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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Introducing Conviviality as a New Paradigm for Interactions among IT Objects</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Assaad Moawad</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gre´gory Nain</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yves Le Traon</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Interdisciplinary Center for Security</institution>
          ,
          <addr-line>Reliability and Trust</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2012</year>
      </pub-date>
      <fpage>2</fpage>
      <lpage>7</lpage>
      <abstract>
        <p>The Internet of Things allows people and objects to seamlessly interact, crossing the bridge between real and virtual worlds. Newly created spaces are heterogeneous; social relations naturally extend to smart objects. Conviviality has recently been introduced as a social science concept for ambient intelligent systems to highlight soft qualitative requirements like user friendliness of systems. Roughly, more opportunities to work with other people increase the conviviality. In this paper, we first propose the conviviality concept as a new interaction paradigm for social exchanges between humans and Information Technology (IT) objects, and extend it to IT objects among themselves. Second, we introduce a hierarchy for IT objects social interactions, from low-level one-way interactions to high-level complex interactions. Then, we propose a mapping of our hierarchy levels into dependence networks-based conviviality classes. In particular, low levels without cooperation among objects are mapped to lower conviviality classes, and high levels with complex cooperative IT objects are mapped to higher conviviality classes. Finally, we introduce new conviviality measures for the Internet of Things, and an iterative process to facilitate cooperation among IT objects, thereby the conviviality of the system. We use a smart home as a running example.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Two decades ago, Mark Weiser coined the term ubiquitous
computing. Ubiquitous computing “enhances computer use by
making many computers available throughout the physical environment,
while making them effectively invisible to the user” [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
      </p>
      <p>
        Today, microelectronic devices have become so small and
inexpensive that they can be embedded in almost everything, making
everyday objects “smart” [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. The new paradigm of the Internet of
Things (IoT) has emerged. The basic idea behind it is the
pervasive presence around us of a variety of smart objects which, “through
unique addressing schemes, are able to interact with each other and
cooperate with their neighbors to achieve common goals” [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        Smart objects carry chunks of application logic. They sense, log,
and interpret what is happening to them and the world, they act on
their own, interact with each other, and exchange information with
human users. They know what “has happened to them in the past”
[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. In this heterogeneous world, consisting of both human users
and objects, social relations naturally extend to objects.
      </p>
      <p>
        The concept of conviviality, defined by Illich as “individual
freedom realized in personal interdependence” [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], focuses on the
cooperative aspects of the interactions among humans. It has recently
been introduced as a social science concept for multi-agent and
ambient intelligent systems to highlight soft qualitative requirements like
user friendliness of systems [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        In this paper, we extend conviviality as a new paradigm for IoT
Information Technology (IT) objects in two ways. First, convivial
relations among IT objects and human users allow the latter to fulfill their
needs for social interactions, and second, convivial relations among
IT objects facilitate cooperation among participants. The aim is to
enable knowledge sharing for the collective achievement of
common objectives among entities which form various groups or
coalitions [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The challenge of capturing social relations among IT
objects breaks down into the following research questions: 1) How to
distinguish the different kinds of social interactions of IT objects? 2)
How to map the social interactions among IT objects to
conviviality classes? 3) How to measure the conviviality of an individual IT
object? and 4) How to use conviviality in the Internet of Things?
      </p>
      <p>
        Tools for conviviality are concerned in particular with dynamic
aspects of conviviality, such as the emergence of conviviality from
the sharing of properties or behaviors whereby each member’s
perception is that their personal needs are taken care of [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. In such
dynamic circumstances, the conviviality of each participating
member is a key criterion.
      </p>
      <p>
        In [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], conviviality measures were introduced by counting, for
each pair of agents, the possible ways to cooperate, indicating degree
of choice or freedom to engage in coalitions. In this paper we build
on these measures to define conviviality measures for each agent.
Our coalitional theory is based on dependence networks [
        <xref ref-type="bibr" rid="ref19 ref6">6, 19</xref>
        ],
labeled directed graphs where the nodes are agents, and each labeled
edge represents that the former agent depends on the latter one to
achieve some goal. Furthermore, in order to increase the conviviality
of the system, we establish an iterative process through which the
least cooperative IT objects are identified, then, upgrades for these
objects are proposed to enhance their cooperations and increase their
inclusions into more coalitions.
      </p>
      <p>
        Our motivation lies in the vision that IT objects will be endowed
with all the capabilities needed for a society of objects fully
integrated into human society. In [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] smart objects differ from simple
tracking objects such as RFIDs, in that they are autonomous
physical/digital objects augmented with sensing, processing and
networking capabilities. Here, we refer to both kinds of objects as IT objects.
      </p>
      <p>The structure of this paper is the following: In Section 2, we
provide the background for our IT object interaction classification, we
then introduce our motivating example, in Section 3. We propose our
mapping between IT objects interaction classes in Section 4, and the
conviviality measures for individual IT objects in Section 5. We
discuss these measures in Section 6 and present some related work in
Section 7, and conclude in Section 8.</p>
    </sec>
    <sec id="sec-2">
      <title>IoT Evolution and conviviality issues</title>
      <p>
        The Internet of Things relates to the interconnection of
communication enabled-IT objects [
        <xref ref-type="bibr" rid="ref1 ref9">9, 1</xref>
        ]. IT objects from our everyday life are
getting more communication abilities every day. TVs, phones or cars,
are now able to share information and offer services to each other.
      </p>
      <p>New services taking advantage of these communication links and
shared data are emerging from these new abilities of IT devices. But
the way toward seamlessly interacting devices and smart services is
still long.</p>
      <p>The miniaturization of hardware material for computation made it
possible to introduce programs in electronic devices. That is how
autonomous regulation devices made it possible to automate
several household tasks and duties (e.g.: in Heating Ventilating and Air
Conditioning (HVAC) systems). This automation of basic tasks
resulted in an increase of the comfort and security for users. These
autonomous regulation systems were the foundation of Internet of
Things.</p>
      <p>
        Along with the democratization of computers, the Internet and
communication technologies, autonomous regulation systems got
enriched with customization capabilities and sometimes remote
accesses [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. Now, users can specify the behavior of such configurable
devices to enhance their own comfort and usage. Many devices have
been equipped with bi-directional communications links, for
reading and writing their configurations. With simple user interfaces, non
electronic-specialists are now allowed to configure and/or remotely
use their devices.
      </p>
      <p>
        The availability of Internet everywhere and at any time, opens the
door to remote accesses to IT devices, being at the office or at home.
One can cite media centers, alarm or heating systems, or video
camera for example. However, the configuration of such
communicationenabled devices can sometimes turn into a nightmare for the
uninitiated. As a consequence, protocols have been set up to allow
automatic device recognition and connections. Also, zero-configuration
devices[
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] that are able to self-configure and get ready for use are
more and more present in the IT environment.
      </p>
      <p>The paradigm of Cloud tend now to get rid of the precise location
to access a device, a service or a content. Resources can be accessed
at any time, from anywhere and in several ways, with no idea about
the precise location of this resource.</p>
      <p>
        Today, Things (i.e. IT Objects) are able to communicate, are
remotely accessible and are available from anywhere at any time [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ].
But the services offered by these devices do not adapt or evolve with
the presence of other services from other IT Objects. The next
generation of Internet connected Things should be able to autonomously
collaborate, adapt their behavior and services offered, according to
their capabilities and to surrounding objects’ capabilities and needs.
They will participate at a time, in a community of devices by
providing a new service, and integrate later another community as a backup
for an already existing service.
      </p>
      <p>Some classification or measures have to be developed to
categorize these interactions among Things from a simple data provision
to a collaborative decision making capability. As a social interaction
measure, the conviviality can be applied to interactions between IT
objects, and with humans, and provide a first set of tools for the next
generation of smart devices. They could then be able to make more
accurate decisions when adapting to their surroundings and evolving.
They could be able to choose the community of devices to connect to
by maximizing the benefit for both the community and themselves.
They could even be able to improve their social involvement by
acquiring new skills or taking charge of some duties.</p>
    </sec>
    <sec id="sec-3">
      <title>Running Example: Smart-House</title>
      <p>In this section we present a scenario of a smart-house automation
system, regulating the temperature of a room. The IT devices in this
scenario communicate, trying to figure out the cause of a heating
problem. Such automation systems could be used to improve the
energy-efficiency of a house and also reduce the cost of living. In
similar ways, smart-home or smart-city automation systems could
achieve a better quality of life, improved public services, ambient
assisted living, or simply entertainment.</p>
      <p>In our example, illustrated in Figure 1, we use five types of IoT
objects that can communicate with each other; a refrigerator and its
log, a heating system, door sensors and a phone. To accomplish their
goal and find the source of the heating problem, the devices exchange
information, query their logs and perform reasoning.</p>
      <p>The heating system is responsible for keeping the room in a
specified temperature at all times. However, in the last several minutes
it has not been able to reach this temperature. Therefore it informs
the refrigerator that it has problems heating the room (step 1). Like
the heating system, the refrigerator is responsible for keeping its
interior in a specified temperature. In other words, they have similar
tasks. Hence, if the refrigerator has encountered a similar problem
and solved it in the past, then there is a possibility that this solution
could also work for the current problem of the heating system.
Consequently, every time the heating system encounters a problem that it
cannot solve, it “consults” the refrigerator.</p>
      <p>The refrigerator receives and processes this transmission. It
discovers from its log (step 2) that the last time it had a problem
reaching a specified temperature, this was because its door was open. After
its door was closed, the refrigerator could function properly, so this
was a confirmed solution to this problem. Therefore, the refrigerator
searches for a signal from the door sensors and receives that one of
the house doors is open (step 3). The heating system is informed by
the refrigerator that the problem comes from an open door (step 4).</p>
      <p>Finally, the heating system stops functioning, until the problem is
resolved (step 5). It also informs the phone that there is a heating
problem and the recommended action is to close the door (step 6).</p>
      <p>This is a typical example in Ambient Intelligence, where devices
with different interaction capabilities have to cooperate. We now
formalize the levels of this interaction, that we call social interaction of
IT objects, by using the notion of conviviality.</p>
    </sec>
    <sec id="sec-4">
      <title>IT Objects Classification and Mapping</title>
      <p>In this section we discuss how IT objects can have a social interaction
and how these interactions can be classified. For this classification,
we use the notion of conviviality and Dependence Networks.
Definition 4.1 (Dependence networks) . A dependence network
(DN) is a tuple A, G, dep, ≥ where: A is a set of agents, G is a
set of goals, dep : A × A → 2G is a function that relates with each
pair of agents, the sets of goals on which the first agent depends on
the second, and ≥: A → 2G × 2G is for each agent a total pre-order
on sets of goals occurring in his dependencies: G1 &gt;(a) G2.</p>
      <p>Moreover, a Dependence Network can be represented by a
directed graph, where the agents are the nodes of the graph, and the
dependencies form the directed edges. For example, Figure 2 illustrates
the graph that represents the Dependence Network derived from our
motivating example of Section 3. Note that dependencies are
potential, i.e, not all of them are actualized in our scenario. It should be also
clarified that DNs are not equivalent to data flow networks; the latter
model information exchange, not dependencies. The heating system
h depends on the door d to be close, in order to function properly,
but h does not have the capability to interact with d.</p>
      <p>l
r</p>
      <p>p
d
h</p>
      <p>
        Conviviality has been introduced as a social science concept for
multi-agent systems to highlight soft qualitative requirements like
user friendliness of systems [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. The idea of conviviality is based
on the notion of interdependency; Cycles denote the smallest graph
topology expressing interdependence, and are considered as atomic
relations conveying conviviality. When referring to cycles, we are
implicitly signifying simple cycles (as defined in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]), without
repetition, with order and discarding self-loops.
      </p>
      <p>
        In [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], conviviality is classified as presented in Figure 3, through
a ranking of the DNs. Briefly, (W ) is the worst class of conviviality
because all agents are isolated. On the opposite side, (P ) achieves
perfect conviviality because the corresponding graph is a clique. For
the in-between classes, (AW e) class has some dependencies but no
cycles, (N ) class has at least one isolated node and one cycle and in
(AP e) class, all the agents are participating in at least one cycle.
      </p>
      <p>We use the term social interaction for IT objects, in a way similar
to the human social interaction, as their ability to communicate with
other IT objects and exchange information.</p>
      <p>In Table 1, we illustrate the different levels of social interaction
that an IT object can have. Level 0 IT objects are those who can only
receive information from other IT objects. The phone, in our scenario
belongs to Level 0, as it only receives alerts from other devices.</p>
      <p>Level 1 is about the objects that only share their information with
other objects. The door sensors are of Level 1, because they can only
transmit the state of the doors to other devices.</p>
      <p>Level 2 IT objects are programmed explicitly to interact with
specific objects. The refrigerator’s log is of Level 2, as it interacts only
with the refrigerator. The heating system is on the same level. Level
2 is the current maximum social interaction level of IT objects.</p>
      <p>Finally, Level 3 IT objects have the potential to interact with any
other object, in order to achieve a goal. In our scenario, the
refrigerator is of Level 3, since it is not explicitly programmed to interact
with a specific set of devices.</p>
      <p>We ignore IT objects operating only autonomously. The heating
system could also work autonomously and try to keep a stable
temperature in the room. However, its social interaction led to an
improved, a more efficient functionality.</p>
      <p>The social interaction level of IT objects can be associated with
the conviviality of a network, in which they participate. To present
this association in Table 1, we first suggest four possible DNs, each
of them including at least one node of the specific level and then
analyze the maximum conviviality in such a DN.</p>
      <p>The maximum conviviality class of a network that includes a Level
0 or 1 object is N , since this node cannot be a part of a cycle. Level
0 objects have no incoming edges in a DN and Level 1 objects have
no outgoing edges. For networks that include an object of Level 2,
the conviviality cannot be better than AP e, since such an IT object
is not able to interact with every other device. Hence the graph of
DN cannot be a clique. The maximum conviviality of a network that
includes an IT object of Level 3 is P . Furthermore, P conviviality is
achieved only if every node of the DN is a Level 3 IT object. W
conviviality can exist if all nodes are Level 1. The maximum conviviality
of a graph with only Level 0 and 1 objects is AW e.</p>
      <p>Interaction
Data
DN
max conv
0
N
1
N</p>
      <p>2
AP e
3
P</p>
      <p>
        In this section, we have introduced a novel approach to
classifying the social interaction of IT objects. We have mapped the social
interaction level of an object with the maximum conviviality that can
be achieved if this object is included in a DN. To do this mapping,
we have established correspondences between DNs and IT objects
interaction level. This way, we can have a maximum conviviality
estimation, just by knowing the social interaction level of IT objects
that participate in our system. However, it is sometimes necessary to
get a more accurate measure to improve the conviviality of a system.
Social network analysis has been providing many measures to
reflect social interactions among agents [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. However none of these
considers cycles as basis. Our measurements meet the following
requirements and assumptions.
5.1
      </p>
    </sec>
    <sec id="sec-5">
      <title>Assumptions and Requirements</title>
      <p>In this work, the cycles identified in a dependence network are
considered as coalitions. These coalitions are used to evaluate
conviviality for the network and for each agent.</p>
      <p>In our second assumption, we consider the conviviality of a
dependence network or a specific agent to be evaluated in a bounded
domain, i.e., over a [min; max] interval. This allows reading the values
obtained by any evaluation method.</p>
      <p>In terms of requirements, the first requirement for our conviviality
measures concerns the size of coalitions. It is captured by the
statement that larger coalitions are more convivial than smaller ones.</p>
      <p>Our second requirement concerns the number of coalitions. It is
captured by the statement that the more coalitions in the dependence
network, the higher the conviviality of DN would be (all else being
equal). Similarly, the more coalitions an agent is participating at, the
higher its conviviality measure would be. This requirement is
motivated by the fact that a large number of coalitions indicates more
interactions among agents, which is positive in term of conviviality
according to our definition based on interdependence.
5.2</p>
    </sec>
    <sec id="sec-6">
      <title>Conviviality of a dependence network</title>
      <p>
        The conviviality of a dependence network DN is defined in [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] as
coal(a, b)
Conv(DN )
=
a,b∈A,a=b
Ω
where coal(a, b) for any distinct a, b ∈ A is the number of cycles
that contain both a and b in DN and Ω is the maximum the sum
in the numerator can get, over a dependence network of the same set
of goals and the same number of agents but with all dependencies
(fully-connected graph).
      </p>
      <p>
        This way, the conviviality measurement of a dependence network
which is a rational number in [
        <xref ref-type="bibr" rid="ref1">0,1</xref>
        ], can be used to compare different
dependence networks, with 0 being the conviviality of a dependence
network having no cycles at all (class W , class AW e) and 1 the
conviviality of a fully-connected dependence network (class P ).
      </p>
      <p>However, this measurement just reflects the conviviality of the
whole dependence network and does not allow to compare, inside the
same dependence network, the conviviality of two different agents.
5.3</p>
    </sec>
    <sec id="sec-7">
      <title>Conviviality of an agent</title>
      <p>In this work, we extend the conviviality measures of a dependence
network DN , by defining the conviviality of each agent inside DN .
First, Let CDN (a) be the set of all cycles in DN that contains the
agent a.</p>
      <p>We define the conviviality of an agent a ∈ A as
convDN(a)
=
c∈CDN (a)
(Len(c) − 1)
ω
(1)
(2)
where Len(c) is the length of the cycle c and ω is the maximum
number the sum in the numerator can get, over a dependence network of
the same size but with all possible dependencies (a clique).
Moreover, ω is related to the Ω measured in Section 5.2 by the formula:
ω = Ω /|A| because of the symmetry between all agents in a clique.</p>
      <p>
        This measurement per agent is also a rational number bounded in
[
        <xref ref-type="bibr" rid="ref1">0,1</xref>
        ]. An agent participating in no cycle at all would have 0
conviviality, and all agents in a fully-connected dependence network would
have a conviviality of 1.
      </p>
      <p>Finally, the conviviality measurement for the whole dependence
network defined in Section 5.2 can be deduced by calculating the
average conviviality of all agents in the dependence network:
Conv(DN )
=
a∈A</p>
      <p>(3)
(convDN(a))
|A|
5.4</p>
    </sec>
    <sec id="sec-8">
      <title>Computation</title>
      <p>We apply our computation on the dependence network of the running
example illustrated in Figure 2. In this example, the set of all cycles
is C = {(h, r), (r, l)}</p>
      <p>The pairs participating in one cycle are (h, r), (r, h), (l, r), (r, l)
and there are no pairs participating in more than one cycle, thus the
conviviality of the dependence network, according to Equation 1 is
Conv(DN ) = 4/Ω with Ω = 980 calculated over a clique of 5
nodes.</p>
      <p>Now, to calculate the conviviality of each agent, we need to list the
cycles containing that agent and applying Equation 2. We get:
CDN (h) = {(h, r)}, conv(h) = 1/ω
CDN (r) = {(h, r), (r, l)}, conv(r) = 2/ω
CDN (l) = {(r, l)}, conv(l) = 1/ω
CDN (p) = {∅}, conv(p) = 0/ω = 0
CDN (d) = {∅}, conv(d) = 0/ω = 0
Where ω = Ω /5 = 196.</p>
      <p>Note that, by taking the average of the convivialities of all the
agents, we get avg = (1/ω + 2/ω + 1/ω + 0 + 0)/5 = 4/(5ω) =
4/Ω = Conv( DN ) as stated in Equation 3. Figure 4 shows our
computation and the IT level of the objects of DN .
Level 2 </p>
      <p>Level 3 
 
Conviviality of DN:  ଴଼ଽ ସ  
 
Ͳ  </p>
      <p>Level 1 </p>
      <p>Level 2 
Ͳ  
Level 0 </p>
      <p>As a conclusion, these measurements provide a way to compare
agents to each other according to their social interactions and
therefore they can be used to find potential improvements in the
dependence network. For instance, in this example, we can deduce that
agents d and p are the least convivial and can be seen as bottlenecks
for the conviviality of DN .
6.1</p>
    </sec>
    <sec id="sec-9">
      <title>Using Conviviality in IoT</title>
    </sec>
    <sec id="sec-10">
      <title>Iterative Process</title>
      <p>Improvement of the conviviality of a system is an iterative process.
First, we identify the less participating agents in the network. Then,
we try to involve them in more coalitions, which will increase their
conviviality and consequently the conviviality of the system. If this
solution is not applicable, then we upgrade these agents, when
possible, to increase their participation. The overall conviviality of the
system can thus be improved by iterating these steps.
6.2</p>
    </sec>
    <sec id="sec-11">
      <title>Computation Examples</title>
      <p>In the previous scenario, agents d and p are the least convivial and
cannot do better because of their IT interaction levels of 0 and 1. We
suggest as an alternate scenario S to upgrade them by other IT
objects (d and p ) having an IT interaction level of 2. But this is not
enough. If the upgraded objects do not have the possibility to
participate in more coalitions, the measurements will still remain the same,
as the number of coalitions is unchanged. In the alternate scenario
S , the smartphone p (level 2) can have a more important role than
just being a display device: it has a very good computation power
and the ability to connect to the Internet to get updates and some
information for example on potential solutions to a problem in the
smart home context. In particular, the refrigerator and the heating
system can potentially depend on its computation and connectivity
capabilities. Figure 5 illustrates the dependence Network with the
conviviality computation for scenario S .
Level 2 </p>
      <p>Level 2 
 ͳͻ͸
͸  
Level 2 </p>
      <p>Comparing to Figure 4, we can deduce that conviviality of the
refrigerator, heating system and the phone has improved. On the other
hand, conviviality of the door and the log remain unchanged.
Globally, the conviviality of the whole dependence network in S has
improved 5 times (4/980 to 20/980). Note that, the more dependencies
we add to DN, the faster the conviviality increases, exponentially, to
reach the 980/980 for a fully-connected DN because of the
combinatorial nature of the measurements.</p>
      <p>Finally, having the maximum conviviality is not always the best
option for an IT system, because it might have other requirements
and other constraints like security, privacy, efficiency, power
management requirements, costs, etc. For instance, in a secured location,
a smartphone might not be allowed to connect to the Internet for
security reasons. In a camping context, a smartphone might not be able
to do a lot of computations due to power saving measures. A good
trade-off between conviviality and other requirements is the key to
have a better system. Smart IT objects should be capable to adapt to
different situations and contexts, selecting between different
tradeoffs accordingly in order to optimize their utility.
Conviviality can be used in agent theory to satisfy requirements on
user-friendly systems and ensure that considerations such as the
usability of a system get the same importance as the functionality.</p>
      <p>
        In this section we discuss how conviviality measures can be used
by agents as an incentive for cooperation, using a game-theoretic
framework [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. IT objects with a social interaction level of 3, as
defined in Section 4, are not programmed explicitly to interact with
specific objects. Depending on their needs, they have the ability to
cooperate with any other object that will help them, or that needs to
be helped. In order to decide on the form of cooperation, Level 3
objects have first to find out from which coalition they will benefit
more, or, to which coalition they can contribute more.
      </p>
      <p>The conviviality measures, introduced in Section 5, can be used to
calculate the payoff of each agent participating in a coalition. Thus,
agents have a formal way to calculate the gain that their participation
in a coalition infers and therefore, decide which coalition to join.</p>
      <p>
        A co-operative game is determined by a set Ag of agents wherein
each subset of Ag is called a coalition, and a characteristic
function V , assigning each coalition its maximum gain, the expected
total income of the coalition (the so-called coalition value). The payoff
distribution, P , assigns each agent its utility out of the value of the
coalition it is member of in a given coalition structure [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. In other
words, P is the gain of the agent and V is the gain of the coalition.
      </p>
      <p>The main idea behind these notions is to find out if the agents
have an incentive to form coalitions. If the agents are not motivated
to form coalitions, or if they find another, better coalition for them,
then the current coalition is at risk; it is unstable. If the payoff of
the agents is greater when they are in a specific coalition, than what
they would gain otherwise, then that makes this coalition stable. We
propose conviviality measures as a way to quantify this gain.</p>
      <p>In our example, let’s consider that the Level 3 refrigerator r is
not yet a part of a network and it is trying to decide which of the
networks, Figure 4 or Figure 5, to join. Then r can calculate what
its conviviality would be if it joined each of these networks. It finds
out that in the network of Figure 4 its conviviality would be 2/196,
whereas in the one of Figure 5 its conviviality would be 7/196.
Therefore, it decides to join the second network.
6.4</p>
    </sec>
    <sec id="sec-12">
      <title>Computational Challenges</title>
      <p>In our vision of the IoT, each IT object has the ability to act
autonomously, in the sense of decision making. This means that IT
objects can perform computations before joining a coalition, like the
refrigerator in the previous paragraph. This is different from what
usually exists today; a centralized system that makes all the
computations. In today’s systems, devices are usually programmed to interact
only with the central computer and get these computational results,
or request an available service.</p>
      <p>The problem with our Level 3 objects is that smaller IT objects
usually have a limited capability of processing. The computational
complexity of our conviviality measurements is prohibiting such
small devices to perform this calculation, especially as the number
of agents in the network increases. This also limits the potential size
of coalitions that can be created, since for larger coalitions it is harder
to compute the conviviality in a reasonable time.</p>
      <p>
        One possible solution is to revise these measurements and make
them computationally easier for such devices. The new
measurements should also meet the requirements introduced in [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Another
approach would be to consider new definitions of conviviality.
Many measures exist in graph theory domain that can be used to
reflect the “social importance” of a node and the “structural
importance” of a graph [
        <xref ref-type="bibr" rid="ref10 ref11 ref16">10, 11, 16</xref>
        ]. Some of the most relevant measures
for a node are: clustering coefficient of the node which is the ratio
of existing links connecting the node’s neighbors to each other, to
the maximum possible number of such links, closeness centrality of
the node which is the reciprocal of the sum of distances to all other
nodes in the graph. For a graph, we have the clustering coefficient of
the graph which is the average of the clustering coefficients of all the
nodes. However, these measurements do not take into consideration
cycles in the graph. Our conviviality measures are based on the
number and size of cycles in the graph which reflect interdependence.
      </p>
      <p>
        In [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], Castelfranchi et al. use dependence networks to represent
trust among agents. They build a socio-cognitive model of trust and
present measurements for the degree of trust and trust capital.
      </p>
      <p>
        The i-dud property [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] is a reciprocity property, saying that “an
agent sees to a goal of another agent only if this enables it to obtain,
directly or indirectly, the satisfaction of one of its own goals”. This is
also a desired approach for our goal-directed agents, similar to what
we refer to as interdependency, or conviviality.
      </p>
      <p>
        The notion, issues, and challenges of dynamic coalition formation
(DCF) among rational software agents are introduced in [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. For the
formation of a dynamic coalition, the coalitions are represented by a
coalition leader, who continuously attempts to improve the value of
its coalition, by building re-configurations and suggesting them to its
coalition members. This is different to what we vision for the future
IoT, as discussed in 6.4, where there is no coalition leader. However,
this approach could solve the computational issues that are discussed
in the same section.
8
      </p>
    </sec>
    <sec id="sec-13">
      <title>Conclusion</title>
      <p>In this paper, we extend the social concept of conviviality as a new
paradigm for IoT IT objects in two ways. First, convivial relations
among IT objects and human users support the latter in fulfilling
their needs for social interactions, and second, conviviality among
IT objects facilitates their cooperation.</p>
      <p>
        We first introduce a hierarchy for IT objects social interactions,
from low-level one-way interactions to high-level complex
interactions. Second, we propose a mapping of our hierarchy levels into
dependence networks-based conviviality classes. In particular, low
levels without cooperation among objects, are mapped to lower
conviviality classes, and high levels with complex cooperative IT
objects are mapped to higher conviviality classes. Third, we define new
measures, since conviviality measures introduced in [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] are over the
whole network, and do not differentiate among objects.
      </p>
      <p>Fourth, in order to increase the conviviality of the system, we
establish an iterative process through which the least cooperative IT
objects are identified, then, upgrades for the identified objects are
proposed to allow more cooperations among them, by increasing their
inclusions into a greater number of coalitions. The process iterates to
satisfy the system requirements, in which the tradeoffs among
potentially conflicting requirements have been set, for example between
conviviality, efficiency, privacy and security.</p>
      <p>In future works, we plan to define the requirements needed for
communications and negotiations among level three objects. We also
want to provide a first set of tools for the next generation of smart
devices and IT objects. More specifically, we plan to endow such
objects with the capability of making more accurate decisions, for
example, when adapting to their surroundings, and while evolving.
Furthermore, we will focus on the capability for smart devices and
IT objects to choose the community of devices and objects they may
connect to. This choice may be guided by maximizing both their own
benefit as well as their communities’, i.e., the coalitions they belong
to. Finally, we plan to enable devices and objects with the possibility
to improve their social involvement through new skill sets acquisition
and the adoption of new goals.</p>
    </sec>
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