Emerging Complexity: Communication between Agents in a MAS for
Shape-shifting TUIs
Helen Hasenfuss
a
Abbeyfeale, Co. Limerick, Ireland
Keywords: Communication, Shape-shifting, Self-assembling, Multiagent Systems.
Abstract: Communication is an essential component for creating shape-shifting, interactive interfaces. This paper
discusses the early stages in constructing a communication protocol for a specific agent (the Dod (Hasenfuss,
2019)), to be used in a multiagent system (MAS). It is part of a larger study focused on developing novel
interactive interfaces. Supporting the attempt to create a viable blueprint for an agent design, communication
was explored from the perspective of artificial intelligence (AI). The components necessary for
communication are tied to deeper constructs that cater for qualities such as coping mechanisms,
understanding, interpretation and awareness. In the process of developing aware or conscious agents, the
challenges of ethical usage of such technology comes to the foreground. Raising the necessary questions
around these issues even in the development of a blueprint, can ensure a more informed and wholesome
adaptation of the design once these issues can be resolved (e.g. final application, construction material,
working environment, etc.).
1 INTRODUCTION
As a continuation from last year's paper presented at
CHIRA 2019 (Hasenfuss, 2019), this paper aims to
discuss the aspect of communication necessary
between agents in a multiagent systems (MAS) but
also the need for machine learning or artificial
intelligence (AI), in order for agents to function
autonomously. A MAS consists of a quantity of
individual agents operating together to create larger
macro structures. A biological example is that of an
ant or termite colony.
The capacity for agents to learn specifics about
their environment and given task is essential in order
to be able to achieve shape shifting, tangible user
interfaces (TUIs). The learning process should ideally
accommodate the following actions:
learn from past experiences
remember optimum cluster formations in the
creation of specific 3D structures,
cope with partial malfunctions,
Cope with unexpected event (falling of an edge,
being pushed by other agents, etc
recognise actions of the user and respond to
them,
a
https://orcid.org/0000-0001-5703-2685
forget irrelevant or obsolete information
This list is not exhaustive but aims to illustrate the
complexity of each task when it is necessary to build
or code these behaviours from the beginning.
Alongside the question of intelligence, is its
connection to the concept of ethics. Whilst ethics is a
difficult topic to define, it is useful to consider the
effect, of applying certain values in the early stages
of technology development. Contrary to the current
trend of designing machines that behave ethically
(e.g. self-driving cars), a focus of this paper will be to
consider design parameters that can define or
accommodate ethical restraints.
The Dod design will be used to demonstrate the
process of creating rulesets necessary to initiate
autonomy in artificial agents. The Dod is a design
based on a dodecahedron, with a retractable arm
extending from each of the 12 facets (Hasenfuss,
2019), see Figure 1.
The overall result of the study that produced the
Dod design, is a blueprint of a MAS agent design that
can be used as is, or adapted to future technological
developments or applications.
Section two will highlight some of the works that
have focused exclusively on agent communication
44
Hasenfuss, H.
Emerging Complexity: Communication between Agents in a MAS for Shape-shifting TUIs.
DOI: 10.5220/0010140800440055
In Proceedings of the 4th International Conference on Computer-Human Interaction Research and Applications (CHIRA 2020), pages 44-55
ISBN: 978-989-758-480-0
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
and have created working prototypes. It highlights
how different approaches to communication can
influence design choices and also have an impact on
the design itself.
Figure 1: The Dod.
The Dod represents a primary focus on
developing a physical agent design. As a result, the
communication procedure envisioned for the Dod
adapts to the physical affordances. It also draws
inspiration from organic behaviours of lifeforms that
have similar physical qualities, (e.g. as exhibited by
octopuses, sea anemones, or starfish). This process
will be discussed in section three.
In section four, the rulesets defined for the current
state of the Dod will be explored. This relates to the
local structures it is capable of creating (e.g. line,
curve and cluster) and its effect on the overall macro
structure. Elements such as textural changes, colours
and movement can be useful in the design of user
interactions with shape-shifting technology.
The proof that biological systems have already
catered for many extraordinary designs is evident in
the diverse number of research projects that are
directly or peripherally influenced by elements of
nature (Ridden, 2015; Petersen et al., 2014; JPL,
2012). Therefore, it is not entirely unrealistic to
consider developing the Dod into the biological
domain. Continuing along this avenue not only brings
technological challenges but also ethical ones.
Section five will discuss the relevancy of ethical
parameters that can arise when designing AI agents,
as is required for shape-shifting technology.
2 RELATED WORK
The concept of communication in a MAS has
received a large proportion of attention in academic
research because it is a) accessible, particularly in
digital format, b) relatable and provides insight into a
diverse range of social groups and c) there is still a
great deal that is not completely understood. MAS
communication is not just used in shape-shifting
technology but also helps explore concepts such as
swarm computing, crowd or insect behaviour and
networked systems such as IoT. With respect to the
behaviour traits and communication of Dod agents,
since the aim was not to build a fully functioning
prototype. The projects listed in this section were
explored for their suitability and inspired the
proposed communication behaviours, for the Dod,
detailed in section four. Three of the projects are
based on working prototypes and effectively illustrate
the interconnected relationship between
communication and physical structure. The method of
communication can also influence the style of self-
assembly (static or dynamic). Several different
approaches for programming these methods have
been developed as a result (Butera, 2002; Le Goc et
al., 2016; Özgür et al., 2017; Romanishin et al., 2015;
Roudaut et al., 2016;Rubenstein, 2014). These
approaches will be briefly described in the following
list. Determining which approach is most efficient,
with respect to a computer-based system, is still being
experimented with.
In his proposal of pushpin computing, Lifton
describes information travelling from one agent
to another via programming fragments: a
distributed sensor network (Lifton, 2002). These
fragments pass on the commands to their next
nearest neighbour until the require task is
completed. In analysing the graphical data of
this work, it is possible to draw an analogy
between the spread of commands amongst the
agents to the propagation of a viral infection, i.e.
an exponential growth. The potential exists for
this to be achieved through physical contact or
defining a sensory range.
Another suggestion detailed in the project
Proteo, is to have several seed agents dispersed
throughout the system. These would act as core
points around which the other agents can gather
and orientate themselves. They would have
slightly different coding and be able to make
more managerial decisions (Le Goc, 2016;
Bojinov et al., 2002).
‘Ghost’ trails (Uhrmacher et al., 2009), which
are very similar to the pheromone trails left by
ants and other insects, have been developed to
indicate location and type of message (food:
energy, danger: obstacle, etc). Depending on
how many agents use the trail, it is strengthened.
An initially chaotic field of trails eventually
becomes ordered into optimum paths (Tero et
al., 2007).
Organisation according to stigmergy is another
approach. It is based on the mechanism by
which agents can organize through
commonalities in the environment (Tummolini
Emerging Complexity: Communication between Agents in a MAS for Shape-shifting TUIs
45
et al., 2009) and is very closely linked to the
ghost trails approach. The main principle is
based on the fact that a single ant can lay a trail
that indicates a good food source. This anomaly
of difference or change in the environment
influences the next actions taken by the same ant
or others that find the trail and strengthen it
(Tummolini et al., 2009). It is also possible to
alter the environment to influence the behaviour
or reaction of the agent.
2.1 Existing Platforms
Adaptability, flexibility, stability, endurance and
robustness are desirable qualities of a MAS
communication protocol. Kilobot, Zooids and Cellulo
are three projects that embody these qualities and will
be briefly discussed in order to provide valuable
insights that can help define behavioural
characteristics of any kind of physical agent, and in
this case the Dod.
2.1.1 Kilobot
Rubenstein details the effective swarm
communication of robots numbering in the hundreds
(approx. 1024 Kilobots) (Rubenstein et al., 2014).
The Kilobot is a circular robot with IR sensing for
distance and positioning calculation, and vibration
motors for locomotion (Rubenstein et al., 2014).
These robots are based on defining boundaries rather
than the placement of each agent, and they self-
organise into shapes (quasi 2D planar shapes) as
opposed to self-assembling into 3D structures (i.e.
along the z-axis).
Defining boundaries indicates a great deal of
system flexibility with respect to packing patterns for
self-organisation. Being able to sense or recognise
boundaries is also a crucial skill for an autonomous
agent, especially in the process of adapting to
specific, complex, prescribed boundary conditions
such as a keyed interface. Such flexibility is also
indicative of a natural approach to organic assembly
(Rubenstein et al., 2014). It incorporates the ability to
be adaptable and responsive to changing
circumstances which can be beneficial in the survival
of a particular design or behaviour. Each agent in this
project is only aware of itself in relation to its local
neighbouring agents. Localisation is achieved by
averaging the distance samples between the sensing
agent and its surrounding neighbours. Distance is
defined by the communication between agents, i.e.
the update of messages. Maintaining a list of sampled
distances ensures that behavioural adjustments can be
made based on the comparison of values. For
example, if a robot were pushed over a ledge it would
realize from the sudden change in several distance-
values, that its position had changed suddenly and not
as part of the self-organising process.
The following observations that emerged from the
Kilobot project can be applicable and relevant for any
multiagent system:
Variation in the ability of agents due to
components (motion, extension, learning,
transmitting, etc).
Rare or unpredictable events causing errors
either from within or external environmental
influence (e.g. internal influence: short circuit,
external influence: poke)
Message corruptions – multiple message per
channel, chatter between agents, random noise.
This can have a domino effect on other
dependant factor, e.g. failing to sense
boundaries
Anisotropic boundary measurements
2.1.2 Zooids
Zooids is a project based on swarm computing to
create user interfaces. The main aim of this research
is to close the gap between actuated tangible table-
tops, whereby solid materials can be manipulated, and
shape displays that use the method of physical
deformation to manipulate digital data. Like a natural
ant hive, this project has a centralised control system
to coordinate the Zooids. Similar in physical structure
to Kilobots, Zooids are battery powered, circular
robots; they move according to motor driven wheels
and they can self-organise. They utilise capacitive
touch for sensing and communicate through a radio
receiver (Le Goc, 2016). Overall, the physical Zooid
agent represents only a quarter of the entire MAS: an
application sets the goal, then a simulation is
responsible for path planning, proceeding to a server
that sends commands to each individual Zooids. Once
each Zooid receives its instructions specific
predefined algorithms are initiated and executed as
required. Of interest is the conclusion that to be
considered viable for real-time applications, a MAS
or programmable matter-based interface must be able
to execute any function or motion or shape change in
the order of one second’ (Le Goc, 2016; Nielson,
1995). This relates to the user’s expectation, focus
and need for feedback regarding system states. The
following qualities are described by the authors which
merit careful consideration.
Continuous versus discrete positioning: the
advantage of swarm computing is the possibility
CHIRA 2020 - 4th International Conference on Computer-Human Interaction Research and Applications
46
of availing of continuous positioning.
Continuous values contain more information,
provide greater accuracy and resolution, and
possibly even render a more faithful
representation of physical matter. Discrete
values are most often used in the digital domain
and represent values that have been interpolated
in order to convey the essence contained within
digital data, e.g. an image that is converted into
square pixels.
The concept of a system being able to adapt to a
fixed number of elements or one where the agent
count differs, i.e. active and inactive agents.
This is true of natural systems. A MAS must be
capable of dealing with agents that malfunction
or, if for example a shortage of energy is
detected, function with a reduced capacity of
agents.
The ability of agents to change their roles is a
quality that is also echoed in certain ant species
(Gordon, 2010). The ability to decide which
function is appropriate to the current task
contributes to the awareness level, enabling the
agent to determine the next course of action with
greater independence.
2.1.3 Cellulo
The last project worth considering with respect to
inter-agent communication is Cellulo. Cellulo is a
tangible table-top based interface whose main
objectives are to be robust, reliable, affordable and
versatile within a classroom or educational setting. As
these are their main aims, the communication
protocols have not reached the level of sophistication
required for the envisioned autonomous agents of a
MAS. However, it is possible to consider elements
that can be used to create a robust foundation ruleset
for MAS agents. Cellulo agents communicate via
Bluetooth and have a downward facing camera to
read the printed microdot patterns over which they
move. The agents are capable of holonomic
movement due to an omnidirectional ball drive
(Özgür, 2017). Each agent communicates, via
Bluetooth, with a ‘master’ tablet. Bluetooth
technology limits the number of agents that can be
active at any given stage and this system is an
example of how each agent is instructed what to do
individually. An important quality in this project, is
the ability of the Cellulo agents to cope with
unexpected events, e.g. kidnapping: when a child
removes an agent from the table top, or physical
manipulation: pushing an agent against the
designated direction, etc. This is due to the relative
simplicity of the system with respect to its movement
and environmental localisation capabilities, i.e. a
camera reading a microdot pattern and following an
instruction. The simplicity of its ruleset means the
Cellulo agents exhibit predictable behaviour. As a
result, it is possible to focus on apparent collective
behaviour: the final, perceived behaviour versus the
actual, inner functions.
These are functioning projects that achieve
effective communication in physical MAS, ranging
from 7 to 1000 agents. Whilst the core issue of
awareness is not yet fully solved, it is possible to see
the potential of using such systems as basic templates
for communication protocols of artificial agents. The
following section explores the basic movement-based
mechanisms that are available to the Dod design, with
the aim of eventually leading to defining which
communication protocol is best suited for future
developments of a Dod MAS.
3 COMMUNICATION TYPES
As mentioned previously the term MAS has had most
usage describing digitally simulated, multiagent
systems. An advantage in testing communication
protocols, such as the ones described in section two,
via digital simulations, is the possibility to manipulate
the variable of Time. Whilst it is possible to observe
patterns and development of communication in real-
time, the timespan for such observations potentially
precludes any useful application of the collected data.
Digital simulations are also a contributing factor as to
why communication models have received
continuous interest and research. The development of
communication and the means to embody it are
usually symbiotic-ally interlinked within a system. In
the domain of man-made agents, however, it is
sometimes necessary to consider one characteristic
over the other, e.g. the physical appearance before
communication technique or vice versa: choosing a
specific communication style that delineates the
resulting physical design (Gorbet et al., 1998; Lifton
et al., 2004; Nakayasu, 2010; Richardson et al.,
2004). The Dod is primarily designed to
accommodate self-assembly and the ability to create
complex, 3D macro structures. In this case the
element of communication has secondary priority, i.e.
it must develop from the physical structure. The field
of Biomimicry had a strong influence on defining
design parameters for the Dod. The octopus, star fish,
sea anemone and euplectella aspergillum were
referenced in relation to how a design such as the Dod
could move, how its internal circuitry could be
Emerging Complexity: Communication between Agents in a MAS for Shape-shifting TUIs
47
accommodated and what kind of behaviours would be
possible. For example, the brain of an octopus is
divided between an internal component and its skin.
Rather than having just one central processing unit,
its skin / appendages also have a degree of processing
power allowing it to execute complex camouflaging
with greater ease. Examining these structures,
provides insight into existing communication and
awareness models and how they function in relation
to their given physical form. The act of
communication will be separated into two processes
for this paper: intrinsic and extrinsic communication.
3.1 Intrinsic Communication
Communication based on an intrinsic level would
indicate that each agent receives the same knowledge
to begin with, but after initiation, is responsible for
sensing, storing and analysis of any extraneous
information that is gathered. The agent communicates
within itself more so than with its neighbours in order
to make sense of its surrounding. These types of agent
could easily become leading agents, particularly if
placed among agents that have less knowledge. This
setup creates individualistically orientated, valuable
agents because of the resources required to facilitate
each agent with learning capacity, memory storage,
energy to transmit and direct, knowledge processing,
decision making. More energy is consumed by
individual agents but the potential exists that these
agents can make decisions based on the information
collected.
3.2 Extrinsic Communication
Communication based on an extrinsic level would
indicate that the external environment, like
stigmergy, controls each agent. Such a setup would
require very precise and definitive instructions from
the environment to achieve specific goals. Aside from
environmental influences, this type of
communication requires a greater proportion of
agent-to-agent interaction. In this setup it could be
possible to pool information together, collected by
each Dod, such that the common knowledge base of
the MAS is maintained. While the potential exists for
memory storage to be used up faster, it would ensure
that each Dod is aware of the overall system. This is
useful for determining system states or if the Dod
based MAS is applied in a sensor network
application.
Applying these concepts, consider the following
example: a group of 50 adult humans is asked to link
together in order to create the shape of the letter ‘B’.
Each person understands the concept of the letter.
One solution is if people link hands and follow one
person who walks the outline of the shape. By being
linked everyone not only knows the state of the
system (i.e. how many people there, how far to spread
out, when to move, etc.) but they also learn more
about their environment. The people following do not
always know where or when the shape ends because
they are part of a linked chain.
Alternatively, people can also arrange themselves
individually by realizing where they are needed and
what needs to be done to complete the structure. Each
person takes the responsibility to be aware of the
overall goal as well as their individual place. This
ability means that the people are not tied to a specific
place in the shape and can adapt to or compensate for
unforeseen events.
The example highlights the strengths and
weaknesses in both approaches of communication
and the behaviours that can emerge as a result. The
ideal case would be a combination of intrinsic and
extrinsic influences. Each agent should be influenced
by its environment, i.e. be aware of surrounding Dods
and the environment in which they move, enabling
them to make informed decisions, but also
information should be passed from one agent to
another to foster a collective awareness. Despite the
application of these types of behaviours, i.e. direct
coding, falls outside the scope of this study, the
application of learning algorithms is an important
aspect of future work for the Dod agent.
Considering these approaches has an impact on
the development of the Dod design, since a
fundamental difference exists between an internally
driven and an environmentally driven motivation to
self-assemble or self-organise. For example, in ant
hives, it emerges that the lack of a singular
hierarchical chain of command ensures that a system
can expand and maintain optimum flexibility
(Gordon, 2010). Alternatively, the concept of seed
particles could be translated into representing the seed
particles as being physically different - slightly larger,
or have a different configuration, etc. to provide a
structural initiation marker instead of digitally
communicating its significance. Whilst extrinsic and
intrinsic communication describes how an agent acts
and learns within the entire system, another layer of
programming exists that is specific to each individual
agent. This layer of programming refers to a
fundamental ruleset and is evident in biological and
inorganic agents.
The model presented by Kristinn Thórisson was
used as a method of structuring the task of creating a
fundamental rule set for the Dod. In summary, he
CHIRA 2020 - 4th International Conference on Computer-Human Interaction Research and Applications
48
highlights three distinct layers of awareness in an
autonomous agent (Thórisson, 1996):
The inner or bottom layer refers to the agent’s
rudimentary functions, i.e. how it fundamentally
works: the system mechanisms, the rules and
coding that characterize it. This layer of
awareness functions even if the incoming
sensory information is not being processed.
The 2nd or middle layer refers to the behaviours
of the agent. These behaviours emerge and are
defined as a result of the interactions between
the 1st level rules. This encompasses the variety
of combinations in which the rudimentary
mechanisms can function together.
The 3rd level and what can possibly be
considered the topmost level, is one in which the
agent behaviour interacts with the environment
in which it is in, i.e. its surroundings and the
objects therein as well as other agents. This is
the boundary between internal and external
environments.
Once the process of awareness begins, each layer is
interlinked and appropriately informs the next layer.
This model indicates the bi-directionality of
awareness but also the balance between ‘hardcoded’
behaviours found in the innermost layer and the
flexible, adaptability of the remaining layers in their
participation of information exchange. For example,
consider an agent whose 1st level, basic rule set
consists of moving, talking and collecting. The 2nd
level behaviours that could emerge from this are
moving, talking, collecting, foraging (moving +
collecting), storing information (talking + collecting)
and spreading of information (talking + moving). The
behaviour of an agent is continuously being informed
by its basic rule set and in the 3rd level, the agent acts
and communicates outside of itself, i.e. in the
environment. Factors such as stigmergy may become
relevant as well as contact with other agents and
whether or not they have similar or different
behaviours. This description is an example of a purely
mechanical or logical rule set and can be considered
to have relatively predictable variables. The
introduction of emotions as an unpredictable and
undefinable ruleset, clearly indicates the complexity
of interaction that can begin to emerge.
The integration of these three levels provides the
capacity for varying degrees of awareness and
thereby communication abilities. This includes being
able to prioritize knowledge through active learning,
forgetting irrelevant information, pooling knowledge
between agents and passing on or receiving
knowledge gained from past experiences or different
parts of the system.
In future MAS developments, the depth of
autonomy required for agents will predominantly
define the refinement of the basic ruleset. For this
study the Dod is considered to function on a purely
mechanical level.
4 Dod RULESET
The Dod’s fundamental ruleset (the inner layer),
emerged from the affordances of its physical design.
As mentioned in section three, existing systems that
have a similar shape or mechanisms also helped
inform possible behavioural rules and patterns. For
example, octopus and anemones explore their
surrounding via appendages or tentacles that can
extend or retract, are flexible and are essential in
completing everyday tasks such as environmental
exploration, foraging, protection, defence,
camouflage, etc. With the ability to extend arms, the
Dod could also use it’s extendable arms as ‘feelers
to scope out its surrounding, or communicate with
neighbouring Dods, etc.
An important differentiation is that these
rulesets do not automatically ensure an innate
awareness. In the Dod’s case, they currently cater for
the rudimentary mechanisms (e.g. creating line or
cluster structures) that are possible through its design
(e.g. extending arms, semi-spherical nature, etc). This
means that if the Dod develops further, with respect
to construction material, sensory ability, user
application - this ruleset should remain unaffected;
the equivalent to default factory settings. For the
following description of developing a fundamental
ruleset, the Dod hypothetically determines its position
through IR sensors that are set into each arm / facet.
4.1 Level 1 Mechanisms
This section details how a Dod physically functions
on its own and it includes the description of how
features such as lines, curves and clusters are
constructed. The following points are deemed as
being necessary components for the basic level of
Dod awareness, from which fundamental rules can be
formed.
Body Mechanisms
Extend and retract arms
Connect & disconnect to other arms
Orientate to any 12 arms
Sense next closest Dod
Sense the immediate environment
Emerging Complexity: Communication between Agents in a MAS for Shape-shifting TUIs
49
Computational Mechanism
Emit ready to connect tag = attachable
Emit connected tag = attached and # of arm
Emit not functioning tag = arm failure
Emit standby tag = waiting for use
Send and receive command messages
Memory: the ability to store past, present and
future tags in command line
Memory: the ability to remember and forget
(once a command has past or a goal has been
achieved)
Fundamental Rules:
1) An arm can go in (0) or out (1),
2) Any arm will always have 5 surrounding it.
3) The decision on which arm is extended or not
will eventually depend on weighted probability.
This is based on which configurations are most
advantageous given the different states.
4) When exploring the environment, a Dod extends
its arms like the feelers of an insect. When it
encounters a solid boundary, it determines that it
is either a surface meaning it can potentially
move in that direction or it is another Dod. The
concept of awareness must be considered at a
very primeval level particularly when
considering scalability. Dods are designed to feel
rather than see therefore in order to check
whether a Dod is connected they must either emit
a connect tag: like a pheromone or must receive
force feedback such as resistance when pushed.
5) To construct a line or curve only two arms are
required by each Dod and in a cluster a minimum
of three Dods are required with a vast variety of
arm states possible.
6) It is currently envisioned that commands are
passed from one Dod to another via contact.
From these basic guidelines, it is possible to construct
a set of states, e.g. tags that determine specific actions
and behaviours. The term tag is symbolic of the piece
of coding that the Dod would work with and act upon,
similar to the program fragments as described in
Lifton’s thesis on Pushpin Computing (Lifton, 2002).
To date three states have been established for the
Dod: line, curve and cluster. They can be viewed as
basic structural components for 2D and 3D structures.
The root position is one in which the Dod rests
completely on one facet. When the arm connected to
this facet is extended, it will be defined as the
standing arm for ease of visualisation. Another stable
configuration is when all arms are extended and the
standing arm and its mirror arm are retracted: the
edges of the surrounding extended arms support the
Dod, see Figure 2. Due to the inherent symmetry of
the dodecahedron it is possible for any facet to
become the root position. This is what is meant by the
Dod being able to orientate to any of the 12 arms, if
the sensor ID remains static for each Arm, then Arm
ID is relative to the sensor value, e.g. Arm 1 can
become Arm 7. Therein lies great flexibility, because
it is possible for the Dod to reposition and orientate
itself irrespective of the task, location and orientation.
Figure 2: Root position – (a) root position with standing
arms retracted & extended indicated by the red lines, (b)
Facet / Arm allocation.
Figure 2b. illustrates the mapping of the remaining
arms when in the root position configuration, Arm 1
(bottom hemisphere) and Arm 12 (top hemisphere)
are designated as the default standing arms in root
position.
4.1.1 The Line Tag
Line tag (LT): In the line state, the fundamental rule
is: opposite arms always engage or activate together.
The arms can A) both extend, B) retract or C) have
one extend and one retract. It is possible to adjust
which arms are retracted or extended, resulting
in straight-lined structures of varying heights, see
Figure 3.
Figure 3: Line heights - Varying heights due to the
configuration of arms that are retracted or extended.
4.1.2 The Curve Tag
Curve tag (CT): In the curve state, the fundamental
rule is: opposite arms never engage or activate
together. The Dod is capable of two types of angle
positions. There is the AcCurve tag (AcC) for an
acute angle (root position + arm from lower
hemisphere) or the ObCurve tag (ObC) for an obtuse
angle (root position + arm from upper hemisphere).
Rather than activating opposing arms, the first
arm is identified and then another arm either on the
upper or lower hemisphere of the dodecahedron can
CHIRA 2020 - 4th International Conference on Computer-Human Interaction Research and Applications
50
be activated. This creates acute or obtuse angles
without much strain on a mechanism such as a joint
or lever. Due to the semi-spherical but faceted nature
of the Dod, the facets between upper and lower
hemisphere are offset to each other This influences
the dimensionality of the circle or type of line formed
with this tag, i.e. instead of a flat circle, there is a
slight twist or wobble because of the offset facets.
It takes a minimum of 6 Dods to form a circle
using obtuse angles, Figure 4a. Applying this tag to a
line, creates a spiralling, curved line, Figure 4b.
Figure 4: (a) circle of Dods, (b) curvy line of Dod.
4.1.3 The Cluster Tag
The last rule relates to the Cluster tag. A cluster is
comprised of Dods with specific arm configurations.
A configuration in this instance is defined as the
position of the arm states (extended or retracted) such
that another Dod can attach to these active arms and
form an anchor. The main usage for this tag is to fill
space, thereby creating a variety of texture and
emulating material density. This can be achieved via
three options:
1) All arms retracted = a dense, compact filling of
Dods
2) All arms extended = a porous filling of Dods
3) Via configurations = a starting point of three
Dods connected in one of four specific patterns.
These connections each in turn provide the
opportunity for a wide variety of configurations
to which other Dods can connect and continue to
build structures. In this manner, it is possible to
juxtapose areas of dense and sparse clustering of
Dods.
Whilst it is possible to define or code the line and
curve tag with greater accuracy, the challenge arose
in attempting to define the Dod’s behaviour, to enable
them to cope in a state of greater uncertainty. The rule
had to instruct the Dod in how to behave (what arms
to extend and / or connect) but then also to allow for
further interactions to evolve independently
according to each Dod’s decision. In the cluster state,
there is still scope for many adaptations. Enabling the
Dod with the capacity to learn the most often used
configurations, when emulating specific materials,
might only for example require 3 and 7 armed Dods
as opposed to all arms retracted or extended, etc. This
latter point precedes the possibility that whilst the
current suggestion highlights that all arms are extend-
able it may emerge that only a certain number of arm
configurations are necessary. Superfluous
configurations may be eliminated, thereby creating a
more efficient Dod. A method of determining the
most successful configurations could be through
evolutionary algorithms. Once a Dod modelled in
such a way, the potential exists to define which
configurations would be best suited for specific
applications.
A cluster consists of a minimum of three agents
connecting and attaching with each other and a cluster
anchor is comprised of the six arms (2 from each Dod)
being arranged in specific configurations. When a
cluster anchor is generated, two craters are formed on
either side of the anchor via the adjacent arms, into
which other single Dods can attach. This enables two
sides to be delineated: Side A and Side B, Figure 5.
The craters on either side determine the arm
configuration necessary for another Dod to attach -
this configuration is defined by three arms: 3 arms
extended (3E), 3 arms retracted (3R), 2 extended arms
and 1 retracted arm (2E1R) or 2 retracted arms and 1
extended arm (2R1E). The number and variety of
craters formed is dependent on the state of the arms
adjacent to the anchoring arms. These are described
through the definition of four Cases.
Figure 5: Craters - A crater formation of 2E1R Arms is
evident on Side A and a R1E Arms, crater is visible on Side
B.
4.1.4 Case A and B
The state of all arms retracted (Case A) or all arms
extended (Case B) will generally become unstable if
similar state Dods come together. This instability is
due to the fitting error caused by the dihedral angle.
The Dod design enables packing to continue despite
not being a perfect fit (Teich et al., 2016). These cases
(and thereby the configurations) should ideally have
the lowest probability weighting, alternatively they
can be implemented primarily for generating dense or
porous masses.
Emerging Complexity: Communication between Agents in a MAS for Shape-shifting TUIs
51
Case A
When all arms are retracted, craters are formed on
side A and B that generate configurations to accept
totally retracted Dods or Dods with three adjacent
arms retracted (3R), see Figure 6.
Figure 6: Case A.
Case B
When all arms are extended, craters are formed on
side A and B that generate configurations to accept
totally extended Dods or Dods with three adjacent
arms extended (3E), see Figure 7.
Figure 7: Case B.
Case C and D
These cases present clusters that have more variety
with respect to the configuration possibilities. They
can be implemented in the construction of materials
that require a mixed density.
When ADod1 has 2 extended arms, ADod2 has 2
retracted arms, ADod3 has 2 retracted arms, it is
possible to generate approx. 34 craters with different
three-arm configurations in this setup (some
configurations are mirrored through symmetry and
therefore not counted), see Figure 8.
Figure 8: Case C.
When ADod1 has 2 extended arms, ADod2 has 2
retracted arms, ADod3 has 1 extended & 1 retracted
arm it is possible to generate approx. 40 craters with
different three-arm configurations in this setup, see
Figure 9.
Figure 9: Case D.
The aim of this section is to illustrate the rulesets that
will eventually define how the Dod behaves and
communicates. It is the inner layer according to
Thórisson’s awareness model and represent the
inherent rulesets that each Dod can avail of. Greater
in-depth detail of the Dods fundamental rulesets can
be read in the original study (Hasenfuss, 2018). The
next section will discuss the implications of learning
algorithms, important factors to consider in the
communication process and the ethics involved in
using AI.
5 DISCUSSION
The previous section has presented the rudimentary
functions envisioned for the Dod. These are primarily
influenced by its physical affordances. The kind of
sensing capabilities the Dod can eventually avail of,
will be in part dependant on the end application, and
the environment it will be used in. In conjunction with
the programming described in the Zooids and Kilobot
projects, it is feasible to postulate that it would be
possible to create a high-fidelity working prototype of
a Dod based MAS. With the addition of each layer of
awareness, as proposed by Thórisson, the degree of
complexity increases. Feynman’s response to
complex systems had a strong influence in the process
of modelling the Dod’s fundamental rule-sets. He
suggests that complex systems are comprised of very
simple rules. There is a hierarchy of complexity that
builds upon the layers of variables that affect the
system and the reason it appears complex is the
distance of understanding between the simple rules
and the final product or system (Dallas, 2015). For
example, in a system that has four independent
variables acting on it, it is possible to understand the
system in its entirety but also to potentially predict
future behaviour dependent on the changes in those
four variables. In contrast consider if the same system
was now exposed to 25 variables: 10 of which are
independent, 2 of which are dependent on 6 others, 8
are interlinked with 11 (3 of which belong to the
group of 6) and 5 that occur only when there is a
change in 4 of the other variables (3 of the interlinked
group and 1 of the dependent). It becomes clear that
as the simple rules increase in complexity within
themselves, it is more difficult to model the system
accurately. The number of variables that affect the
system grows significantly and the ability to predict
its behaviour is greatly decreased (University of
Groningen, 2016). Whilst this is only a fictitious
example it offers perspective into the task of defining
fundamental rulesets for autonomous man-made
CHIRA 2020 - 4th International Conference on Computer-Human Interaction Research and Applications
52
agents that will eventually be able to interact with, act
on and react to their environment. Another concept,
also illustrated through this example, is with the
increase of complexity comes an increased
probability of error and unpredictability. In the
process of developing a working blueprint for a MAS
agent design, rather than a working prototype, it has
been possible to consider alternative influences, such
as error and randomness. The two influences that will
be discussed in this section is the role and
interpretation of error and the ethical considerations
in dealing with intelligent agents.
A counterpoint to the building of structures and
the creation of order is the release of entropic energy
back into a system. In the proposed MAS, the aim is
to achieve 3D self-assembled, known or newly
imagined, structures; generating order from a mass of
disorganized and chaotic agents. Error is an integral
part of this process and as a designer rather than
attempting to account or provide a solution for every
possible error, it is possibly more important to enable
the system to cope with error itself. Qualities such as
self-repair and being able to function despite minor
system failures can have substantial advantages, not
only for the system itself but on the scope of
resources, energy efficiency and sustainability. The
concept of coping, also inherently holds the ability to
interpret error, which in theory provides a more
wholesome degree of awareness. In general, error is
considered to be unacceptable predominantly because
it delineates how a system or product has not
functioned as intended. It is true that certain errors are
fatal to systems and clearly define the space between
functioning and being irreparably broken. However,
before these detrimental errors occur, there is a degree
of scope or tolerance, whereby errors, mistakes or
failures are essential components in the process of
learning and creativity. It introduces an element of
unpredictability. Whereas unpredictability,
randomness and chance have been primarily
embraced in the arts-based disciplines, this state of
existence or outcome proves more problematic in the
sciences, particularly in engineering (for valid
reasons). Throughout the development of the Dod,
error was explored with respect to its suitability to be
considered a creative or mutative force in the self-
assembling and design process. Whereas the act of
learning from mistakes is a relatively intuitive
procedure for most organic organisms, translating this
into an artificial algorithm becomes an interesting
challenge. Should artificial agents be able to
recognise the difference between error and creativity?
If they can make that distinction, shouldn’t they be
able to use their interpretation for problem-solving
rather than avoiding the behaviour or action, that
caused an ‘error’, altogether? It may be that through
error, alternative, possibly even better, methods for
completing tasks can evolve. For example, exploring
how people with a neurodiversity learn (e.g. autism
or dyslexia) can provide valuable insights into
alternative processing, interpretation and
understanding mechanisms that are involved in
learning. It has the potential to assist in creating more
adaptable learning algorithms. By imbuing agents
with this degree of learning ability, a natural
progression for agents is to continue learning beyond
the confines of their original programming. It raises
questions of sentience and is being continuously
explored through the diverse range of human
expression: from logic to creativity.
AI is a field in its own right and is still receiving
a large amount of academic and industry attention:
self-driving cars, human-robot collaborations. As
with any design project, the Dod fulfilled certain
design characteristics that influenced its physical
shape:
1 A semi-spherical shape with an irregular,
cratered surface.
2 Non-hierarchical chain of command: autonomy
to function as individuals
3 The ability to morph: surface topology and
fundamental form
4 One material make-up and scalability –
structural affordances and inherent material
qualities
5 Bi-directionality – the ability to assemble and
dis-assemble
6 Behavioural simplicity
The projects listed in section two, demonstrate
working communication protocols that could be
transferred to the Dod design. Adaptations would
have to be made in order to accommodate the 3D
assembly aspect, however, elements regarding agent-
to-agent interactions and overall environmental
awareness are developed and tested. The concept of
prioritising design parameters that favour physical
shape over communication is also applicable with
respect to an agent’s autonomy and awareness. A
distinction must be made relating to an agent’s
functional and intelligent communication. Functional
communication is similar to the 1st two levels of
awareness described by Thórisson; it enables the
agent to function physically, to sense and form
operations using that sensory information. Intelligent
communication begins to integrate the environment
into the awareness of the agent. It must now assess its
situation relative to others and contextualise itself
Emerging Complexity: Communication between Agents in a MAS for Shape-shifting TUIs
53
within the environment. In conjunction with this, the
agents are also required to work together in order to
create complex structures; this requires continuous
learning and adaptation. The learning process itself
encompasses remembering and adapting to past
experiences, forgetting irrelevant information, and
incorporating and interpreting new information. A
variety of these aspects have been incorporated into
AI learning algorithms. The degree of complexity and
awareness that is beginning to emerge, is tending
toward the spectrum whereby a system should ideally
begin to operate on its own accord as opposed to
being instructed at each step by a researcher or user.
In relation to the Dod, a question of ethics arose
towards the end of the original study, when exploring
the future developments of the research highlighted a
natural progression for the construction of such
agents to be achieved through biological 3D printing.
Through the study of biomimicry, it is clear that the
biological constructs are still superior to their
artificial counterparts (Kriegman et al., 2020). Even
though powerful advances in material science are
being made with respect to emulating biological
material, the multifaceted nature of biological
material is difficult to reproduce. For example, the
ability of cells to self-repair, to adapt, to decay
without a detrimental effect on the environment, to
metamorphize, the diverse types, etc. Placing this
postulation into context with current research, a
recent study has successfully utilised frog stem cells
to create squishy robots (Kriegman et al., 2020).
Essential cells (early-stage skin and heart cells) have
been removed from one organism and have been used
to create another. Whilst the scientific and
technological developments from this research are
valuable and progressive, does the fact that biological
material is being used, alter moral or ethical
implications? Is there a difference between
reconstituting agents from another existing organism
and growing a new agent from a blank canvas?
Combining the technological advances in AI
algorithms (both logic and emotion), with the
advances in creating artificial agents from biological
material, requires a conscious engagement with the
idea of sentience. For example, instead of developing
an artificial agent with this degree of intelligence, it
may be necessary to consider sacrificing a degree of
autonomy or awareness, in order to avoid ethical
conflicts regarding subjugating sentient agents to a
user’s will.
It is not the aim of this paper to attempt a
definition of sentience but primarily to highlight that
design parameters of technological endeavours
should also consider the consequences of specific
choices, as well as fulfilling the actual goal. For
example, if a new laptop only lasts seven years (after
which its parts may become obsolete) can the
components be reused, or properly recycled? What
impact does it have on people, and the environment?
The gap between what is envisioned for shape-
shifting technology and reality is still very large and
will take more time to reduce. The reason these
ethical or moral questions become relevant is because
they will inevitably influence future designs and
interactions with AI technology. The art of keeping a
machine as a machine, as opposed to emulating a
human brings subjects such as philosophy side by
side science and design. In the attempts to replicate,
physical or mental, aspects of humanity, there is a
striving to understand the intangible elements such as
emotions, the soul, the mind, and phenomenology. In
pure replication there is a risk of not only reproducing
aspects of humanity that function but also the inherent
flaws. As was a guiding principle in the physical
design of the Dod, when developing artificial or new
agents it is necessary to emulate not directly replicate
existing systems (Hasenfuss, 2019).
6 CONCLUSION
The scope of developing new interactive, interfaces is
beginning to extend beyond the traditional hardware,
digital and material science research, and is beginning
to incorporate elements that distinguish organic from
artificial, inorganic agents. This paper has presented
an exploration of communication possible for the Dod
design, based on the physical affordances of the shape
itself. Undertaking the process of creating
fundamental rulesets for a novel agent, brought
concepts of AI, its effects and resulting outcomes into
the foreground of the design process. As designers it
is not only important to fulfil the design brief but it is
the responsibility of designers to consider their design
from as many perspectives as possible: the
advantages, disadvantages and its consequences.
In relation to the existing frameworks used to
create 3D relief or complete 3D shape-shifting
interfaces (Hasenfuss, 2019), a multiagent system
framework appears to be most suitable. A large
proportion of knowledge pertaining to these systems
can and is being obtained from existing biological
MAS. With time and further technological
advancements, it will be a question of moving from
replicating these biological systems, to emulating
them. In the emulation process, elements with are
currently receiving individual attention in interface
research (e.g. physical form, functionality, energy
CHIRA 2020 - 4th International Conference on Computer-Human Interaction Research and Applications
54
manipulation, communication, etc.), will be
amalgamated in order to create shape-shifting
technology that can fulfil human user requirements.
ACKNOWLEDGEMENTS
I would like to thank my family for their continued
support and my supervisor, Dr. Mikael Fernstrӧm, for
his guidance throughout my study. Thanks also go to
the Irish Research Council for funding the first 3
years of this study (Project ID: GOIPG/2013/351).
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