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MCTS-based Automated Negotiation Agent (Extended Abstract)

arXiv.org Artificial Intelligence

Negotiation is a form of interaction in which a group of agents with conflicting interests and a desire to This paper introduces a new Negotiating Agent for cooperate try to reach a mutually acceptable agreement automated negotiation on continuous domains and on an object of negotiation [2]. The agents without considering a specified deadline. The agent explore solutions according to a predetermined protocol bidding strategy relies on Monte Carlo Tree Search, in order to find an acceptable agreement. Being which is a trendy method since it has been used with widely used in economic domains and with the rise of success on games with high branching factor such as e-commerce applications, the question of automating Go. It uses two opponent modeling techniques for negotiation has gained a lot of interest in the field of its bidding strategy and its utility: Gaussian process artificial intelligence and multi-agent systems.


The Global Convergence Analysis of the Bat Algorithm Using a Markovian Framework and Dynamical System Theory

arXiv.org Artificial Intelligence

With the development of computational intelligence [1, 2, 19, 26], nature-inspired algorithms have been shown to be effective and thus become widely used for various optimization problems [15, 17, 2]. However, there is still a significant gap between theory and practice. Though the applications of algorithms are very successful, the relevant fundamental theory lacks behind or no theory at all. For example, the bat algorithm (BA), developed by Xin-She Yang in 2010 [3, 4], has been shown to very efficient in practice, but there is no mathematical theory for analyzing this algorithm. In fact, most of the swarm intelligence based algorithms for computational intelligence have no or little theoretical analyses, except for a few algorithms, such as the well known particle swarm optimization [10, 12, 25, 27] and genetic algorithms [16, 34]. Though we know these algorithms can work well in practice, we rarely understand why they work so well and under what conditions or parameter ranges. These key challenges require further in-depth theoretical studies.


Self-adaptive decision-making mechanisms to balance the execution of multiple tasks for a multi-robots team

arXiv.org Artificial Intelligence

This work addresses the coordination problem of multiple robots with the goal of finding specific hazardous targets in an unknown area and dealing with them cooperatively. The desired behaviour for the robotic system entails multiple requirements, which may also be conflicting. The paper presents the problem as a constrained bi-objective optimization problem in which mobile robots must perform two specific tasks of exploration and at same time cooperation and coordination for disarming the hazardous targets. These objectives are opposed goals, in which one may be favored, but only at the expense of the other. Therefore, a good trade-off must be found. For this purpose, a nature-inspired approach and an analytical mathematical model to solve this problem considering a single equivalent weighted objective function are presented. The results of proposed coordination model, simulated in a two dimensional terrain, are showed in order to assess the behaviour of the proposed solution to tackle this problem. We have analyzed the performance of the approach and the influence of the weights of the objective function under different conditions: static and dynamic. In this latter situation, the robots may fail under the stringent limited budget of energy or for hazardous events. The paper concludes with a critical discussion of the experimental results.


Winning Isn't Everything: Training Human-Like Agents for Playtesting and Game AI

arXiv.org Artificial Intelligence

Recently, there have been several high-profile achievements of agents learning to play games against humans and beat them. We consider an alternative approach that instead addresses game design for a better player experience by training human-like game agents. Specifically, we study the problem of training game agents in service of the development processes of the game developers that design, build, and operate modern games. We highlight some of the ways in which we think intelligent agents can assist game developers to understand their games, and even to build them. Our early results using the proposed agent framework mark a few steps toward addressing the unique challenges that game developers face.


Preference Reasoning in Matching Procedures: Application to the Admission Post-Baccalaureat Platform

arXiv.org Artificial Intelligence

Because preferences naturally arise and play an important role in many real-life decisions, they are at the backbone of various fields. In particular preferences are increasingly used in almost all matching procedures-based applications. In this work we highlight the benefit of using AI insights on preferences in a large scale application, namely the French Admission Post-Baccalaureat Platform (APB). Each year APB allocates hundreds of thousands first year applicants to universities. This is done automatically by matching applicants preferences to university seats. In practice, APB can be unable to distinguish between applicants which leads to the introduction of random selection. This has created frustration in the French public since randomness, even used as a last mean does not fare well with the republican egalitarian principle. In this work, we provide a solution to this problem. We take advantage of recent AI Preferences Theory results to show how to enhance APB in order to improve expressiveness of applicants preferences and reduce their exposure to random decisions.


Designing Normative Theories of Ethical Reasoning: Formal Framework, Methodology, and Tool Support

arXiv.org Artificial Intelligence

The area of formal ethics is experiencing a shift from a unique or standard approach to normative reasoning, as exemplified by so-called standard deontic logic, to a variety of application-specific theories. However, the adequate handling of normative concepts such as obligation, permission, prohibition, and moral commitment is challenging, as illustrated by the notorious paradoxes of deontic logic. In this article we introduce an approach to design and evaluate theories of normative reasoning. In particular, we present a formal framework based on higher-order logic, a design methodology, and we discuss tool support. Moreover, we illustrate the approach using an example of an implementation, we demonstrate different ways of using it, and we discuss how the design of normative theories is now made accessible to non-specialist users and developers.


Modeling and Planning with Macro-Actions in Decentralized POMDPs

Journal of Artificial Intelligence Research

Decentralized partially observable Markov decision processes (Dec-POMDPs) are general models for decentralized multi-agent decision making under uncertainty. However, they typically model a problem at a low level of granularity, where each agent's actions are primitive operations lasting exactly one time step. We address the case where each agent has macro-actions: temporally extended actions that may require different amounts of time to execute. We model macro-actions as options in a Dec-POMDP, focusing on actions that depend only on information directly available to the agent during execution. Therefore, we model systems where coordination decisions only occur at the level of deciding which macro-actions to execute. The core technical difficulty in this setting is that the options chosen by each agent no longer terminate at the same time. We extend three leading Dec-POMDP algorithms for policy generation to the macro-action case, and demonstrate their effectiveness in both standard benchmarks and a multi-robot coordination problem. The results show that our new algorithms retain agent coordination while allowing high-quality solutions to be generated for significantly longer horizons and larger state-spaces than previous Dec-POMDP methods. Furthermore, in the multi-robot domain, we show that, in contrast to most existing methods that are specialized to a particular problem class, our approach can synthesize control policies that exploit opportunities for coordination while balancing uncertainty, sensor information, and information about other agents.


Failure-Scenario Maker for Rule-Based Agent using Multi-agent Adversarial Reinforcement Learning and its Application to Autonomous Driving

arXiv.org Artificial Intelligence

We examine the problem of adversarial reinforcement learning for multi-agent domains including a rule-based agent. Rule-based algorithms are required in safety-critical applications for them to work properly in a wide range of situations. Hence, every effort is made to find failure scenarios during the development phase. However, as the software becomes complicated, finding failure cases becomes difficult. Especially in multi-agent domains, such as autonomous driving environments, it is much harder to find useful failure scenarios that help us improve the algorithm. We propose a method for efficiently finding failure scenarios; this method trains the adversarial agents using multi-agent reinforcement learning such that the tested rule-based agent fails. We demonstrate the effectiveness of our proposed method using a simple environment and autonomous driving simulator.


Multi-agent Path Finding with Continuous Time Viewed Through Satisfiability Modulo Theories (SMT)

arXiv.org Artificial Intelligence

This paper addresses a variant of multi-agent path finding (MAPF) in continuous space and time. We present a new solving approach based on satisfiability modulo theories (SMT) to obtain makespan optimal solutions. The standard MAPF is a task of navigating agents in an undirected graph from given starting vertices to given goal vertices so that agents do not collide with each other in vertices of the graph. In the continuous version (MAPF$^\mathcal{R}$) agents move in an $n$-dimensional Euclidean space along straight lines that interconnect predefined positions. For simplicity, we work with circular omni-directional agents having constant velocities in the 2D plane. As agents can have different sizes and move smoothly along lines, a non-colliding movement along certain lines with small agents can result in a collision if the same movement is performed with larger agents. Our SMT-based approach for MAPF$^\mathcal{R}$ called SMT-CBS$^\mathcal{R}$ reformulates the Conflict-based Search (CBS) algorithm in terms of SMT concepts. We suggest lazy generation of decision variables and constraints. Each time a new conflict is discovered, the underlying encoding is extended with new variables and constraints to eliminate the conflict. We compared SMT-CBS$^\mathcal{R}$ and adaptations of CBS for the continuous variant of MAPF experimentally.


Multi-modal Probabilistic Prediction of Interactive Behavior via an Interpretable Model

arXiv.org Machine Learning

For autonomous agents to successfully operate in real world, the ability to anticipate future motions of surrounding entities in the scene can greatly enhance their safety levels since potentially dangerous situations could be avoided in advance. While impressive results have been shown on predicting each agent's behavior independently, we argue that it is not valid to consider road entities individually since transitions of vehicle states are highly coupled. Moreover, as the predicted horizon becomes longer, modeling prediction uncertainties and multi-modal distributions over future sequences will turn into a more challenging task. In this paper, we address this challenge by presenting a multi-modal probabilistic prediction approach. The proposed method is based on a generative model and is capable of jointly predicting sequential motions of each pair of interacting agents. Most importantly, our model is interpretable, which can explain the underneath logic as well as obtain more reliability to use in real applications. A complicate real-world roundabout scenario is utilized to implement and examine the proposed method.