Agent Societies
Repeated-Task Canadian Traveler Problem
Bnaya, Zahy (Ben Gurion University) | Felner, Ariel (Ben Gurion University) | Fried, Dror (Ben-Gurion University) | Maksin, Olga (Ben-Gurion University) | Shimony, Solomon Eyal (Ben-Gurion University)
In the Canadian Traveler Problem (CTP) a traveling agent is given a weighted graph, where some of the edges may be blocked, with a known probability. The agent needs to travel to a given goal. A solution for CTP is a policy, that has the smallest expected traversal cost. CTP is intractable. Previous work has focused on the case of a single agent. We generalize CTP to a repeated task version where a number of agents need to travel to the same goal, minimizing their combined travel cost. We provide optimal algorithms for the special case of disjoint path graphs. Based on a previous UCT-based approach for the single agent case, a framework is developed for the multi-agent case and four variants are given - two of which are based on the results for disjoint-path graphs. Empirical results show the benefits of the suggested framework and the resulting heuristics. For small graphs where we could compare to optimal policies, our approach achieves near optimal results at only a fraction of the computation cost.
On Improving the Quality of Solutions in Large-Scale Cooperative Multi-Agent Pathfinding
Wang, Ko-Hsin Cindy (The Australian National University and NICTA) | Botea, Adi (NICTA and The Australian National University) | Kilby, Philip (NICTA and The Australian National University)
Scaling up the number of simultaneously moving units in pathfinding problems to hundreds, or even thousands, is well beyond the capability of theoretically optimal algorithms in practice, which is consistent with existing intractability results. Significant scalability can be achieved by trading off solution optimality, which motivates evaluating the quality of suboptimal solutions, especially in instances much larger than can be handled by optimal algorithms. We consider pathfinding in uniform cost grid maps, and we study the solution quality using the three most common quality criteria, total travel distance , sum of actions , and makespan . We focus on MAPP, which has been shown as state-of-the-art in terms of scalability and success ratio (i.e., percentage of solved units) on realistic game grid maps. Until now, the quality of MAPP's solutions had not been as extensively analyzed. We introduced enhancements that significantly improve MAPP's solution quality. For example, its sum of actions is cut to half on average. MAPP becomes competitive in terms of solution quality with FAR and WHCA*, two successful algorithms from the literature. To evaluate the quality of suboptimal solutions in instances beyond the capability of optimal algorithms, we use lower bounds of optimal values to show our solutions have a reasonable quality. For example, MAPP's average total travel distance is 19 percent longer than the lower bound.
Decentralized Control of Cooperative Systems: Categorization and Complexity Analysis
Goldman, C. V., Zilberstein, S.
Decentralized control of cooperative systems captures the operation of a group of decision makers that share a single global objective. The difficulty in solving optimally such problems arises when the agents lack full observability of the global state of the system when they operate. The general problem has been shown to be NEXP-complete. In this paper, we identify classes of decentralized control problems whose complexity ranges between NEXP and P. In particular, we study problems characterized by independent transitions, independent observations, and goal-oriented objective functions. Two algorithms are shown to solve optimally useful classes of goal-oriented decentralized processes in polynomial time. This paper also studies information sharing among the decision-makers, which can improve their performance. We distinguish between three ways in which agents can exchange information: indirect communication, direct communication and sharing state features that are not controlled by the agents. Our analysis shows that for every class of problems we consider, introducing direct or indirect communication does not change the worst-case complexity. The results provide a better understanding of the complexity of decentralized control problems that arise in practice and facilitate the development of planning algorithms for these problems.
Decentralized Supply Chain Formation: A Market Protocol and Competitive Equilibrium Analysis
Supply chain formation is the process of determining the structure and terms of exchange relationships to enable a multilevel, multiagent production activity. We present a simple model of supply chains, highlighting two characteristic features: hierarchical subtask decomposition, and resource contention. To decentralize the formation process, we introduce a market price system over the resources produced along the chain. In a competitive equilibrium for this system, agents choose locally optimal allocations with respect to prices, and outcomes are optimal overall. To determine prices, we define a market protocol based on distributed, progressive auctions, and myopic, non-strategic agent bidding policies. In the presence of resource contention, this protocol produces better solutions than the greedy protocols common in the artificial intelligence and multiagent systems literature. The protocol often converges to high-value supply chains, and when competitive equilibria exist, typically to approximate competitive equilibria. However, complementarities in agent production technologies can cause the protocol to wastefully allocate inputs to agents that do not produce their outputs. A subsequent decommitment phase recovers a significant fraction of the lost surplus.
PHA*: Finding the Shortest Path with A* in An Unknown Physical Environment
Ben-Yair, A., Felner, A., Kraus, S., Netanyahu, N., Stern, R.
We address the problem of finding the shortest path between two points in an unknown real physical environment, where a traveling agent must move around in the environment to explore unknown territory. We introduce the Physical-A* algorithm (PHA*) for solving this problem. PHA* expands all the mandatory nodes that A* would expand and returns the shortest path between the two points. However, due to the physical nature of the problem, the complexity of the algorithm is measured by the traveling effort of the moving agent and not by the number of generated nodes, as in standard A*. PHA* is presented as a two-level algorithm, such that its high level, A*, chooses the next node to be expanded and its low level directs the agent to that node in order to explore it. We present a number of variations for both the high-level and low-level procedures and evaluate their performance theoretically and experimentally. We show that the travel cost of our best variation is fairly close to the optimal travel cost, assuming that the mandatory nodes of A* are known in advance. We then generalize our algorithm to the multi-agent case, where a number of cooperative agents are designed to solve the problem. Specifically, we provide an experimental implementation for such a system. It should be noted that the problem addressed here is not a navigation problem, but rather a problem of finding the shortest path between two points for future usage.
K-Implementation
This paper discusses an interested party who wishes to influence the behavior of agents in a game (multi-agent interaction), which is not under his control. The interested party cannot design a new game, cannot enforce agents' behavior, cannot enforce payments by the agents, and cannot prohibit strategies available to the agents. However, he can influence the outcome of the game by committing to non-negative monetary transfers for the different strategy profiles that may be selected by the agents. The interested party assumes that agents are rational in the commonly agreed sense that they do not use dominated strategies. Hence, a certain subset of outcomes is implemented in a given game if by adding non-negative payments, rational players will necessarily produce an outcome in this subset. Obviously, by making sufficiently big payments one can implement any desirable outcome. The question is what is the cost of implementation? In this paper we introduce the notion of k-implementation of a desired set of strategy profiles, where k stands for the amount of payment that need to be actually made in order to implement desirable outcomes. A major point in k-implementation is that monetary offers need not necessarily materialize when following desired behaviors. We define and study k-implementation in the contexts of games with complete and incomplete information. In the latter case we mainly focus on the VCG games. Our setting is later extended to deal with mixed strategies using correlation devices. Together, the paper introduces and studies the implementation of desirable outcomes by a reliable party who cannot modify game rules (i.e. provide protocols), complementing previous work in mechanism design, while making it more applicable to many realistic CS settings.
Interactive Execution Monitoring of Agent Teams
Berry, P., Lee, T. J., Wilkins, D. E.
There is an increasing need for automated support for humans monitoring the activity of distributed teams of cooperating agents, both human and machine. We characterize the domain-independent challenges posed by this problem, and describe how properties of domains influence the challenges and their solutions. We will concentrate on dynamic, data-rich domains where humans are ultimately responsible for team behavior. Thus, the automated aid should interactively support effective and timely decision making by the human. We present a domain-independent categorization of the types of alerts a plan-based monitoring system might issue to a user, where each type generally requires different monitoring techniques. We describe a monitoring framework for integrating many domain-specific and task-specific monitoring techniques and then using the concept of value of an alert to avoid operator overload. We use this framework to describe an execution monitoring approach we have used to implement Execution Assistants (EAs) in two different dynamic, data-rich, real-world domains to assist a human in monitoring team behavior. One domain (Army small unit operations) has hundreds of mobile, geographically distributed agents, a combination of humans, robots, and vehicles. The other domain (teams of unmanned ground and air vehicles) has a handful of cooperating robots. Both domains involve unpredictable adversaries in the vicinity. Our approach customizes monitoring behavior for each specific task, plan, and situation, as well as for user preferences. Our EAs alert the human controller when reported events threaten plan execution or physically threaten team members. Alerts were generated in a timely manner without inundating the user with too many alerts (less than 10 percent of alerts are unwanted, as judged by domain experts).
Scaling Up Multiagent Planning: A Best-Response Approach
Jonsson, Anders (Universitat Pompeu Fabra) | Rovatsos, Michael (University of Edinburgh)
Multiagent planning is computationally hard in the general case due to the exponential blowup in the action space induced by concurrent action of different agents. At the same time, many scenarios require the computation of plans that are strategically meaningful for self-interested agents, in order to ensure that there would be sufficient incentives for those agents to participate in a joint plan. In this paper, we present a multiagent planning and plan improvement method that is based on conducting iterative best-response planning using standard single-agent planning algorithms. In constrained types of planning scenarios that correspond to congestion games, this is guaranteed to converge to a plan that is a Nash equilibrium with regard to agents' preference profiles over the entire plan space. Our empirical evaluation beyond these restricted scenarios shows, however, that the algorithm has much broader applicability as a method for plan improvement in general multiagent planning problems. Extensive empirical experiments in various domains illustrate the scalability of our method in both cases.
A Multiagent System for Modeling Democratic Elections
Ita, Guillermo De (Faculty of Computer Science, Universidad Autónoma de Puebla) | Gonzalez, Meliza Contreras (Faculty of Computer Science, Universidad Autónoma de Puebla) | Quechol, Isaac Chantes (Faculty of Computer Science, Universidad Autónoma de Puebla)
We address the problem of simulate democratic elections via a set of competing agents.We propose a logical model based on a set of non-cooperative agents which compete for attracting a maximum number of votes from a population. Each agent builds a set of strategies (formed by the promises, actions and proposals of the agent) used to convince to the potential voters.
Speech, Gesture, and Space: Investigating Explicit and Implicit Communication in Multi-Human Multi-Robot Collaborations
Clair, Aaron St. (University of Southern California) | Atrash, Amin (University of Southern California) | Mead, Ross (University of Southern California) | Mataric, Maja (University of Southern California)
It has been demonstrated that people have a tendency to adapt both their linguistic representations and physical Communication is often required between agents as they actions in response to those they are interacting with, i.e., attempt to solve collaborative multi-agent tasks. This is they tend to formulate behavior and speech that will be particularly true in conditions in which an agent is working salient and sensible to a collaborating partner (Whittaker alongside a human--clearly, conventional electronic 2003). Collaboration in humans occurs via a process in communication is not feasible in this scenario; rather, these which people align their linguistic representations of the agents, including humans, must take advantage of physical environment allowing for more effective communicative communication in the shared context to confer necessary behavior. This alignment is achieved via a process in information. As an agent observes the actions of the others, which local alignment of environmental representations, it must modify its own behavior accordingly.