of a coordination mechanism implying the following:
1. a decentralized control law that take into account
the interaction among entities 2. formalization of the
coherence problem as a stability problem; 3. a dis-
tributed planning induced by the sliding manifolds. In
our research we transform the hybrid systems that de-
scribe the agents behavior into dynamic polynomial
systems. The purpose of this paper is to extend the
analysis of the framework already introduced in (Cis-
telecan, 2004b) by investigating thoroughly the prob-
lem of deriving the sliding manifolds from the prob-
lem specifications.
This paper is organized as follows. In Section 2 we
investigate the issues that are important for the SoSs
design. In Section 3 we show the mathematical model
of the agent. In Section 4 we introduce the idea of a
nominal control system for the proposed framework.
In Section 5 we introduce the control law as a sliding
mode control law. In the next two sections we explain
the basic ideas by using an example. In Section 8
we give some preliminaries for the problem of self-
adaptation, leaving for a next paper a more detailed
mathematical formalization. We conclude the paper
by Section 9.
2 COHERENCE AND GOAL
CODING
The flat hierarchical (one-level) SoSs do not benefit
from an external supervisor, instead, some agents, the
”leaders” or ”managers”, have the authority to control
indirectly the whole dynamics by directly controlling
the entities they interact with. A ”leader” may in-
fluence ”ordinary” agents but remains insensitive to
them. A leader agent has its own dynamics that can be
prescribed or modified only by an external source. For
example, for a task of collecting objects, if the work-
ing area is to be changed a leader should decide when
and where to move next the whole group of agents.
Obviously, by concatenating many flat hierarchies a
multi-level hierarchy could be obtained. If the ”lead-
ers” embedded on a level of the hierarchy are given
references from a higher level, then the decision from
the higher level is refined at the lower level.
When designing SoSs the following four issues are
important: 1. How to represent the agent behaviour
by a comprehensive model;2. How to model the goal
to be accomplished by the SoS; 3. How to model the
interactions;4. How to infer the appropriate decision
so that eventually the SoS achieves the goal.
Two observations are in place here. First, inside
a SoS the agents functionality is often different. An
example taken from the RoboCup game shows that a
goalkeeper and a player obey different assignments
of the defend-attack protocol. Secondly, a SoS is
composed of many different entities, some of them
- the active entities or agents - are able to take deci-
sions, some of them - the passive entities - just influ-
ence the decisions taken by the active entities. Ex-
amples of passive entities are: landmarks, obstacles,
queues, (non-intelligent) targets on the military field,
ball, gate (RoboCup), interrogated global data-bases.
Despite the difference in their protocol and the type
of passive entities the SoS consists of, the agents have
to implement a (decentralized) decision making pro-
cess that guarantees the SoS coherence. The (coordi-
nation) coherence of a SoS is related to its ability to
reach the goal state or to accomplish the given task.
Generally, the goal state is given as a set of predi-
cates on some of the SoS entities - the tactical entities.
For example, if a SoS contains agents, obstacles and
landmarks the specifications related to the target for-
mation are given only with reference to agents and
landmarks but not to obstacles. It is intuitive that
in a general sense the formation can be stated as a
collection of relations, R
ij
, among the tactical enti-
ties. Thus, the ultimate goal the SoS should achieve
could be coded into the SoS structure through a tar-
get formation, that imposes the desired relations, R
d
ij
,
among the tactical entities.
Beside the ultimate goal of a problem it might be
necessary to impose partial goals or strategies for each
agent. From a mathematical point of view these are
restrictions imposed to the agents behaviour. Partial
goals are often dealing with some order relations and
generally they require sub-plans in order to be ac-
complished. For example, the ultimate goal for the
RoboCup game may be coded as a zero distance be-
tween the ball and the adversary’s gate. The partial
goals are related to the game strategy. Note, for ex-
ample, that if the ball is surrounded by many players
from both teams, a strategy should be defined so that
the ball is made attractive only for two adverse play-
ers and repulsive for all the others.
The interactions among entities may be described
mathematically by relations among them. If the ulti-
mate goal is coded into the SoS structure as a target
formation the decision making system should always
minimize the misfit measure (e
ij
, q
e
ij
) = R
d
ij
³ R
ij
between the desired, R
d
ij
, and actual, R
ij
relations;
³ stands for a comparison operator. Stated in this
manner, the SoS problem of goal achieving resembles
the well-known regulator (tracking) problem from the
control systems theory if R
d
ij
are time invariant (time-
varying). Moreover, the coherence concept defined
for SoSs becomes equivalent to the stability concept
from control systems theory. Thus, if the dynamical
system of the misfit measure is stable and converges
towards the origin, the SoS behaves coherently and
consequently, the goal is achieved. When the com-
munication among agents is only partial, the ”partial
information control” can be stated as given by the ro-
AGENTS COORDINATION IN FLAT HIERARCHICAL SOCIETY-ORIENTED SYSTEMS
77