Multi-agent systems consist of brokers and the environments where they operate. Agent conditions can be categorized along various traits, but the most cited is probably the classification presented by Russell and Norvig. apostila detran sp
They will organize the environments in line with the following properties:
Accessible or inaccessible – if it is possible to collect full and complete information about the environment in the moment, then the environment is available. Commonly, only virtual environments can be accessible, because in reality, all sensors offer an input that is biased and incomplete up at some level. There are so many potential percepts in the real world that it would be impossible to record and process them in real time (even if agent’s receptors were infinitely sensitive). In fully accessible environments, the agents do not need to create models of the earth in their memories, as it can get any needed information from the environment anytime.
Deterministic vs. non-deterministic – if an action performed in the environment causes a definite effect, the environment is deterministic. Definite impact means that any action of the agent causes the intended and expected results and there is no room for concern. Naturally, if the environment is inaccessible for the agent, it can be probably non-deterministic, at least from the point of view. Turn-based games are an example of a typical deterministic environment, whereas a room with a thermostat (where the thermostat is the agent) is an example of nondeterministic environment, because the action of the thermostat does not automatically lead to the change of temperature (if, for instance, a window is open).
Static vs. active – the environment is static when the agent is the only organization that changes the environment in the moment. In the event it changes during the agent’s action (i. electronic., the state of the environment depends on time), it is dynamic. Once again, often real environments are dynamic (e. g., traffic in a city) and just some artificial conditions are static (consider turn-based games like chess again).
Discrete vs. continuous – this will depend on if the number of possible activities in the environment are finite or infinite. If perhaps the agent just has a certain set of possible actions that it can do at the moment, then the environment is discrete. Otherwise, when the agent has in theory an infinite number of options, the environment is continuous. Suppose that different roulette games is a discrete environment. The agent can place a wager on the certain, limited number of wagering areas. On the other hand, the legal system is a continuous environment. Individuals have theoretically an unlimited number of options how to, for example, close deals or protect themselves before a judge.
Episodic vs. non-episodic – episodic environment is the environment the place that the agent functions in certain segments (episodes) that are independent of each other. The agent’s state in one show is without impact on the state within one. Human being life exists in a non-episodic environment, because all of our past activities influence our conduct down the road. An operating system, on the other hand, is an episodic environment, even as can reinstall it. Then simply programs-agents can be fastened to a “clean system” without conjunction with the same programs installed on the old system.