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Dynamic Configuration of Agent Organizations

AAAI Conferences

It is useful to impose organizational structure over multiagent coalitions.ย  Hierarchies, for instance, allow for compartmentalization of tasks: if organized correctly, tasks in disjoint subtrees of the hierarchy may be performed in parallel.ย  Given a notion of the way in which a group of agents need to interact, the Dynamic Distributed Multiagent Hierarchy Generation (DynDisMHG) problem is to determine the best hierarchy that might expedite the process of coordination. This paper introduces a distributed algorithm, called Mobed, for both constructing and maintaining organizational agent hierarchies, enabling exploitation of parallelism in distributed problem solving.ย  The algorithm is proved correct and it is shown that individual additions of agents to the hierarchy will run in an amortized linear number of rounds.ย  The hierarchies resulting after perturbations to the agent coalition have constant-bounded edit distance, making Mobed very well suited to highly dynamic problems.


Decentralised Coordination of Mobile Sensors Using the Max-Sum Algorithm

AAAI Conferences

In this paper, we introduce an on-line, decentralised coordination algorithm for monitoring and predicting the state of spatial phenomena by a team of mobile sensors. These sensors have their application domain in disaster response, where strict time constraints prohibit path planning in advance. The algorithm enables sensors to coordinate their movements with their direct neighbours to maximise the collective information gain, while predicting measurements at unobserved locations using a Gaussian process. It builds upon the max-sum message passing algorithm for decentralised coordination, for which we present two new generic pruning techniques that result in speed-up of up to 92% for 5 sensors. We empirically evaluate our algorithm against several on-line adaptive coordination mechanisms, and report a reduction in root mean squared error up to 50% compared to a greedy strategy.


Flexible Procurement of Services with Uncertain Durations using Redundancy

AAAI Conferences

Emerging service-oriented technologies allow software agents to automatically procure distributed services to complete complex tasks. However, in many application scenarios, service providers demand financial remuneration, execution times are uncertain and consumers haveย  deadlines for their tasks. In this paper, we address these issues by developing a novel approach that dynamically procures multiple, redundant services over time, in order to ensure success by the deadline. Specifically, we first present an algorithm for finding optimal procurement solutions, as well as a heuristic algorithm that achieves over 99% of the optimal and is capable of handling thousands of providers. Using experiments, we show that these algorithms achieve an improvement of up to 130% over current strategies that procure only single services. Finally, we consider settings where service costs are not known to the consumer, and introduce several mechanisms that incentivise providers to reveal their costs truthfully and that still achieve up to 95% efficiency.


Investigations of Continual Computation

AAAI Conferences

Autonomous agents that sense, reason, and act in real-world environments for extended periods often need to solve streams of incoming problems. Traditionally, effort is applied only to problems that have already arrived and have been noted. We examine continual computation methods that allow agents to ideally allocate time to solving current as well as potential future problems under uncertainty. We first review prior work on continual computation. Then, we present new directions and results, including the consideration of shared subtasks and multiple tasks. We present results on the computational complexity of the continual-computation problem and provide approximations for arbitrary models of computational performance. Finally, we review special formulations for addressing uncertainty about the best algorithm to apply, learning about performance, and considering costs associated with delayed use of results.


Probabilistic State Translation in Extensive Games with Large Action Sets

AAAI Conferences

Equilibrium or near-equilibrium solutions to very large extensive form games are often computed by using abstractions to reduce the game size. A common abstraction technique for games with a large number of available actions is to restrict the number of legal actions in every state. This method has been used to discover equilibrium solutions for the game of no-limit heads-up Texas Hold'em. When using a solution to an abstracted game to play one side in the un-abstracted (real) game, the real opponent actions may not correspond to actions in the abstracted game. The most popular method for handling this situation is to translate opponent actions in the real game to the closest legal actions in the abstracted game. We show that this approach can result in a very exploitable player and propose an alternative solution. We use probabilistic mapping to translate a real action into a probability distribution over actions, whose weights are determined by a similarity metric. We show that this approach significantly reduces the exploitability when using an abstract solution in the real game.


Towards Con-Resistant Trust Models for Distributed Agent Systems

AAAI Conferences

Artificial societies โ€” distributed systems of autonomous agents โ€” are becoming increasingly important in e-commerce. Agents base their decisions on trust and reputation in ways analogous to human societies. Many different definitions for trust and reputation have been proposed that incorporate many sources of information; however, system designs have tended to focus much of their attention on direct interactions. Furthermore, trust updating schemes for direct interactions have tended to uncouple updates for positive and negative feedback. Consequently, behaviour in which cycles of positive feedback followed by a single negative feedback results in untrustworthy agents remaining undetected. This con-man style of behaviour is formally described and desirable characteristics of con-resistant trust schemes proposed. A con-resistant scheme is proposed and compared with FIRE, Regret and Yu and Singh's model. Simulation experiments demonstrate the utility of the con-resistant scheme.


Modeling Agents through Bounded Rationality Theories

AAAI Conferences

Effectively modeling an agent's cognitive model is an important problem in many domains. In this paper, we explore the agents people wrote to operate within optimization problems. We claim that the overwhelming majority of these agents used strategies based on bounded rationality, even when optimal solutions could have been implemented. Particularly, we believe that many elements from Aspiration Adaptation Theory (AAT) are useful in quantifying these strategies. To support these claims, we present extensive empirical results from over a hundred agents programmed to perform in optimization problems involving solving for one and two variables.


Coalition Structure Generation in Multi-Agent Systems With Positive and Negative Externalities

AAAI Conferences

Coalition structure generation has received considerable attention in recent research. Several algorithms have been proposed to solve this problem in Characteristic Function Games (CFGs), where every coalition is assumed to perform equally well in any coalition structure containing it. In contrast, very little attention has been given to the more general Partition Function Games (PFGs), where a coalition's effectiveness may change from one coalition structure to another. In this paper, we deal with PFGs with positive and negative externalities. In this context, we identify the minimum search that is required in order to establish a bound on the quality of the best coalition structure found. We then develop an anytime algorithm that improves this bound with further search, and show that it outperforms the existing state-of-the-art algorithms by orders of magnitude.


Generalised Fictitious Play for a Continuum of Anonymous Players

AAAI Conferences

Recently, efficient approximation algorithms for finding Nash equilibria have been developed for the interesting class of anonymous games , where a player's utility does not depend on the identity of its opponents. In this paper, we tackle the problem of computing equilibria in such games with continuous player types , extending the framework to encompass settings with imperfect information. In particular, given the existence result for pure Bayes-Nash equilibiria in these games, we generalise the fictitious play algorithm by developing a novel procedure for finding a best response strategy, which is specifically designed to deal with continuous and, therefore, infinite type spaces. We then combine the best response computation with the general fictitious play structure to obtain an equilibrium. To illustrate the power of this approach, we apply our algorithm to the domain of simultaneous auctions with continuous private values and discrete bids, in which the algorithm shows quick convergence.


Thou Shalt Covet Thy Neighbor's Cake

AAAI Conferences

The problem of fairly dividing a cake (as a metaphor for a heterogeneous divisible good) has been the subject of much interest since the 1940's, and is of importance in multiagent resource allocation. Two fairness criteria are usually considered: proportionality, in the sense that each of the n agents receives at least 1/n of the cake; and the stronger property of envy-freeness, namely that each agent prefers its own piece of cake to the others' pieces. For proportional division, there are algorithms that require O(nlogn) steps, and recent lower bounds imply that one cannot do better. In stark contrast, known (discrete) algorithms for envy-free division require an unbounded number of steps, even when there are only four agents. In this paper, we give an Omega(n 2 ) lower bound for the number of steps required by envy-free cake-cutting algorithms. This result provides, for the first time, a true separation between envy-free and proportional division, thus giving a partial explanation for the notorious difficulty of the former problem.