=Paper= {{Paper |id=None |storemode=property |title=BDI Agents with Fuzzy Perception for Simulating Decision Making in Environments with Imperfect Information |pdfUrl=https://ceur-ws.org/Vol-627/mass_4.pdf |volume=Vol-627 |dblpUrl=https://dblp.org/rec/conf/mallow/FariasDC10 }} ==BDI Agents with Fuzzy Perception for Simulating Decision Making in Environments with Imperfect Information== https://ceur-ws.org/Vol-627/mass_4.pdf
              BDI Agents with Fuzzy Perception
                for Simulating Decision Making
          in Environments with Imperfect Information
                           Giovani P. Farias, Graçaliz P. Dimuro and Antônio C. Rocha Costa
                                  PPGMC - C3, Universidade Federal do Rio Grande
               96201-900 Rio Grande, RS, Brazil, Email: {giovanifarias, gracaliz, ac.rocha.costa}@gmail.com


   Abstract—This work introduces a model of fuzzy perception           A well-known intentional model is the BDI (Beliefs, De-
for BDI agents, to support the simulation of decision making        sires and Intentions) architecture, introduced by Rao and
processes in environments with imperfect information. An appli-     Georgeff [8]. This model is based on the representation of
cation to a fuzzy prey-predator environment was developed, as
an example, where the process of deciding which prey a predator     the agent’s beliefs about the states of the world and a set of
should attack is based on its fuzzy perception of the strength of   desires, which identify those states that the agent has as goals.
the prey, and on the comparison of the preys’ strengths with        By a process of deliberation, the agent formulates one or more
its own strength. Different simulations were realized for the       intentions (the states which the agent is committed to bringing
comparative evaluation of different types of predator agents,       about). The agent then builds a plan to achieve those intentions
in contexts with and without competition between predators.
The quantitative analysis of the simulations shows that the fuzzy   (through some form of means-ends reasoning), and executes it.
predator agent presents the best scores. However, the important     After that, the agent uses its perception about the environment
result is that the fuzzy predator seems to behave more adequately   (which may include itself) in order to have its beliefs updated.
in the environment, in the sense that it presents an apparently        Although Rao and Georgeff explicitly acknowledge that an
more natural, coherent and realistic behavior.
                                                                    agent’s model of the world is incomplete, the BDI model
                                                                    does not take into account the influence of the imperfect
                      I. I NTRODUCTION                              information (in the sense discussed above) acquired from the
                                                                    world in beliefs, desires and intensions. In particular, it does
   Fuzzy sets and Fuzzy Logic (FL) [1] may be viewed as an          not consider that the agent could have a “fuzzy” perception of
attempt to formalize/mechanize two kinds of human capabili-         the world. Then, in this paper, we experiment with a BDI agent
ties. The first one is the capability to reason and make rational   with fuzzy perception operating in a task environment with
decisions in an environment of imperfect information (i.e,          imperfect information, namely, a fuzzy prey-predator system.
of imprecision, uncertainty, incompleteness of information,
                                                                       Prey-Predator systems are an important theme in the area
conflicting information, partiality of truth and partiality of
                                                                    of Population Dynamics, their modeling having achieved a
possibility). And second, the capability to perform a wide
                                                                    classical status through the formulation of the so-called Lotka-
variety of physical and mental tasks without any measurements
                                                                    Volterra equations [9]. The particular type of systems that
and any computations [2].
                                                                    we simulate was inspired by the Fuzzy Prey-Predator Model
   Zadeh [3] pointed out the Incompatibility Principle, which       introduced by Peixoto et al. [10].
states that “complexity and precision are incompatible prop-           The paper is organized as follows. Section II discusses
erties”, arguing that the conventional numerical-based ap-          related work. Section III presents some concepts on the fuzzy
proaches are inadequate to model human-like complex pro-            inference system used in this work. The environment with
cesses. Therefore, “the closer one looks at a real-world prob-      imperfect information inspired by the Fuzzy Prey-Predator
lem, the fuzzier becomes its solution”.                             Model is introduced in Sect. IV, including our approach for the
   In the context of Social Simulation (SS), Grüne-Yanoff [4]       fuzzy perception module to be included in the BDI architecture
and Rossiter et al. [5] remarked that one often has to deal         of the predator agent. The results on simulations are discussed
with “fuzzy” social concepts, which are difficult to formalize      in Sect. V. Section VI is the Conclusion.
and observe in the real-world system. For that reason, FL has
been used in SS for representing vagueness, uncertainty and                              II. R ELATED W ORK
subjectiveness in everyday life.
   Among the agent models commonly used in agent-based                 In the context of social simulation, FL has been playing
simulation of decision processes in complex environments,           an important role, and it is possible to find many interesting
there are the ones of an intentional nature, whose behaviors        works using FL to deal with different problems that can not
can be explained by attributing certain mental attitudes to the     be solved with classical simulation models and tools. In this
agents, such as knowledge, belief, desire, intention, obligation,   section, we briefly present some of those works, according to
commitment (see, e.g., [6], [7]).                                   the different issues covered by them.
    Hassan et al. [11] observed that simple agent models, as       agent with a fuzzy neural network was also used by Hai-bo
those normally used with exiting tools, are neither sufficient     et al. [26] for application in autonomous underwater vehicles.
nor adequate to deal with the uncertainty and subjectiveness       Shen et al. [27] have explored a hybrid BDI model based on
that have to be considered in the analysis of values (e.g.,        deliberative and fuzzy reasoning, and in [28] the model was
trust) in human societies. In their agent-based social modeling    improved within the context of wireless sensor networks.
and simulation, FL was used to naturally specify attributes           However, neither the nice formalization by Casali et al.
of the agents representing individuals, the evolution of the       nor the other analyzed works have considered the influence
agent minds, the inheritance, the relationship and similarity      of fuzzy perception on the operation of a BDI agent and its
between individuals, etc. In the same direction, in [12], fuzzy    decision making.
filters were used for modeling trust in social modeling using                   III. O N F UZZY I NFERENCE S YSTEMS
multiagent systems.                                                   Fuzzy set theory [1], [2], [3] is based on the idea that several
    In Ghasem-Aghaee and Ören [13], human personality facets       elements in human thinking are not exact data, but can be
and traits (according to the Big Five and OCEAN models)            approximated as classes of objects in which the transition from
were specified as conditional rules in fuzzy agents, in order to   membership to nonmembership is gradual rather than abrupt,
perform human behavior simulation. With related objectives,        represented by membership grades in the interval [0; 1]. Since
Dimuro et al. [14] introduced an approach based on FL for          human reasoning sometimes does not follow the two-valued
the evaluation of the social exchange values generated in          or multivalued logic, FL is a logic with fuzzy truths, fuzzy
the simulation of social exchanges between personality-based       connectives, and fuzzy rules of inference.
agents, with the analysis of the fuzzy equilibrium equation.          Fuzzy inference systems are non-linear models that aim to
    Sabeur and Denis [15] presented an application of FL           describe the input-output relationship of a real system using a
in the simulation of human behavior and social networks,           family of linguistic If-then constructions and the inference
representing behavioral elements, such as stress, motivation       mechanisms of FL. Among the several methods available
or fatigue, and sociological aspects. Hassan et al. [16] use a     for fuzzy inference, we adopt in this work the Kang-Takagi-
fuzzy system to model friendship dynamics with an agent-           Sugeno (KTS) method [29], where each fuzzy rule represents
based model that could manage social relationships, together       a local model of the real system under consideration1 . The kth
with demographics and evolutionary crossover.                      rule of a KTS system with input vector X = (x1 , . . . , xN ) and
    Fort and Pérez [17] used FL to model the adaptive behaviour    output z presents the general form:
of the agents playing the Iterated Prisoner’s Dilemma, gov-                 If      (x1 is A1,k ) and . . . and (xN is AN,k )
erned by Pavlovian strategies, to analyze the evolution of co-
operation. Sabater et al. [18] proposed a fuzzy representation             then z = fk (X),                                        (1)
of evaluations for the system Repage, which adopts a cognitive     where the linguistic terms An,k (n = 1, . . . , N ) in the rule
theory of reputation.                                              antecedents represent fuzzy sets with membership functions
    Concerning fuzzy perception in robots, Cuesta and              µn,k , which are used to partition the domains of the input
Ollero [19] used it to improve robot’s navigation, and Mobahi      variables into overlapping regions. The functions fk in the rule
and Ansari [20] applied fuzzy perception to improve the            consequents are usually first-order polynomials of the form:
credibility in robot’s emotions.                                          fk (x1 , . . . , xN ) = b0,k + b1,k x1 + . . . , bN,k xN . (2)
    Notice that the agent architectures proposed so far mostly
                                                                      For a given input X = (x1 , . . . , xN ), the degree of fulfil-
deal with two-valued information. Casali et al. [21], however,
                                                                   ment of the kth rule evaluates the compatibility of the input
incorporated a formal model to represent and reason under
                                                                   X with the rule antecedent and determines the contribution of
uncertainty, introducing a general model for graded BDI
                                                                   the rule’s response z = fk (x1 , . . . , xN ) to the overall model’s
agents, and an architecture, based on multi-context systems,
                                                                   output. The degree of firing of the kth rule is expressed as
able to model these graded mental attitudes. In [22], the model
                                                                       wk (x1 , . . . , xN ) = T1 (µA1 ,k (x1 ), . . . , µAN ,k (xN )), (3)
was used to specify an architecture for a travel assistant agent
that helps a tourist to choose holiday packages, and in [23] it    where T1 is a t-norm (triangular norm). In this work, T1 is
was applied to build a recommender system for tourism.             the Minimum t-norm (called Gödel t-norm), and then Eq. 3
    Hybrid models can be found in the literature, introducing      becomes :
some kind of fuzziness to BDI architecture. Long and Ester-           wk (x1 , . . . , xN ) = min{µA1 ,k (x1 ), . . . , µAN ,k (xN )}. (4)
line [24] introduced a BDI agent, which uses fuzzy inference        The overall output of a normalized first-order TSK fuzzy
engines, fuzzy controllers and classifiers, for the modeling       model with K rules is given by
of co-operative societies of artificial agents, outlining some             PK
social conditions necessary for agents to form joint intentions               T2 (wk (x1 , . . . , xN ), fk (x1 , x2 , . . . , xN ))
and actions. Lokuge and D. Alahakoon [25] introduced a BDI            z = k=1                                                        , (5)
                                                                                       PK
agent coupled with a neural network and an adaptive neuro                                    wk (x1 , . . . , xN )
fuzzy inference system for application in container terminal                                 k=1

operations, allowing the improvement the decision making             1 The adoption of the KTS method is due to its better performance in some
process in such a complex, dynamic environment. A BDI              applications, since it avoids the defuzzification step. See [29] for details.
where T2 is also a t-norm. In this work, T2 is the Product                                                           Environment
                                                                                                                                     Actions
t-norm, so that Eq. 5 results in:                                                                    Perceptions

             P
             K
                wk (x1 , . . . , xN ) · fk (x1 , x2 , . . . , xN )                                        Sensors                   Actuators
       z = k=1                                                     . (6)
                        PK
                              wk (x1 , . . . , xN )                                                                                  Deliber
                             k=1                                                                           BRF          Beliefs      ations

        IV. A F UZZY P REY-P REDATOR E NVIRONMENT
   In [10], Peixoto et al. proposed a fuzzy rule-based system                            Fig. 1.   Part of the BDI model with a fuzzy perception module.
to elaborate a predator-prey model to study the interaction
between aphids (preys) and ladybugs (predators) in citricul-
ture. Due to the lack of available information about the phe-                       (i) at each movement it loses a fixed amount of weight (weight
nomenon, instead of using the usual differential equations that                     loss rate), and has its age incremented by a fixed value (aging
characterize the classic deterministic models, they introduced                      rate); (ii) at each successful attack, it gains a fixed amount of
a fuzzy approach for analyzing the problem.                                         weight (attack reward); otherwise, it loses a fixed amount of
   In this paper, we informally build on the fuzzy prey-predator                    weight (attack punishment); (iii) there is a minimum weight
approach for an agent-based simulation in order to analyze the                      that a predator can support; if it achieves a weight less than the
ability of a predator with fuzzy perception in surviving in an                      minimum then it dies by weakness; (iv) there is a maximum
environment of imperfect information.2                                              age that a predator can achieve; after that it dies by ageing.
   In this environment, the age and the weight of a prey (and
                                                                                    A. Characterizing the Fuzzy Predator (FP) Agent
of a fuzzy predator itself) are vague information for the fuzzy
predator. However, such information is crucial for a predator                          The Fuzzy Predator (FP) has a perception mechanism
to evaluate the strength level of a certain prey in comparison                      directly connected to the BRF (Belief Revision Function) of
with its own strength level, and, therefore, to estimate the                        its BDI architecture, partially depicted in Fig. 1. This means
probability of the success of its attack to such prey, which                        that the fuzzy perception mechanism receives as input data
is given by:                                                                        the prey’s age and weight, as well as the predator’s own age
                                 RAP − RP P                                         and weight, all of which are perceived through the predator’s
                  P rob = 50 +                    ,             (7)
                                        200                                         non precise sensors. Then, using the KTS inference system
where RAP and RP P are the predator’s and the prey’s                                (Sect. III), the predator infers the prey’s strength level, and also
strength levels, respectively.                                                      its own strength level, updating its beliefs with the inferred
   We assume that (i) predators and preys are initially ran-                        information, in order to let this information be used in the
domly distributed in a grid; (ii) the food is always available                      decision process.
for the different preys, and (iii) a predator loses weight for                         The linguistic variables age, weight and strength
being looking around for preys and much more for each                               level are modeled as fuzzy sets with trapezoidal member-
unsuccessful attack (on the contrary, it gains weight if its                        ship functions (Fig. 2). The analysis of those linguistic vari-
attack is successful). Then, the predator survival during the                       ables allowed the construction of a knowledge base composed
evolution of the time depends on its decision about attacking                       by the linguistic rules presented in part in Table I. Table II
or not any prey it finds during its life. This decision is based on                 shows part of the rule base for the KTS inference system of
the imperfect information that the agent can perceive through                       the perception model of the FP agent, each one with 2 inputs
its fuzzy perception mechanism, which uses a fuzzy inference                        (age, weight) ∈ R2 and the output z ∈ R, where “young”,
system to determine the prey’s strength level and its own.                          “adult”, “old”, “very light”, “light”, “average”, “heavy” e
   The predator is a BDI agent with beliefs3 on the following                       “very heavy” represent fuzzy subsets of R.
parameters: age, weight and strength level. The age and weight                         Example 1: In order to see how the inference system of
the agent can perceive through its perception mechanism.                            the fuzzy perception mechanism operates, let us consider the
The strength level can be estimated considering perceived                           following crisp input data: age = 16 and weight = 84.
ages and weights. The abilities of the predator are: random                         Those values are fuzzified, considering the membership grades
movement looking for preys, perception of preys’s age and                           in relation to the fuzzy subsets that define those linguistic
weight, estimation of prey’s strength level in comparison with                      variables, given in Fig. 2. Then, the age value age = 16 is
its own strength level at the current time, and decision on                         considered “young” with grade µyoung (16) = 0, 4 and “adult”
attacks to preys, which considers if the probability of success                     with grade µadult (16) = 0, 6. The weight value weight = 84
satisfies P rob > 0.25 (Eq. 7). The constraints of its life are:                    is evaluated as “heavy” with grade µheavy (84) = 0, 6 and
                                                                                    “very heavy” with grade µvery−heavy (84) = 0, 4.
   2 Notice that we did not study population dynamics, as it was done in [10],
                                                                                       For each combination of those sets achieved by the input
although this can be considered in future work.                                     data, some of the rules of the knowledge base are activated.
   3 In this paper, we do not refer to the agent’s desires or intentions, only to
its beliefs, since this is the component of the BDI model that is connected to      In this case, four rules are fired, namely, the rules R4 , R5 , R9
the fuzzy perception mechanism.                                                     and R10 of the Tables I and II. Using Eq. 4, it is possible to
                                                                                                                 TABLE I
                                                                                                          L INGUISTIC RULE BASE .

                                                                                If      age         and      weight       then      strength level
                                                                                R1      young                very light             very weak
                                                                                R2      young                light                  very weak
                                                                                R3      young                average                weak
                                                                                R4      young                heavy                  average
                                                                                R5      young                very heavy             average
                                                                                R6      adult                very light             average
                                                                                R7      adult                light                  average
                                                                                R8      adult                average                strong
                                                                                R9      adult                heavy                  very strong
                                                                                R10     adult                very heavy             very strong
                                                                                R11     old                  very light             very weak
                                                                                R12     old                  light                  very weak
                                                                                R13     old                  average                weak
                                                                                R15     old                  very heavy             average



                                                                            knowledge base is activated. The characteristic functions of
                                                                            the sets related
                                                                                          
                                                                                             to the linguistic variable age
                                                                                                                        
                                                                                                                            are:
                                                                                                1     if x ≤ 15;                      1   if 15 < x < 35;
                                                                             µyoung (x) =                         µadult (x) =
                                                                                                0     otherwise                       0   otherwise
                                                                                                               
                                                                                                                 1 if x ≥ 35;
                                                                                                    µold (x) =                                         (8)
                                                                                                                 0 otherwise


                                                                              The characteristic functions of the sets related to the lin-
                                                                            guistic variable weight
                                                                                              
                                                                                                     are:              
                                                                                                  1 if x ≤ 15;                  1 if 15 < x ≤ 35;
                                                                             µvery−light (x) =                  µlight (x) =
                                                                                                  0 otherwise                   0 otherwise
                                                                                                          
                                                                                                              1 if 35 < x ≤ 65;
                                                                                           µaverage (x) =                                      (9)
                                                                                                              0 otherwise
                                                                                                                                  
                                                                                             1 if65 < x ≤ 85                          1 if x > 85
                                                                             µheavy (x) =                       µvery−heavy (x) =
                                                                                             0 otherwise                              0 otherwise


                                                                               Example 2: Considering the same input data (age,
                                                                            weight) of Ex. 1 and the characteristic functions given in
                                                                            Equations 8 and 9, one has that weight = 84 and age = 16
   Fig. 2.   Membership function for the considered linguistic variables.   are definitely evaluated as “heavy” (µheavy (84) = 1) and
                                                                            “adult” (µadult (16) = 1), respectively. In this case, only the
                                                                            rule R9 of the rule base of Tables I and II is activated.
find the degrees of firing of each one of those rules, as, e.g.,
                                                                            Obviously, the firing degree of this rule is w9 = 1. The general
w4 = min {µyoung (16), µheavy (84)} = 0, 4. Then, one has
                                                                            output, given by Eq. 6, results in the value of the straight level:
that w5 = 0, 4, w9 = 0, 6 and w10 = 0, 4. Using Eq. 6, we                                         w9 f9 (16, 84)    1 · 88
obtain the overall output of the process, where f4 , f5 , f9 and                         z =                     =         = 88
                                                                                                        w9             1
f10 are calculated using Table II:
      w4 f4 (16, 84)+w5 f5 (16, 84)+w9 f9 (16, 84)+w10 f10 (16, 84)            To enrich the possible comparisons, we have implemented
 z=                                                                 =74,
                         w4 + w5 + w9 + w10                                 a Greedy Predator (GP), which always attacks the preys it
which represents the predator’s strength level.                             encounters, without considering any reasoning on strength
                                                                            levels and the probability of success of its attacks to preys.
B. The Crisp Predator (CP)
                                                                                      V. A NALYSIS O F THE S IMULATION R ESULTS
   For the comparative analysis of simulations, we imple-
mented a Crisp Predator (CP), which is a BDI agent that                       The simulations were realized to obtain a general view
does not consider that the information about itself and the                 of the behaviors of the different predators4 in two kinds
one perceived from the environment are vague or incomplete.                 of the Fuzzy Prey-Predator Environment: competitive (Sect-
Its perception mechanism is inspired on the perception mecha-               V-A) and non-competitive environments (Sect. V-B). The
nism of the fuzzy predator, but, instead of using fuzzy subsets             implementation was done in the Jason platform [30].
for the modeling of the input linguistic variables, we use                     4 Since we are not analyzing population behavior, in the simulations we
classical sets with the usual characteristic functions into the             only consider either 2 or 3 predators, in order to be able to compare directly
set {0, 1}. For each set of input date, only one rule of the                their surviving abilities.
                              TABLE II
              RULE BASE FOR THE KTS INFERENCE SYSTEM .

   If age and weight then strength level = fk (age, weight)
                                         x+y
   R1     young  very light  f1 (x, y) =
                                            2
                                                 y
                                         x+( )
   R2     young  light       f2 (x, y) =         2
                                              2
                                         (x + y) − 10
   R3     young  average     f3 (x, y) =
                                                 2
                                                       y
   R4     young  heavy       f4 (x, y) = (x − 1) +
                                                       2
                                               y
   R5     young  very heavy  f5 (x, y) = x +
                                               2
                                         x+y
   R6     adult  very light  f6 (x, y) =          + 25
                                            2
                                         x+y
   R7     adult  light       f7 (x, y) =          + 30
                                            2
                                               y
                                         x + + 100
   R8     adult  average     f8 (x, y) =        2
                                                 2
                                         x+y
   R9     adult  heavy       f9 (x, y) =          + 63
                                            4
                                           x
                                              +y
   R10    adult  very heavy  f10 (x, y) = 2          + 40
                                              2
                                          (50 − x) + y
   R11    old    very light  f11 (x, y) =
                                                   2
                                                         y
                                          (50 − x) +
   R12    old    light       f12 (x, y) =                2
                                                   2
                                          (50 − x) + (y − 10)
   R13    old    average     f13 (x, y) =
                                                       2
                                                         y
   R15    old    very heavy  f15 (x, y) = (50 − x) +
                                                         2



   The results were obtained from a total of 100 simulation
runs. In each run, the time grows in discrete units (1 time
unit = one predator movement). In the beginning of each run,
the predators present the following initial parameters: age =
1 and weight = 50. Those parameters change at each time
instant according to the following fixed rates5 : the weight loss
rate (-0,1 kg for each movement/time), the aging rate (-0.05
year for each movement/time), the attach reward (+2 kg for
each successful attack), and the attack punishment (-1 kg for
each non successful attack). The simulation run ends when all
the predators have died, either for weakness (weight less than
1 kg) or for ageing (age equal to 50 years).

A. The Competitive Environment
                                                                                     Fig. 3. The average of attacks (top), victories (middle) and defeats (bottom)
   The competitive environment consists of 2 kinds of preda-                         at an age i, with 1 ≤ i ≤ 50, in a competitive environment.
tors (FP e CP) and different 250 preys. At each successful
predator attack, the corresponding defeated prey dies. Consid-
ering that there is no prey reproduction, the prey population
tends to decrease, increasing the probability of the predator                           Figure 3 (top) shows the average number of predators’
not finding a prey as it moves in the environment, which may                         attacks at each year. Observe that the number of the CP’s
cause increasing weight losses. In this sense, both predators                        attacks surges around the age of 15. This is so because, before
compete for the preys remaining in the environment.                                  15, the agent thinks that it is young (with too low strength
                                                                                     level), but, suddenly, as it achieves 15 years old, it concludes
   5 Variations of the initial parameters and rates are not considered here, since   that it is already an adult (with too high strength level). The
they affect only the agent’s deliberations, not its perceptions.                     increase in the number of the FP’s attacks is more gradual,
showing more coherence in its decisions. On the other hand,
one might have expected that the high number of attacks would
have lasted until around the age of 35, since it is only after
this age that the CP considers itself old. However, due the
prey population decreasing, the number of the attacks of both
predators also decreases, even before the age 35. Around the
age 35, the decrease in the number of the attacks of the CP is
much more abrupt than the smooth decreasing of the number
of the attacks of the FP, as it passes from young to adult/old.
   Figure 3 (middle) presents the average of predators’ victo-
ries at each year. There is a significant increase in the number
of victories when the CP is around 15, which is an expected
result, since this is the period that, as it considers itself an
adult by this age, it increases a lot the number of attacks until
around the age of 35, when it considers itself old, as discussed
in the previous paragraph. Also, due to the decrease in the prey
population, and consequently, the decrease in the number of
attacks, the number of victories also decreases, even before
the age 35. Again, it is possible to observe that the graph
corresponding to the FP increases and decreases smoothly, as
the agent becomes old, whereas the one of the CP increases
abruptly around 15 and decreases around 35, also drastically.
   Analogous analysis can be done concerning the average of
number of the predators’ defeats at each year, which is shown
in Fig. 3 (bottom).
B. The Non-competitive Environment
   The non-competitive environment consists of 3 kinds of
predators (FP, CP and GP), and 250 different preys. For each
prey that dies in consequence of a predator attack, another
prey with similar characteristics appears in the environment,
at a random position. This means that the predators always
have the same chance to find a prey to attack.
   Figure 4 (top) shows the average number of predators’
attacks at each year. For the same reasons discussed in
Sect. V-A, the number of the CP’s attacks surges around the
age of 15. However, since the prey population is constant
along the time, the high number of attacks of the CP lasts
until around the age of 35, and then it follows drastically. The
behavior of the FP is much more natural and coherent, since
it presents a gradual increase in the number of attacks as it
becomes an adult, and a also a smooth decrease as it becomes
old. The high number of attacks of the GP during its life was
as expected. During adulthood the numbers of attacks of all         Fig. 4. The average of attacks (top), victories (middle) and defeats (bottom)
                                                                    at an age i, with 1 ≤ i ≤ 50, in a non-competitive environment.
predators are similar.
   Figure 4 (middle) presents the average number of predators’
victories at each year. There is an abrupt increase in the
number of victories when the CP is around 15, due to the high       predators are similar. The highest numbers of victories, for
increase in the number of its attacks by this age. However,         Crisp and Fuzzy predators, appear between the ages of 20 and
since the prey population does not decrease, the number             33. Analogous analysis can be done concerning the average of
of victories stays high until around the age 35. After that,        number of predators’ defeats at each year (Fig. 4 (bottom)).
it decreases radically. Again, it is possible to observe that          Figure 5 (top) shows the average number of accumulated
the graph corresponding to the FP increases and decreases           attacks during the predators’ lives, until they reach a certain
smoothly, as the agent becomes old. The higher number of            age i, with 1 ≤ i ≤ 50. As expected, the GP had an average
victories of the GP is due to its attack strategy. During           number of accumulated attacks much higher than the other
adulthood, the numbers of victories of the three kinds of           two predators, which had a similar attack behavior.
                                                                              Fig. 6. Average lifetime (top), average weight at the end of the life (middle)
Fig. 5. Average accumulated number of attacks (top), victories (middle) and   and average of number of attacks/victories/defeats (bottom) of predators.
defeats (bottom) during the predator life until the age i, with 1 ≤ i ≤ 50.


                                                                              expected, the Greedy and Fuzzy predators present the lowest
   Figure 5 (middle) presents the average number of accumu-                   and the highest average lifetimes, respectively.
lated victories during the predators’ lives, until they reach an                 Figure 6 (middle) presents the average weight of predators
specific age. As expected, the GP had an average number                       at the end of their lives. The average weight of the FP at the
of accumulated victories much higher than the other two                       end of its life is the highest one.
predators. However, this number for the FP is higher than that                   Figure 6 (bottom) shows the average number of attacks,
of the CP, as they become older.                                              victories and defeats of predators during its whole life. The GP
   Analogous analysis can be done concerning the average                      is the one that presents the highest averages in all categories,
number of accumulated defeats during the predators’ lives,                    and it is the one that has the average number of defeats
until they reach an specific age, shown in Fig. 5 (bottom).                   higher than that of victories. Its average numbers of attacks
Figure 6 (top) shows the average lifetime of the predators. As                and victories are higher than the ones of the CP, whereas the
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