IJCST Vol. 2, Issue 2, June 2011 ISSN : 2229-4333(Print) | ISSN : 0976-8491(Online) Multi-Agent Based Disaster Management System: A Review 1 Swati Basak, 2Neelam Modanwal , 3Bireshwar Dass Mazumdar 1,2 Dept. of Computer Sc, BHU, Varanasi, India 3 SMS, Varanasi, India Abstract Disasters, like earthquakes, floods, etc. can cause large number of deaths, injured and homeless. Appropriate responses are needed in the form of allocating resources to handle the effects of disasters. Multi-agent disaster system has been extensively used in the different tasks of decentralized disaster problem solving such as communication among agents, collective decision making, cooperation, collaborative planning in large scale that deals with uncertainty and conflicting information during disaster management . In this paper, we analyze the current disaster management and response systems, taking in consideration of domain requirements, agent-based design methodology and systems’ comparative view. Keywords Multi-agent system (MAS), Disaster Management (DM), Disaster Response, coordination, collective decision making, cooperative distributed problem solving, collaboration, coalition. I. Introduction Disasters, both natural and man-made, can strike anytime or anywhere. There are two ways to overcome disasters: the first is to prevent them from occurring, and second to have an emergency system and plan of operation prior to the occurrence of any crisis. In either approach, information technology plays an important role in disaster management [16]. Disasters, like earthquakes, floods, etc. can cause large number of deaths, injured and homeless. Appropriate responses are needed in the form of allocating resources to handle the effects of disasters. Distributing resources with certain type of injuries to the nearest and most adequate emergency stations and hospitals and allocating transportation resources that are most suitable and that would require the minimum time to get to the crisis location and from the disaster area to designated treatment facilities [1]. An agent is a software program that acts flexibly on behalf of its owner to achieve particular objectives. An agent must be an autonomous, reactive and proactive with the quality of good listener, analyzer and cooperative in nature as well as good coordination, good communication, good collaboration, forming good coalition and negotiation with other agents [27]. Agents in a multi-agent system may have been designed and implemented by different individuals, with different goals; therefore they may not share common goals; hence, MAS are a system composed of multiple interacting intelligent agents. It can be used to solve problems which are difficult or impossible for an individual agent or huge system to solve. Examples of problems which are appropriate to multi-agent systems research include e-commerce, disaster response, and modeling social structures, game theory, energy management, autonomic computing, situation management for BDI theory, electric power management, seismic emergency management, power system, micro-grid system etc. Multi-agent disaster system has been extensively used in the different tasks of decentralized disaster problem solving such as communication among agents, collective decision making, cooperation, collaborative planning in large scale that deals with uncertainty and conflicting information during disaster management [27]. In detail, this type of disaster systems can w w w. i j c s t. c o m be viewed on information and knowledge fusion and take the feedback from the existing agents for sensing, coordinating, decision making and acting. It must be able to achieve these objectives in environments in which: control is distributed; uncertainty, ambiguity, imprecision; multiple agents with different aims and objectives are present; and resources are limited and vary during the system’s operation. Thus, it must exhibits the properties of [17]: (i) more robust, interoperable, and priority sensitive communications, (ii) better situational awareness and common operating picture, (iii) improved decision support and resource tracking, (iv) greater organizational agility, (v) better engagement of the public. In this paper, we analyze the current disaster management and response systems, taking in consideration of domain requirements, agent-based design methodology and systems’ comparative view. A number of disaster response systems have been developed based on multi-agents systems approach (such as: DrillSim [6], DEFACTO [20], ALADDIN [29], RoboCup Rescue [30], and FireGrid [9]) and more are being developed. A key aspect of such multi-agent based response will be agent-assisted crisis actors (first responder, managers, public) working together and also assist the crisis actor in planning, and determining resources to use. At last we conclude with the common limitations of current disaster response systems and determine the comparative conclusion of used disaster response systems. II. Background of Disaster Management System Disaster Management System can be viewed as four interrelated sub-phases. The first is damage assessment, in which looses and their magnitudes are identified. The second is needs assessment, in which initially required response is identified. The third is prioritization of response measures, in which required response matches with available resources. If response demand is greater than the current available resources, decision makers must establish priorities or act for external resources. The fourth is actual response, in which crisis resources are deployed, and decisions are disseminated to responders and the population at large. During the four sub-phases, crisis response activities face challenge of reducing the influence of crises cause to society, the economy, and the lives of individuals and communities and they continuously adapt their behavior and make quick decisions to tackle unpredicted events [17]. The domain of disaster system is characterized as a virtual environment of required distributed control, huge amount of data which are modular, decentralized, changeable, ill-structured, and complex as well as uncertainty, ambiguity with different objectives, and limited resources which continually vary [2]. Design of disaster management system must be include: (i) filtering and data fusion methods, (ii) decision-making and machine learning methods for determining actions in response to states, (iii) interaction mechanism to manage the interaction between multiple actors and to model collective behavior, and (iv) system architecture studies of different system organizations. The problem of disaster can be solved by two issues: A.Conventional Disaster Management System It is also named as human-agent collective system where human can make its own strategies for designing the model. This is the International Journal of Computer Science and Technology 343 IJCST Vol. 2, Issue 2, June 2011 architecture for agent-based spatial decision support systems (SDSS) for natural and man-made disasters; hence coordination, communication and collaborative planning in large-scale in MAS that deals with uncertainty and conflicting information during crisis management, that means coordination and deployment of multi-robots system or wireless sensors network are worked on site. Human-Agent or Human-Robot interactions (HRI) during search & rescue operations are the big security issues in agentbased systems for search and rescue missions, for agent-based simulation systems, participatory simulations systems, for behavioural modeling and simulation of rescue workers, and for the development methods for agent based systems in emergency management. B. Agent Based Disaster Management System It is also named as multi-agent system where agents simulate the model for concluding the result. There are some following features and characteristics of multi-agents for DM: (i) Collective decision making: Collective decision making exemplifies a ‘bounded rationality’ approach, has been advocated by Herbert A. Simon; he said that collective decision making is the aggregation of individuals’ information to generate global solution [22]. This type of decision is used to serve a variety of purposes from governance ruling to forecast planning. Internet also hosts a suit of collective decision making system [12]; this is the general example which use in daily life. (ii) Coordination: Coordination is one of the key functionalities needed to implement a multi-agent system. In a perfectly coordinated system, agents will not work with other's agents to achieve the sub-goals while attempting to achieve a common goal; they will not need to explicitly communicate, as they will be mutually predictable, perhaps by maintaining good internal models of each other [24]. Coordination is used in the domain of brokering and matchmaking in the E-Marketing system [3], Disaster Management system [21], used in Mobile-Autonomous system [22], etc. (iii) Communication: Agents communicate in order to achieve better the goals of themselves or of the society/system in which they exist. The goals of communication might or might not be known to the agents explicitly, depending on whether or not the agents are goal-based. Communication can enable the agents to coordinate their actions and behavior, resulting in systems that are more coherent [12]. Speech-Act theory [28] describe the communication is by interacting each communication primitive as an action that updates the knowledge of an agent about all the aspects of the state. AgentSpeak(L), Agent-0 and 3APL are the speech act based model [4, 23, 33]. The most common used message passing languages are KQML (Knowledge Query Markup Language) [34] and FIPAACL [11] which gives the protocol for information exchange, independent of content syntax and facts of the application domain. (iv) Coalition: Coalition formations was addressed through the cooperating groups of agents investigated within game theory; however the game theoretic approach is centralized and computationally intractable or an extensive form (i.e. sequential) game, and then analyze them through Nash equilibrium to see how the game would be played [10]. However, the Nash equilibrium is often too weak because subgroups of agents can deviate in a coordinated manner. The Strong Nash equilibrium is a solution concept that guarantees more stability [7, 29]. (v) Cooperative Distributed Problem Solving (CDPS): CDPS studies how a loosely coupled network of problem solvers can 344 International Journal of Computer Science and Technology ISSN : 2229-4333(Print) | ISSN : 0976-8491(Online) work together to solve problems that are beyond their individual capabilities. Each problem-solving node in the network is capable of sophisticated problem-solving and can work independently, but the problems faced by the nodes cannot be completed without cooperation. Cooperation is necessary because no single node has sufficient expertise, resources, and information to solve a problem [22]. It is used in the domain of Contract Net (CNET) is a high-level protocol for achieving efficient cooperation through task sharing in networks of communicating problem solvers [12, 22] as well as used in Disaster System [1]. Another domain is distributed sensor network, distributed constraint in Heuristic Search, task sharing in heterogeneous system and Tower of Hanoi (TOH) problem [12]. There are number of environments and domains existed where MAS explore its features. Russell and Norvig suggest the following classification of environment properties for multi-agent system [8]. (i) Accessible versus inaccessible: An accessible environment is one in which the agent can obtain complete, accurate, up-todate information about the environment's state. Most real-world environments are not accessible in this sense. (ii) Deterministic versus non-deterministic: A deterministic environment is one in which any action has a single guaranteed effect - there is no uncertainty about the state that will result from performing an action. In contrast, a non-deterministic environment contains uncertain, incomplete, imprecise and ambiguous information [25]. (iii) Discrete versus continuous: An environment is discrete if there are a fixed, finite number of actions and percepts in it otherwise it is continuous. (iv) Static versus dynamic: A static environment is one that can be assumed to remain unchanged except by the performance of actions by the agent. In contrast, a dynamic environment is one that has other processes operating on it, and which hence changes in ways beyond the agent's control. The physical world is a highly dynamic environment, as is the Internet [5]. (v) Localized versus Geographically Distribution: An environment is localized in which gathering of information and performs the action in local area while in geographical environment, information are collected from various sources of different places and performing on them concurrently. This distribution is also worked as the centralized and decentralized distribution of information [31]. III.Types of Disaster Management and Response System MAS has been widely used in emergency situations resulting from natural and human made disasters, such as flood, tsunami, earthquake, terrorist attack, fire in building etc, represent complex and dynamic environments with high level of uncertainty; hence autonomous notification and situation reporting for disaster management system will be done by multi-agent response system. There are some following disaster response systems which are generally used to design the disaster system: A. DrillSim [6, 21] DrillSim is a user-centric simulation environment for testing IT solutions. The purpose of DrillSim is to play out a disaster response activity where agents might be either computer agents or real people playing diverse roles (first responders, crisis managers, experts, etc.). w w w. i j c s t. c o m ISSN : 2229-4333(Print) | ISSN : 0976-8491(Online) IJCST Vol. 2, Issue 2, June 2011 1. Architecture DrillSim is a multi-agent simulation and modeling system. DrillSim is based on scalable architecture (O (100,000) agents), and is extended by plug-and-play capability. System components include I/O interfaces, simulation engine, data management module, database server, and the Virtual Reality/Augmented Reality modules. 1. Architecture DEFACTO is a multi-agent simulation and modeling system based on Machinetta proxy architecture. Architecture of DEFACTO is scalable (O (10,000) agents) and flexible. DEFACTO consists of simulator, 3D omni-viewer, Machinetta proxy based teamwork infrastructure, and analysis tool to analyze the impact of teamwork interaction strategies. 2. Methodology Each agent has a role and a profile (age, cognitive abilities, health, and knowledge). Simulation scenarios are created by binding roles and profiles to agents. DrillSim has modeled agent behavior as a discrete process where agents alternate between sleep and awake states. Agents wake up and take some action every t time units. For this purpose, an agent acquires awareness of the world around it, transforms the acquired data into information, and makes decisions based on this information using recurrent neural network. 2. Methodology DEFACTO has modeled agent in proxy team formation (Machinetta). Machinetta proxies are responsible for transferof-control over a decision, managing local team beliefs, communication between proxies, communication between proxy and a team member, coordination, and task allocation for the team. Each proxy provides all transfer-of-control strategy options. One of strategy options is selected based on current situation and agent role. An optimal transfer-of-control strategy balances the risk of high quality decision made by human against the risk of costs incurred due to a delay in getting the decision from agent; hence, each team implements team-oriented plans which describe joint activities to be performed. 3. Features • System allows testing of IT solutions in the context of the simulated response activity to study the effectiveness of the solutions. • System helps understanding the response activity. • System integrates with other simulators (e.g., communication simulators, crisis simulators). • Clear interfaces between information processing stages. • Scenario based agent interaction (Q Language). • Agents involved in information flow. • Human can control and communicate with agents. • Calibration of agent response models and metrics via running activity in simulated and real worlds. • System keeps global log of every event, information exchange, and decision. In addition agents keep an individual consistent local log. • Crisis real-time response support and training system. 4. Limitations • System architecture does not support fault-tolerance. • System does not support high level control. Future actions are based on local agent behavior (operational level), permitting agents to execute undesirable action which leads to miss common operations goal. • System does not support adaptive planning. • The simulation engine includes the simulated geographic space, the evacuation scenario, and the agents. By such design approach, the switching to another implementation requires considerable reworks. • Offline agent learning; agents need to learn about new roles, and information variables before scenario execution. • Agent presents limited configurability in terms of decision, motion and health models, because their characteristics can be specified only through the hard-coded models. B. Demonstrating Effective Flexible Agent Coordination of Teams through Omnipresence (DEFACTO) [20, 32] DEFACTO is a user centric system which incorporates 3D visualization omni-viewer, and human-interaction reasoning into a unique high fidelity system. Human-interaction allows responders to interact with the coordinating agent team in a complex environment, in which the responder can gain experience that will be applicable in the real world. w w w. i j c s t. c o m 3. Features • Improved situational awareness via interactive omniviewer. • Improved team performance through flexible human-agent interaction strategies. • System allows transferring control from human to agents’ team using team-level strategies. • Conflict resolution algorithms. • System divides global goal (strategic level) into sub-goals (tactical level) represented as joint intentions; which are executed via agent team members (operational level). • Coordination, collaboration, and task allocation between agent team members. • Calibration of human-agent transfer-of-control strategies • Crisis real-time response support and training system 4. Limitations • System does not support fault-tolerance. • Building 3D model for omni-viewer can require months or even years of manual modeling efforts. • Agents need high bandwidth communication channels to communicate. • Agent presents limited configurability in terms of agent profile and scenarios. • System does not support adaptive planning. • System does not provide learning from experience strategies. C. Autonomous Learning Agents for Decentralized Data and Information Systems (ALADDIN) [2, 13] ALADDIN is a user centric system, which aims to model, design, and build decentralized systems that can bring together information from variety of heterogeneous sources in order to take informed action. For that goal, ALADDIN is considering different aspects such as data fusion, decision making, machine learning, and system architecture. 1. Architecture ALADDIN architecture is based on High Level Architecture (HLA) standard. ALADDIN organizes the simulator software in four different layers: (i) Simulation Model Layer, (ii) Simulation International Journal of Computer Science and Technology 345 IJCST Vol. 2, Issue 2, June 2011 ISSN : 2229-4333(Print) | ISSN : 0976-8491(Online) Components Layer, (iii) Discrete Event Simulation Layer, and (vi) Distributed Discrete Event Simulation Layer. Simulation Model Layer is the layer where the simulation model is defined through the declaration of the agents involved in the simulation. ALADDIN is scalable and reusable system working through decentralized simulation framework. to the situation to be executed. Agents coordinate with each others to explore crisis space to find civilians. Agents’ motion paths are evaluated through methods for hierarchical real-time path planning. Agents predict the life-time of found civilians, and collaborate to optimize rescue actions sequence using genetic algorithms. 2. Methodology System is composed of autonomous, reactive, and proactive agents. Agents can sense, act and interact in order to achieve individual and collective goals. Agents are grouped into coalitions and assigned to specific task (operational level). Agents collaborate with each others based on multi-dimensional trust and reputation model to achieve global goal. Tasks are assigned to agents’ teams using optimization technique based on neural network. Then, agents’ teams bid for resources to manage with unexpected resource allocation situations [26]. 3. Features • Decentralized control. • Prediction of hazard material spread (fire spread). • System adopts high level plan (strategic level plan). • System adopts space-exploration techniques. • Improved situational awareness using sensors network. • Prediction for the civilian’s life time via machine learning. • Minimizing sequence fluctuations via genetic algorithms. • Dynamic agent role allocation. • Calibration of agent teams behavior. • Crisis real-time response support system. 3. Features [14] • System is based on decentralized architecture and real-time response support system. • Machine learning algorithms and control applied at the strategic, operational and tactical levels with minimal agents communication. • Improved situational awareness via sensors network. • System divides global goal into sub-goals represented as subgraphs, which are executed through agent actions (operational level). • System adapts to environmental changes via sensors network. • System involves adaptive on-line decision making algorithms. • System involves auctions to make agents’ coalition. • System involves data fusion techniques. • System adopts inference and prediction to predict agent future events. • Flexibility and reusability of agents. 4. Limitations • System architecture does not support fault-tolerance. • System does not support plug-and-play capability. • System lacks calibration tools of agent behavior. • System lacks powerful user interface. D. RoboCup Rescue (ResQ Freiburg Project) [18,30] RoboCup Rescue is a user-centric large-scale simulation for urbansearch and rescue. The main design goal of RoboCup Rescue is to enable rescue teams to effectively cooperate despite sensing and communication limitations. 1. Architecture RoboCup Rescue is a multi-agent simulation and modeling System. System components include simulation engine, knowledge base of agent relations, debugging tools, and data mining software for task evaluation. The RoboCup Simulation league is divided into two subunits, (i) Agent Simulation, and (ii) Virtual Robots. Agent simulation platform currently runs a kernel which connects Traffic simulator, Fire simulator, and Civilian simulator. While, Virtual robot is based on Urban Search and Rescue Simulation. 2. Methodology The basic task of agents in RoboCup Rescue is to collect, store, and evaluate information. Then agents choose best actions fitting 346 International Journal of Computer Science and Technology 4. Limitations • System architecture does not support fault-tolerance. • System does not support plug-and-play capability. • Plans are not adapted to situation changes. • Agents lack reusability. E. FireGrid [9, 15] FireGrid is a task-centric collaborative community to pursue research for developing realtime response systems using the Grid. FireGrid addresses response process in the built environment, where sensor grids in large-scale buildings are linked to super-real time grid-based simulations. 1. Architecture FireGrid is based on task-centric I-X agent architecture. FireGrid integrates several core technologies such as: (i) fire and structural models, (ii) wireless sensors in extreme conditions with adaptive routing algorithms, (iii) grid computing which involves sensorguided computations, and mining of data streams for key events, and finally (v) command-and-control using knowledge-based Hierarchical Task Network planning techniques with user guidance. 2. Methodology All system components are integrated in the command-andcontrol (C2) task. The C2 task can be defined as the exercise of authority and direction over available resources towards the accomplishment of some objectives. The C2 process consists of repeated cycles of a number of subtasks similar to tasks adopted in DrillSim agent behavior model. 3. Features • Grid architecture for distributed computation. • Improved situational awareness using sensors network. • Self-Configuring sensors network. • System supports plug-and-play capability. • System enables high level plan. • System supports agent safety and security. • Crisis real-time response support system. 4. Limitations • System architecture does not support fault-tolerance. • Generated plans are not adapted to situation changes. • Agent presents limited configurability in terms of decision, w w w. i j c s t. c o m ISSN : 2229-4333(Print) | ISSN : 0976-8491(Online) • • motion and health models. Calibration of system is valid for simple scenarios only. System lacks flexibility and reusability of agents. IV. Analysis and Comparative View of mentioned systems DrillSim, DEFACTO, FireGrid, and ALADDIN systems are limited to study emigration crises. While, RoboCup Rescue is focusing on urban search and rescue operations. DrillSim and ALADDIN systems are for matching domain requirements; in which DrillSim is designed to study information technologies metrics in disaster response, and ALADDIN is designed to study different agent architectures in response operations. In addition, current systems had focused on roughly supporting response activities with small interest on improving the effectiveness of response operations. System development should take in consideration domain requirements to increase response effectiveness. V. Conclusion The paper reviews the various aspects of agent oriented framework of software product. DrillSim, DEFACTO, FireGrid, and ALADDIN systems are limited to study emigration crises while RoboCup Rescue is focusing on urban search and rescue operations. Although these details are available in the concerned literature but joint view makes more appealing and comprehensive. 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