Agent-Based Perception of an Environment in an Emergency Situation
We are interested in the problem of multiagent systems development for risk detecting and emergency response in an uncertain and partially perceived environment. The evaluation of the current situation passes by three stages inside the multiagent sys…
Authors: Fahem Kebair (LITIS), Frederic Serin (LITIS), Cyrille Bertelle (LITIS)
Agen t-Based P erception of an En viron men t in an Emergency Situatio n F ahem Kebair, F r ´ ed ´ eric Serin and Cyrille Bertelle ∗ Ab str act —W e are interested in the problem of mul- tiagent systems development for risk detecting and emergency response in an un certain and partially p er- ceived e n vironment. The e v aluation of the current situation pas ses by three stages insi de the multiagen t system. In a first time, the si tuation i s represented in a dynamic w ay . The second step, consists to c harac- terise the situation and finally , it is compared wi th other si milar known situations. In this pape r, we present an information mo delli ng of an observed envi- ronment , that we hav e applied on the Rob oCupRes- cue Simulation System. Information comi ng from the environmen t are formatted according t o a t axonomy and using semantic features. The latter are defined thanks to a fine on tology of the domain and are man- aged by factual age nts that aim to repres ent dynam- ically the current situation. Keywor ds: F actual agent, Multiagent system, Ont ol- o gy, Se mantic fe atur e , T axonomy 1 In t ro duction Recent catas tr ophic disasters hav e bro ug ht ur gent needs for diverse tec hnologies for disaster r elief. Currently , there is an o verwhelming need for b etter informatio n techn ology to help supp ort the efficient and the effective management of the disaster management (also known as emergency re sp o nse). In particula r, ac to rs and a gencies need an assis ta nce to help them to mak e a decision in a fashion time and to b e able to co ordina te their effor ts in a flexible wa y in or de r to preven t further problems or effectiv ely manage the a fter math of a disas ter . Our pro ject is situated in this context and co nsists to develop a gene r ic Decision Supp or t Sys tem (DSS), able to detect a risk in an uncertain and partially p er c eived en vir on- men t a nd to preven t its evolution. The DSS kernel is a m ultiagent system with thre e lay e r s, wher e ea ch one has a spe cific r ole. The r ole o f the lower lay er , that we call the repr esentation lay er , is to repres ent the environmen t state and its evolution ov er the time. The e n vironment is per ceived as a whole o f entities, directly or indirectly ob- serv able a nd of which states change p ermanently . These ent ities are mo deled accor ding to a taxo nomic o rganisa - ∗ Laboratoire d’Informatique, de T raitemen t de l’Information et des Syst ` emes, University o f Le Hav re, 25 rue Phili ppe Lebon, 76058, Le Havre Cedex, F rance. Email: { fahem.k ebair, fr ederic. s erin, cyrille.b ertelle } @univ-lehavre.fr tion and information t hat describ e them are for matted according to a mo del of “sema nt ic features ” , inspired b y the memento design pattern rules [Gamma and al. 1995]. Moreov er, the system appr ehends these information via softw ar e agents (called factual agents) and acco rding to an ontology of the studied domain. The collab ora tion of these agen ts and their comparis o ns with each other, form dynamic agents clusters. The latter a r e compa red by past known sce narios. The final ob ject of the s tudy is to p ermit to preven t the o ccur of a crisis situation a nd to provide an emerg e ncy manag ement pla nning. This mo delling was elab ora te s tarting from the game of Risk [Person 2 005] and tested on the Rob oCupRescue Sim ulation System (RCRSS) [Rob oCupResc ue]. In this pap er, we provide a mo delling o f informatio n extracted from an observed environment in a n emer gency context. Inside the system, informa tion ar e manag ed thanks to factual agents that interact by compar ing each o ther . The mo delling includes a definition of a tax onomy . The latter was applied to the RCRSS environmen t, for whic h we hav e defined an ontology of the do main. The struc- ture of the pap er is as follows: fir st we present the general architecture of the DSS and its internal kernel. Then, we define the taxo nomic o rganisa tio n o f the p erceived envi- ronment. After that, we present the RCRSS environmen t and the ontology o f the domain. Finally , we present fac- tual agents and some tests using gr aphic too ls. 2 Decision Supp ort System The r ole of the Decision Supp ort System is quite wide. In genera l, the pur po se is “to improve the de- cision ma k ing ability o f mana gers (and op era ting p er- sonnel) b y allowing mor e or better decisions within the constraints of cog nitive, time, and economic limits” [Holspace C.W. and al. 199 6]. More sp ecifically , the pur- po ses of a DSS are: • Supplemen ting the decision maker, • Allowing b etter intelligence, desig n, or choice, • F acilitating pro blem solv ing, • Providing aid for non structured decisions, • Managing knowledge. Decision ma kers need quick re s po nses to even ts that take place at a contin ually incr easing ra te and they should incorp ora te an enormo us amount of knowledge such as data, choices and consequences . Also they must have fast access to consis ten t, hig h-quality knowledge to comp ete [Kim 200 5]. In our context, the DSS is used as an emergency man- agement system, able to ass ist actor s in urban disasters mitigation and to preven t them a b o ut p otential future critical consequence s. The system inc ludes a b o dy of knowledge which describ es some a sp ects of the decision- maker’s world a nd that compris es the ontology of the domain and past known scena rios. Figure 1: Ker ne l structure The kernel of the DSS is a m ultiagent system with thr ee lay er s. Agents o f each lay er hav e their own wa y of b ehav- ing and communicating. Representa tion la yer : This layer is comp osed by fac- tual agents and has as essential aim to repres e n t dyna mi- cally and in real time the informa tion of the cur r ent situ- ation. E ach new entering information is dealt by a factual agent that intends to reflect a par tial part of an obser ved situation. Ag ent s interactions and more pr ecisely , aggres - sions and mutual aids reinforce so me agents and w eaken some other. Characterisation lay er : This layer has as aim to gather factual agents, emerged from the precedent lay er, using clustering a lgorithms. W e consider a cluster o f agents, a group of which agents are close from dyna mic and evolution manner p oint o f view. The goa l here, is to form dynamic s tructures, where each o ne is manage d b y a characterisation agent. Prediction la yer : This layer is made up of predic- tion ag ent s. E ach one repres e n ts an obser ved scena rio originally from the current situation. The ta s k of the prediction age n ts is to compare their scena rios by past ones to provide a clos ed one o f which result may b e a po tent ial co ns equence. This mechanism is bas ed on the case base reaso ning , the latter differs from a class ic one by its ability to manage a dyna mic and a n incremental developmen t. 3 T axonom ic Or ganisation of the Studied En vironmen t Our p erception of the en vironment fo cuses on tw o as- pec ts: on the one ha nd, we obser ve the concrete ob jects of the w orld, the c hanges o f their states and their interac- tion. On the other hand, we obse r ve the even ts and the actions that may b e c reated natura lly or artificially . W e hav e defined therefore , three catego ries of ob jects (Figure 2): Concrete ob ject, Action ob ject and Messag e ob ject. Concrete ob ject : Three t yp es o f concrete ob jects are distinguished. The first t ype is the Person o b ject, which represents an actor of the environment. It is the o nly ob ject that has the ability to act a nd to interact and of which b ehaviour a nd state evolution a re usua lly pre- dictable. The se cond t y pe is the Passive ob ject. Tw o sub- categorie s ar e identified: immobile o b jects as buildings and roads netw or ks, and mobile ob jects like the means of tr a nsp ort. The obser v ation of these ob jects is the simplest one, bec ause they do not hav e any b ehaviour. Their o bserv ation is reduced only to the descr iption of their current sta te. The third type is the Mean o b ject. It is created at a given time and for a par ticular pur- po se. Its ex istence duration v aries in time, acco r ding to the ob jectiv e for whic h it is cr e ated. F or example, a car is considered a s a mea n s ince it is driven by a driver, otherwise, it is considere d a s an immo bile ob ject. Action ob ject : This type is divided into activities and phenomena o b jects. Both are crea ted at a given time a nd are limited temp orally without a pr io ry knowledge of the bo unds. P henomena are unpredictable even ts that start at a given time. Their observ ation is the most complex bec ause o f their uncertainties and their rapid evolutions. Activities are the actions s equences p er formed by actors. Generally , they are ordered and emitted for a par ticular purp ose. Message : Messag es represent the interactions be t ween per sons and more precisely the information flows ex- changed b etw ee n the actor s. The impact of a message is not easily mea surable and it dep e nds o n its sender, its receiver and its p erforma tive. If the messa g e is stor ed, its impact will b e deferred. The o bserv ation of a n o b ject in the environmen t may concern a p ersis ten t, tempo rary o r punctual state. A per sistent state can b ecome inv a lid following a rupture. F or example, a building with ten flo or s is a p ersis tent state a s lo ng a s is no t destroyed. A blo ck ed road is also a p ersistent state until it will be unblo cked. How ever, a fire is a temp orar y state, b ecause it is foreseea ble that it will cease , fa ult of combustible. Finally , a punctual state is immediate and instantaneous, like sending a message. Figure 2: T axonomy of the obs e rved e nvironment 4 F orma lisation of I nformation: Appli- cation on the RoboCupRescue Sim u- lation System 4.1 Rob oCupRescue Simulation Pro ject Rob oCupRescue (RCR) is an ann ua l in ter na tional comp etition within th e framework of the Robo Cup [Rob oCup]. This pro ject intends to promote resea rch and development in the disa ster rescue domain by cre- ating a sta nda rd sim ulator a nd forum for re searchers and participator s . RoboCupRes c ue pr o ject intends to s imu- late a urba n disaster caused by an earthqua ke. The sim- ulation disaster integrates v arious asp ects of disa s ters. These includes, fire, ho us ing a nd building da mages, dis- ruption of roads, elec tr icity , water supply , gas, and other infrastructures, movemen ts of r e fug e s, status o f victims, hospital op erations, etc. R CRSS is co mpo s ed by several distributed mo dules: a k ernel, a geogra phic informa tion system, simulators (fire, tr affic a nd collapse simulators), a v ie wer and a n RCR ag ents mo dule. W e are interested in o ur work in the RCR agents mo dule. The w ork con- sists in designing rescue teams that have as missio n to sav e civilians and mitigate disaster co nsequences. The final g oal is to set up a stra tegy planning that p ermits teams co ordination. The picture Figure 3 shows the hiera rch y classes of the R CR disa ster space . Each ob ject in the world has pro p- erties such as its p osition, its shap e ans its state. W e distinguish tw o main o b jects categ ories: moving ob jects and motionless ob jects. Fir st ones represent ac tors o f the disaster world and they are mo delle d by Person ob ject in our taxonomy . The second categor y cons ists of bo th buildings and ne tw orks r oads and they are mode lle d by Passiv e ob ject in the taxonomy . Seven RCR ag e n ts types exist in the RCR simulation world: three plato on agents which are fire brigade, p olice force and ambulance team, three ce nter a g ents whic h are fire station, po lice office and ambulance c e nter and civil- ian agents. W e will not develop the b ehaviours o f the la t- ter, b ecause they a re simulated indep endently with the other s imulators. Ea ch RCR a g ent has a pa rtial knowl- edge of the whole e n vironment state. This knowledge is upda ted thanks to tw o capacities : visual a nd auditory capacities. These capa cities p ermit agents to receive in- formation send by the kernel of the simulator each cy- cle (one second in the s imulation which repres ent s one min ute in the reality). Agent centers represent in reality per sons inside, so they can only s ee their surr o unding a rea of the world and exchange messa ges with other ag e n ts. The r ole of these centers is to co ordina te the communi- cation b etw een the three ag ents types. Platoo n agents hav e more c a pacities, they can act by p er forming seven different a ctions: rescue, load and unloa d actions for a m- bulance team ag ents, extinguish for fir e brigade ag ent s, clear for po lice force agents and move for a ll agents. Figure 3: Cla ss hiera rch y of the RCR ob jects in the dis- aster space 4.2 On tology of the Domain The definition of the ontology of the domain is the result of the taxonomy application on the R CR simulation en- vironment. T he determination of the concepts is based on the ob ject mo delling of the RCR environment and resp ects the ta xonomic or ganisation. The next picture (Figure 4 ) shows the ontology that we have implemented using prot´ eg´ e [Pr ot´ eg´ e ]. The abstract class Ob ject is situated o n the top level o f Figure 4: Ontology of the Rob oC upRes cue e nvironment the classe s hierarch y . Each ob ject of the en vironment has a type and is lo calised in time and spa c e . W e have assigned therefor e to O b ject cla ss a type, a time and a lo calisation attributes. In the seco nd level, three clas ses inherit the Ob ject class. Two abstract classes: ActionOb- ject and Concre teO b ject, and a concrete class Messag e. ActionOb ject clas s is the sup er c lass o f P henomenon a nd Activit y classes . The first o ne is the sup erclass of Fire, Break, Injury and Blo ck ade classes and has an a dditional attribute intensit y . The la tter re presents the intensit y and the pro gressio n degr ee of the phenomeno n. F or ex- ample, a fir e may have the following intensities: sta rting, strongly and extremely strongly . Activity class is the s u- per class of Load, Rescue, Unloa d, Extinguish, Mov e and Clear which are the RCR agents a ctions defined ab ov e . This class has tw o additional attributes: a ctor and tar- get. Actor attribute takes a s v a lue an RCR agent name and target a ttribute has as v alue a Concrete o b ject name that may b e: a building, a ro a d, a civ ilian, etc. ConcreteOb ject class is the sup ercla s s of the concrete classes: Person, PassiveOb ject a nd Mean class es. Person class has three a dditional attributes: buriednes s, dama ge and hitPoint. The fir st one shows how muc h a p erso n is buried in the colla pse buildings. The seco nd o ne s hows the necessity of medica l treatment. The last one shows the health level, a p ers on in go o d health has a hitPoin t = 10000 , and 0 when his is dead. PassiveOb ject and Mea n classes has only the inherited attributes. Finally , Message cla ss is a concr ete cla s s and ha s t wo ad- ditional attributes: re ceiver and se nder . In Robo CupRes- cue, a message conten t has the following forma t: “ac- tion name ob ject name” . F or example, “clear roa d#ID”, “extinguish building#ID”, or “ rescue civilia n#ID”, etc. The lo calisation attribute means therefore more precisely , the lo calisa tion o f the target ob ject in the mess age con- ten t a s the road#ID, building#ID and civilian#ID in these examples. 4.3 Seman tic F eatures Information coming from the environment ar e written in the form o f semantic features. The latter will b e man- aged therea fter by factual a gents in the r epresentation lay er . The idea to use a sema ntic feature is inspired from the memento design pattern and consis ts to store infor - mation, that des crib e the internal sta te of an obser ved ob ject orig ina lly from the taxonomy . The structure of a semantic featur e is gener ic a nd comp osed by a key and a set o f co uples < q ua lifier,v alue > . The key is defined from the taxonomy and the qualifiers ar e defined fro m the ontology . In Rob oCupRescue, infor mation are sent by RCR age n ts each cycle and may b e visua l or a uditive informa tion. The system trea ts these data in o r der to extract the im- po rtant o nes. F or example, an RCR agent who sends an information descr ibing an intact building will not be taken into a c count. Howev er , an infor mation a b o ut a burning building is int eresting, the system interprets it and cr eates therea fter new semantic features, r elated to ob jects defined by the taxonomy . As exa mple, a Building#14 has a pr op erty “ fieryness = 25” , this means that a fire has just star ted in this building. The s ystem creates therefor e , a se ma nt ic feature: (Phenomenon#14 , t yp e, fire, intensit y , s tarting, lo calis ation, 2 0 | 25, time, 7). This sema n tic feature is rela ted to a pheno menon ob ject, that means a fire is lo ca ted in 20 | 25 co ordina tes a t the seven th cycle of the simulation. In the ca se of a n au- ditive infor ma tion, the system cr eates semantic features according to messag es co nt ents. F or example, an RCR agent se nds a message ” clear roa d#15”. F r om this mes - sage, a semantic feature (Phenomenon#22 , type, blo ck- ade, in tensity , unknown, lo ca lis ation, 30 | 4 0 , time, 11 ) is created. This semantic feature is r elated to a blo ck ade phenomenon, a priory we do not know the intensit y o f the blo ck a de, but we can determine the co or dinates of the blo ck ed road from the world map, using its identifier (15). Thu s, by tr eating the messa ges a nd the visual informa- tion sent by R CR ag ent s, the s ystem gathers the par tial knowledges o f these agents to build a global k nowledge that can provide a clea r er idea a bo ut the s ituation. Semantic featur e s are related with each other, that mea ns they have a se ma nt ic dep endencies. W e defined therefore proximit y meas ur es in order to co mpare b etw een them. The proximit y v a lue is co mprised be tw een [-1,1]. Two se- mantic fea tures a re opp osite in their sub jects if the prox- imit y measur e is nega tive, they ar e closed if it is p ositive and indep endent if it eq uals zero. More the pr oximit y is near to 1 (-1), mo re the tw o semantic features a re clo sed (opp o site). W e distinguish three t yp es of proximities: a semantic pr oximit y which is determined thanks to the on- tology , a spatial and a time proximities tha t are r elated to sp ecific sca le s. As exa mple, a break and a blo ck are closed semantically , b ecause if a building is broken, the nearest road w ill b e cer tainly blo cked. Mor eov er , to give more prec is ion to this co nfrontation, w e compare the lo- calisations a nd the times o f observ a tion of the tw o even ts. If they are distant, we consider the tw o even ts ar e inde- pendent, and inv er sely . 5 F a ctual Agents of the Represen tation La yer 5.1 Structure and Role The r epresentation lay er is co mpo sed by factual agents. Each agent aims to re pr esent a partial part of the ob- served situation, thanks to the semantic feature that it carries . Figure 5: Internal str ucture of a fac tua l agent F actual agent is a reactiv e and proa ctive agent [W o oldridge, 20 02]. Its reactivity is ensur e d by a gener ic int ernal b ehavioural automaton of Augmented T ransition Net work (A TN) type [W o o ds 1970]. This automaton is comp osed by fo ur states [Ca rdon 2004]: initialisa tion, delibe r ation, decision and a ction. A TN T ra nsitions a re stamp ed by a set of co nditions and a seq uence of ac- tions. Conditions r epresent thre s holds, defined a ccording to three internal indicato rs o f the agent, which ar e: Pseu- doPosition (PP ), P seudoSp eed (PS) a nd PseudoAcceler a - tion (P A). The agent has tw o other indica to rs: a satisfac- tion indicator a nd a constancy indicato r, which r e present resp ectively the sa tisfaction degree of the ag ent ab out its progre s sion and its s ta bilit y in its A TN. The definition of these indicators a llow the factua l age nt to prog ress in its A TN, this characteristic ensures the pr oactivity of the agent, of which purp ose is to a chiev e the most imp ortant state, that is the actio n state. In addition, the factual agent is a so cial ag ent . It in teracts with the other agents in order to form a coalitio n with other ones, this p ermits it to acquire mor e force a nd p ow e r . The agent can also b e attack ed by other ones, with which it is opp osite seman- tically . The list of o ppo sites a g ents a nd closes agents is stored in an acquaintances net work, which is constr ucted and updated dynamically . 5.2 T ests and Graphic T o ols W e started to make tests o n a part of the ontology . W e lo calised our tests esp ecially on the detection of the dif- ferent ev en ts signalled by the RCR agents and the actions that they per form. Figure 6: View of the RCR disaster spac e W e hav e des igned some graphic to ols in or de r to follow and study the evolution of the factual agents. The graphic to ol is comp osed by a gr id that shows in real time po ints flow repr esenting factual a gents. Age n ts a r e pro jected on three axis: P P , P S and P A. F a ctual a g ents progre s s extremely quickly , so it is too har d to follow their evolution. W e hav e crea ted therefore, a n interactive in- terface (agent interface). This int erface has tw o essential functionalities. The fir st one p ermits to select a g iven factual agent and to show a ll its information: its seman- tic feature, its curr e n t state and its curr ent indicato r s v alues. The s econd one p er mits to fr e eze all the factual agents at a given time a nd to r eanimate them thereafter. This allows us to obtain an instantaneous view of all the agents during their evolution a nd to study consequently , information ab out any agent. Picture Figure 6 sho ws an instan ta neous image o f the cur- rent situation of the R CRSS disaster space in the eig hth cycle o f the simulation. Infor ma tion shown in the table, in the right, ar e rela ted to the blue building, that is burn- ing. A new factual agent, c arrying the s e ma nt ic feature (Phenomenon#670 68017 , type, fir e, intensit y , starting, lo calisation 2 29891 00 | 37 55100, time, 8), is crea ted a nd upda ted according to infor ma tion sen t by the fire briga de agent, situated just near to the building. This factual agent is re pr esented b y the gr e en ellipse in the grid and has as co ordinates (PP=2 07,PS=3 ,P A=1). In the ag ent int erface, we can see all informa tion ab out this ag ent, Figure 7: Gr aphic to ols to visualise factual ag ents notably , its indicato r s and its state which is the decision state. W e note, that all indica tors ar e str ictly p ositive and the agent is in adv anced state in its A TN. This means the ag ent ha s acquire d imp or tance and the even t that it represents is more and more sig nificant. This evolution is the r esult of informa tion sent by the fire br ig ade a gent and the interaction o f the factual a gent with other fac- tual agents. The latter carry o ther re la ted info r mation, that can b e messa ges announcing the fire, o r a ctions p er - formed to extinguish it. 6 Conclusion This pap er ha s presented an information mo delling of a per ceived environment in a n emerg ency co ntext. This mo delling is used to represe nt the evolution of the cur - rent situa tion thanks to factual age nts. Our fina l goal is to build a generic mutliagen t system that intends to detect a r isk a n to dea l with it. Information entering to the s ystem are structured in the form of semantic fea- tures. The latter are defined thanks to a taxonomic or- ganisation and to an ontology related to the domain. W e choose the RCRSS as a pplication to test this mo delling . W e hav e implemented therefor e , the ontology o f the stud- ied domain and s ta rted the representation of the R CRSS disaster s pa ce state, using a part of the ontology . This test allowed us to study the b ehaviour of factual agents and esp ecially A TN thresho lds and pr oximit y measur e s that are very de p enda nt on the applica tion and that re- quire more co n trol of the environmen t in order to v alidate them. Our future work consists in finis hing b oth, the im- plement ation o f the o n tology and the repres ent ation lay er that ar e still under r ealisation. W e have the inten tion thereafter, to co nnect this layer with the characteris ation lay er in order to test some observed scenarios of which definition constitutes also a future sub ject of study . References [Cardon 2004] Cardon A.: Mod´ eliser et concevoir une machine p ensante: appro hce de la conscience ar- tificielle, V uib ert, (2004). [Gamma and al. 1995 ] Gamma E., Helm R., Johnson R. and Vlissides J.: D esign Patterns : Elements of Reusa ble Ob ject Oriented So ft w are. Addison- W esley , 395 pages, (1995 ). [Holspace C.W. and al. 1996 ] Holspace C.W. and Whin- ston A.B.: Decision suppo rt systems. New Y ork: W est publishing co mpany (1996 ). [Kim 2005] Kim J.H.: K nowledge-bas ed decision suppor t systems and their future in Knowledge Manag e - men t Systems, December 14 , (2 0 05). [Person 200 5] Person P ., Bouk achour H., Coletta M., Galinho T., Serin F.: F rom Three MultiA- gent Systems to One Decisio n Supp ort System, 2 nd Indian In ternational Confer enc e on Artificial Intel lig enc e , Pune, India (2005 ) [Prot´ eg´ e] http://protege.sta nford.edu/ , last retreived March (200 7). [Rob oCup] ht tp://www.rob o cup.o rg/, last retrieved March (200 7). [Rob oCupRescue] http://www.robo cuprescue.org/cue, last retrie ved Mar ch (2007). [W o o ds 1970 ] W o o ds A.: T ra nsition Netw or k Gra mmars for Natur al Lnguage Analysis, W. A. WOODS, Harv ard Universit y , Ca m bridge, Massach use tts (1970). [W o oldridge, 20 02] W o o ldr idge, M.: An Introduction to MultiAgent Systems, Wiley (2 002). F AHEM KE BAIR is a PhD s tuden t in c omputer science since 2 006. His application domain co ncerns Agent-Based Soft ware Engineering . FREDERIC SE RIN r eceived his P h.D. degree in Ob ject- Oriented Simulation in 1996 from Universit y of Ro uen. Dr. Ser in is c urrently Asso cia te Professo r at Universit y of Le Havre. His curr ent applicatio n domain now concerns Agent-Based Softw ar e Enginee ring. CYRILLE BE R TELLE is professor in computer science in Le Havre University and develops research activities in complex systems mo deling. He is one of the co-dir e c tors of a r esearch lab ora tories amalg amation whic h pr omotes the Sciences and T echnologies in Infor mation and Com- m unication ov er the Haute-Nor mandie in F rance.
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