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 Agent Societies


A Trust and Reputation Model for Supply Chain Mangement

AAAI Conferences

HAPTIC is grounded in game theory and probabilistic modeling. It has been proved that My thesis contributes to the field of multi-agent HAPTIC agents learn other agents' behaviors reliably using systems by proposing a novel trust-based decision direct observations. One shortcoming of HAPTIC is that it model for supply chain management.


Embedding System Dynamics in Agent Based Models for Complex Adaptive Systems

AAAI Conferences

Complex adaptive systems (CAS) are composed of interacting agents, exhibit nonlinear properties such as positive and negative feedback, and tend to produce emergent behavior that cannot be wholly explained by deconstructing the system into its constituent parts. Both system dynamics (equation-based) approaches and agent-based approaches have been used to model such systems, and each has its benefits and drawbacks. In this paper, we introduce a class of agent-based models with an embedded system dynamics model, and detail the semantics of a simulation framework for these models. This model definition, along with the simulation framework, combines agent-based and system dynamics approaches in a way that retains the strengths of both paradigms. We show the applicability of our model by instantiating it for two example complex adaptive systems in the field of Computational Sustainability, drawn from ecology and epidemiology. We then present a more detailed application in epidemiology, in which we compare a previously unstudied intervention strategy to established ones. Our experimental results, unattainable using previous methods, yield insight into the effectiveness of these intervention strategies.


Scalable Multiagent Planning Using Probabilistic Inference

AAAI Conferences

Multiagent planning has seen much progress with the development of formal models such as Dec-POMDPs. However, the complexity of these models—NEXP-Complete even for two agents—has limited scalability. We identify certain mild conditions that are sufficient to make multiagent planning amenable to a scalable approximation w.r.t. the number of agents. This is achieved by constructing a graphical model in which likelihood maximization is equivalent to plan optimization. Using the Expectation-Maximization framework for likelihood maximization, we show that the necessary inference can be decomposed into processes that often involve a small subset of agents, thereby facilitating scalability. We derive a global update rule that combines these local inferences to monotonically increase the overall solution quality. Experiments on a large multiagent planning benchmark confirm the benefits of the new approach in terms of runtime and scalability.


Generalized Reaction Functions for Solving Complex-Task Allocation Problems

AAAI Conferences

We study distributed task-allocation problems wherecooperative agents need to perform some tasks simultaneously. Examples are multi-agent routing problems where several agents need to visit some targets simultaneously, for example, to move obstacles out of the way cooperatively. In this paper, we first generalize the concept of reaction functions proposed in the literature to characterize the agent costs of performing multiple complex tasks. Second, we show how agents can construct and approximate reaction functions in a distributed way. Third, we show how reaction functions can be used by an auction-like algorithm to allocate tasks to agents. Finally, we show empirically that the team costs of our algorithms are substantially smaller than those of an existing state-of-the-art allocation algorithm for complex tasks.


Online Planning for Ad Hoc Autonomous Agent Teams

AAAI Conferences

We propose a novel online planning algorithm for ad hoc team settings — challenging situations in which an agent must collaborate with unknown teammates without prior coordination. Our approach is based on constructing and solving a series of stage games, and then using biased adaptive play to choose actions. The utility function in each stage game is estimated via Monte-Carlo tree search using the UCT algorithm. We establish analytically the convergence of the algorithm and show that it performs well in a variety of ad hoc team domains.


Social Instruments for Robust Convention Emergence

AAAI Conferences

We present the notion of Social Instruments as mechanisms that facilitate the emergence of conventions from repeated interactions between members of a society. Specifically, we focus on two social instruments: rewiring and observation. Our main goal is to provide agents with tools that allow them to leverage their social network of interactions when effectively addressing coordination and learning problems, paying special attention to dissolving meta-stable subconventions. Initial experiments throw some light on how Self-Reinforcing Substructures (SRS) in the network prevent full convergence, resulting in reduced convergence rates. The use of an effective composed social instrument (observation + rewiring) allow agents to eliminate the subconventions that otherwise remained meta-stable.


Concise Characteristic Function Representations in Coalitional Games Based on Agent Types

AAAI Conferences

Forming effective coalitions is a major research challenge in AI and multi-agent systems (MAS). Thus, coalitional games, including Coalition Structure Generation (CSG), have been attracting considerable attention from the AI research community. Traditionally, the input of a coalitional game is a black-box function called a characteristic function. A range of previous studies have found that many problems in coalitional games tend to be computationally intractable when the input is a black-box function. Recently, several concise representation schemes for a characteristic function have been proposed. Although these schemes are effective for reducing the representation size, most problems remain computationally intractable. In this paper, we develop a new concise representation scheme based on the idea of agent types. Intuitively, a type represents a set of agents, which are recognized as having the same contribution. This representation can be exponentially more concise than existing concise representation schemes. Furthermore, this idea can be used in conjunction with existing schemes to further reduce the representation size. Moreover, we show that most of the problems in coalitional games, including CSG, can be solved in polynomial time in the number of agents, assuming the number of possible types is fixed.


Emergence and Stability of Social Conventions in Conflict Situations

AAAI Conferences

We investigate the emergence and stability of social conventions for efficiently resolving conflicts through reinforcement learning. Facilitation of coordination and conflict resolution is an important issue in multi-agent systems. However, exhibiting coordinated and negotiation activities is computationally expensive. In this paper, we first describe a conflict situation using a Markov game which is iterated if the agents fail to resolve their conflicts, where the repeated failures result in an inefficient society. Using this game, we show that social conventions for resolving conflicts emerge, but their stability and social efficiency depend on the payoff matrices that characterize the agents. We also examine how unbalanced populations and small heterogeneous agents affect efficiency and stability of the resulting conventions. Our results show that (a) a type of indecisive agent that is generous for adverse results leads to unstable societies, and (b) selfish agents that have an explicit order of benefits make societies stable and efficient.


Minimum Search To Establish Worst-Case Guarantees in Coalition Structure Generation

AAAI Conferences

In this context, while it methods (see, e.g., [Shehory and Kraus, 1998; Sandholm et is desirable to generate a coalition structure that al., 1999; Sen and Dutta, 2000; Dang and Jennings, 2004; maximizes the sum of the values of the coalitions, Rahwan et al., 2009b]). In this context, an important line of the space of possible solutions is often too large research is the development of anytime CSG algorithms. In to allow exhaustive search. Thus, a fundamental particular, an algorithm is "anytime" if it can return a solution open question in this area is the following: Can we at any point of time during its execution, and the quality of its search through only a subset of coalition structures, solution improves monotonically until termination. This is and be guaranteed to find a solution that is within particularly desirable in the multi-agent system context since a desirable bound β from optimum? If so, what is the agents might not always have sufficient time to run the the minimum such subset?


Towards More Expressive Cake Cutting

AAAI Conferences

Cake cutting is a playful name for the problem of fairly dividing a heterogeneous divisible good among a set of agents. The agent valuations for different pieces of cake are typically assumed to be additive. However, in certain practical settings this assumption is invalid because agents may not have positive value for arbitrarily small "crumbs" of cake. In this paper, we propose a new, more expressive model of agent valuations that captures this feature. We present an approximately proportional algorithm for any number of agents that have such expressive valuations. The algorithm is optimal in the sense that no other algorithm can guarantee a greater worst-case degree of proportionality. We also design an optimal approximately proportional and fully envy-free algorithm for two agents.