 4 Conclusion & Future Work 5 Bibliography Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 7 / 36

Background Medieval Battles: The Roles Scenario During the Roman empire, the army was structured according to a rigid, hierarchical organisation, rooted on infantry In the subsequent centuries, however, structure and discipline became gradually less relevant, in favor of individual qualities of soldiers Battles occurred between groups of soldiers, with little or no coordination among them, often without a clear command chain The coming of cavalry, from the V century, changed the scenario, confining infantry to a complementary role Knights quickly become sorts of human tanks, virtually impossible to face in an open battlefield: the typical formation consisted of a single knight line, with squires at their back Specialised troops pikemen, mostly from the XII century constituted a real danger for knights: wisely used, they could lead to the total destruction of the cavalry In such cases, bowmen troops were used instead of cavalry, saving knights for a later time Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 8 / 36

Background Scenario Medieval Battles: Emergent Behaviours Tactics were quite simple: troops layout were mostly standard, only seldom adapted to the conformation of the ground or other factors, so victory or defeat typically depended on the size of the army and, to some extent, individual qualities Due to the lack of discipline, structure and order, even simple tactics could make the difference in medieval battles and often be enough to compensate even quite a large numeric disadvantage On the other side, however, the lack of (global) coordination in the command chain, coupled with personal visibility goals of individual warriors, could easily vanify the tactic abilities of a commander So, the final result of a battle was more an emergent behaviour coming out from a collection of individual choices and performance, rather than the expected result of a clearly-planned strategy Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 9 / 36

Outline Background Tools 1 Foreword 2 Background Scenario Tools 3 Development of BaSi 4 Conclusion & Future Work 5 Bibliography Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 10 / 36

Background SODA: Societies in Open and Distributed Agent spaces Tools SODA...... is an agent-oriented methodology for the analysis and design of agent-based systems... focuses on inter-agent issues, like the engineering of societies and environment for MAS [Omicini, 2001]... adopts agents and artifacts after the A&A meta-model as the main building blocks for MAS development [Molesini et al., 2006a]... introduces a simple layering principle in order to cope with the complexity of system description [Molesini et al., 2006b]... adopts a tabular representation Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 11 / 36

Background Tools SODA: An Overview References Tables Analysis Requirements Analysis Analysis Requirements Tables Domain Tables Relations Tables Responsibilities Tables Dependencies Tables Topologies Tables Transitions Tables Design Mapping Tables Architectural Design Detailed Design Entities Tables Interaction Tables Constraints Tables Topological Tables Agent/Society Design Tables Environment Design Tables Interaction Design Tables Topological Design Tables Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 12 / 36

Background TuCSoN: Tuple Centres Spread Over the Network Tools TuCSoN...... is an infrastructure for the coordination of distributed autonomous agents via tuple centres [Omicini and Zambonelli, 1999]... agents access tuple centres associatively, by writing, reading, and consuming tuples via the TuCSoN coordination primitives... tuple centre is a coordination abstraction perceived by agents as a standard tuple space [Gelernter and Carriero, 1992], whose behaviour can be defined to embed the laws of coordination via the ReSpecT language [Omicini, 2007].... adopts agents and artifacts as the main building blocks for MAS development Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 13 / 36

Outline Development of BaSi 1 Foreword 2 Background Scenario Tools 3 Development of BaSi 4 Conclusion & Future Work 5 Bibliography Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 14 / 36

Development of BaSi Requirements Our goal is to realise a simulation system that enables users to define two armies modify the default properties of the different kinds of soldiers start the battle simulation observe the battle progress and result Soldiers have to manifest autonomous behaviour, and the simulation has to evolve with no user intervention The simulation ends when one of the two army is defeated i.e., all of its soldiers are dead Defining an army means to specify at least the number of soldiers, per type i.e. the number of knights, bowmen and pikemen, respectively the army commander the army organisation informal, two-levels, three-levels Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 15 / 36

Development of BaSi Preliminary Requirements Analysis I The problem is decomposed in two main sub-problems managing the simulation (army creation, battle management, etc.) managing the user-system interaction (capturing the user commands and graphically rendering the battle) These sub-problems can be assigned to two sub-systems the simulation sub-system the user-interface sub-system to be designed independently from each other, while taking into proper account the information flow between them The user-interface sub-system (despite its potential graphical complexity) is simply concerned with getting initial parameters from the user and providing graphical results, and therefore does not require autonomous/intelligent entities; its design can then follow a standard object-oriented process, and will not be discussed in detail Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 16 / 36

Development of BaSi Preliminary Requirements Analysis II The simulation sub-system, instead, is well suited for an agent-oriented approach, as the agent abstractions seem particularly adequate to capture the key aspects of medieval battles agents autonomous and intelligent behaviour can easily model the soldiers: in turn, this makes it easy to model the army informal organisation, where each agent is able to decide its disposition in the battlefield and its actions during the fight agent societies capture the social aspects of the army, such as its social goals (e.g. enemy destruction) and the social rules that govern its organisation: in particular, agent societies can map also the cases where the army organisation changes during the battle the multiagent system (MAS henceforth) environment can capture both the topological aspect of the battlefield and the presence of the abandoned objects, which covers the last key aspect of the simulation sub-system Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 17 / 36

Development of BaSi Preliminary Requirements Analysis III As a preliminary step of the design process of the simulation sub-system, a soldier model has to be defined Henceforth, we assume the following soldiers characterisation Type soldier type (knight, bowman or pikeman) Army belonging army Speed maximum soldier speed in the battlefield Vigour maximum tolerable damage (before dying) Attack strength maximum damage inflicted to an enemy Defence strength maximum decrease of the damage caused by an enemy View scope maximum distance at which the soldier can see Attack scope maximum distance at which the soldier can attack Killing number of enemies killed when attacking Loading maximum load that the soldier can carry Equipment list of the soldier s objects (weapons, food, money, etc.) Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 18 / 36

Development of BaSi SODA Requirements Analysis Requirement Army Definition Simulation Monitoring Description definition of the armies in terms of soldiers and their parameters management of the simulation monitoring the battle progress and identification of the army winner Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 19 / 36

Development of BaSi SODA Analysis Function State Area Update Soldier State Battlefield State Update Battlefield State Rendering Command Ext Update Soldierd Description providing the state of a specific battlefield area updating soldier state providing battlefield state updating battlefield state showing the battlefield state changes obtaining user command obtaining user modifications to soldier parameters Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 20 / 36

Development of BaSi SODA Architectural Design Rule Attack Rule Win Rule PickUp Rule Army Head Rule Start Rule Monitoring Battlefield Rule Description The attack action is possible only if the enemy is in the scope of the attacker An Army wins the battle only if the number the enemy army soldiers reaches zero A soldier can pick up an abandoned object if this last is near to the soldier The army head s command is the more priority command The simulation starts only if the state of Interface Resource is start The state of the BattleField Resource can change only if the simulation is started Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 21 / 36

SODA Detailed Design Development of BaSi Artifact Army Artifact (social) Usage Interface receive headcommand send headcommand add soldier, remove soldier set strategy, get strategy get position, set position... Simulation start simulation, Artifact stop simulation, (social) pause simulation... Properties Artifact set property, get property add soldiertype, add property get soldiertypes, get armytypes... Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 22 / 36

Development of BaSi User-interface Sub-system: Overview! Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 23 / 36

Overall BaSi Structure Development of BaSi Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 24 / 36

The Prototype I Development of BaSi Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 25 / 36

The Prototype II Development of BaSi commanders energy bowman pikeman knight Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 26 / 36

The Prototype III Development of BaSi Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 27 / 36

The Prototype IV Development of BaSi Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 28 / 36

Outline Conclusion & Future Work 1 Foreword 2 Background Scenario Tools 3 Development of BaSi 4 Conclusion & Future Work 5 Bibliography Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 29 / 36

Conclusion & Future Work Conclusion & Future Work I The main objective of this work was to investigate the suitability of MABS in the development of an articulated scenario such as medieval battles So, we deliberately left apart aspects that are normally relevant for a simulation system, such as a rigourous and efficient simulation engine, the realisation of both a complex graphical interface and a detailed animation of the graphical elements With respect to the simulation context discussed in this work, further work will be devoted to improve the prototype, improving the simulation engine and adopting a better graphical rendering engine More complex and intelligent behaviours for soldiers could also be added, as well as user functionalities for defining specific military strategies for each army Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 30 / 36

Conclusion & Future Work Conclusion & Future Work II The experiment turned out to be an interesting testbed for the SODA methodology, highlighting some benefits as well as some limitations that we plan to address in the near feature: the tabular representation is clearly more suitable for an automatic tool than for a human designer, due to the large amount of tables to be filled in at each stage the definition or the adoption of a language for specifying SODA rules and interactions in a more precise and formal way, overcoming the implicit limitations of the natural language which is currently adopted in the tabular representation evaluating whether to enrich SODA with methods for the internal design of agents and artifacts Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 31 / 36

Outline Bibliography 1 Foreword 2 Background Scenario Tools 3 Development of BaSi 4 Conclusion & Future Work 5 Bibliography Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 32 / 36

Bibliography I Bibliography Gelernter, D. and Carriero, N. (1992). Coordination languages and their significance. Communications of the ACM, 35(2):97 107. Molesini, A., Omicini, A., Denti, E., and Ricci, A. (2006a). SODA: A roadmap to artefacts. In Dikenelli, O., Gleizes, M.-P., and Ricci, A., editors, Engineering Societies in the Agents World VI, volume 3963 of LNAI, pages 49 62. Springer. 6th International Workshop (ESAW 2005), Kuşadası, Aydın, Turkey, 26 28 October 2005. Revised, Selected & Invited Papers. Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 33 / 36

Bibliography II Bibliography Molesini, A., Omicini, A., Ricci, A., and Denti, E. (2006b). Zooming multi-agent systems. In Müller, J. P. and Zambonelli, F., editors, Agent-Oriented Software Engineering VI, volume 3950 of LNCS, pages 81 93. Springer. 6th International Workshop (AOSE 2005), Utrecht, The Netherlands, 25 26 July 2005. Revised and Invited Papers. Omicini, A. (2001). SODA: Societies and infrastructures in the analysis and design of agent-based systems. In Ciancarini, P. and Wooldridge, M. J., editors, Agent-Oriented Software Engineering, volume 1957 of LNCS, pages 185 193. Springer. 1st International Workshop (AOSE 2000), Limerick, Ireland, 10 June 2000. Revised Papers. Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 34 / 36

Bibliography III Bibliography Omicini, A. (2007). Formal ReSpecT in the A&A perspective. Electronic Notes in Theoretical Computer Sciences, 175(2):97 117. 5th Inter. Workshop on Foundations of Coordination Languages and Software Architectures (FOCLASA 06), CONCUR 06, Bonn, Germany, 31 August 2006. Post-proceedings. Omicini, A. and Zambonelli, F. (1999). Coordination for Internet application development. Autonomous Agents and Multi-Agent Systems, 2(3):251 269. TuCSoN. TuCSoN home page. http://tucson.apice.unibo.it. Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 35 / 36

Bibliography BaSi: Multi-Agent Based Simulation for Medieval Battles Ambra Molesini Enrico Denti Andrea Omicini Alma Mater Studiorum Università di Bologna {ambra.molesini, enrico.denti, andrea.omicini}@unibo.it WOA 2011 Dagli Oggetti agli Agenti Progettazione ed analisi di sistemi complessi mediante modellazione e simulazione basate su agenti Rende, CS, Italy 5th July 2011 Molesini, Denti, Omicini (UniBo) BaSi WOA 2011 36 / 36