Abstract. Social order in distributed descentralised systems is claimed to be obtained by using social norms and social control. This paper presents a normative P2P architecture to obtain social order in multiagent systems. We propose the use of two types of norms that coexist: rules and conventions. Rules describe the global normative constraints on autonomous agents, whilst conventions are local norms. Social control is obtained by providing a non-intrusive control infrastructure that helps the agents build reputation values based on their respect of norms. Some experiments are presented that show how communities are dynamically formed and how bad agents are socially excluded.
The problem of social spam detection has been traditionally modeled as a supervised classification problem. Despite the initial success of this detection approach, later analysis of proposed systems and detection features has shown that, like email spam, the dynamic and adversarial nature of social spam makes the performance achieved by supervised systems hard to maintain. In this paper,
Abstract. The Agent Reputation and Trust (ART) Testbed initiative has been launched with the goal of establishing a testbed for agent reputation-and trust-related technologies. The art Testbed serves in two roles: (1) as a competition forum in which researchers can compare their technologies against objective metrics, and (2) as a suite of tools with flexible parameters, allowing researchers to perform customizable, easily-repeatable experiments. In the Testbed's artwork appraisal domain, agents, who valuate paintings for clients, may purchase opinions and reputation information from other agents to produce accurate appraisals. The art Testbed features useful data collection tools for storing, downloading, and replaying game data for experimental analysis.
Emotions play a key role in human behavior. Being able to integrate them in models is therefore a major issue to improve the believability of agent-based social simulations. However, and despite the emergence of many emotional models usable for simulations in the last few years, many modelers still tend to use too simple ad hoc emotional models. To support this view, this article proposes a survey of the di erent practices of modelers in terms of implementations of emotional models, as well as a presentation of di erent emotional architectures that already exist and that could be used by modelers. The main goal is to understand how emotions are used today in social simulations, in order for the community to unify its uses of emotional agents.
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