Agents
Coalition Structure Generation Utilizing Graphical Representation of Partition Function Games
Nomoto, Kazuki (Kyushu University) | Sakurai, Yuko (Kyushu University) | Yokoo, Makoto (Kyushu University)
Forming effective coalition is a central research challenge in AI and multi-agent systems. The Coalition Structure Generation (CSG) problem is well-known as one of major research topics in coalitional games. The CSG problem is to partition a set of agents into coalitions so that the sum of utilities is maximized. This paper studies a CSG problem for partition function games (PFGs), where the value of a coalition differs depending on the formation of other coalitions generated by non-member agents. Traditionally, in PFGs, the input of a coalitional game is a black-box function called a partition function that maps an embedded coalition (a coalition and the coalition structure) to its value. Recently, a novel concise representation scheme called the Partition Decision Trees (PDTs) has been proposed. The PDTs is a graphical representation based on multiple rules. In this paper, we propose new algorithms that can solve a CSG problem by utilizing PDTs representation. More specifically, we modify PDTs representation to effectively handle negative value rules and apply the depth-first branch and bound algorithm. We experimentally show that our algorithm can solve a CSG problem well.
Centralized versus Personalized Commitments and Their Influence on Cooperation in Group Interactions
Han, The Anh (Teesside University) | Pereira, Luis Moniz (Universidade Nova de Lisboa) | Martinez-Vaquero, Luis A. (Institute of Cognitive Sciences and Technologies (ISTC-CNR)) | Lenaerts, Tom (Universitรฉ libre de Bruxelles)
Before engaging in a group venture agents may seek commitments from other members in the group and, based on the level of participation (i.e. the number of actually committed participants), decide whether it is worth joining the venture. Alternatively, agents can delegate this costly process to a (beneficent or non-costly) third-party, who helps seek commitments from the agents. Using methods from Evolutionary Game Theory, this paper shows that, in the context of Public Goods Game, much higher levels of cooperation can be achieved through such centralized commitment management. It provides a more efficient mechanism for dealing with commitment free-riders, those who are not willing to bear the cost of arranging commitments whilst enjoying the benefits provided by the paying commitment proposers. We show that the participation level plays a crucial role in the decision of whether an agreement should be formed; namely, it needs to be more strict in terms of the level of participation required from players of the centralized system for the agreement to be formed; however, once it is done right, it is much more beneficial in terms of the level of cooperation and social welfare achieved. In short, our analysis provides important insights for the design of multi-agent systems that rely on commitments to monitor agents' cooperative behavior.
An Advising Framework for Multiagent Reinforcement Learning Systems
Silva, Felipe Leno da (Escola Politรฉcnica da Universidade de Sรฃo Paulo) | Glatt, Ruben (Escola Politรฉcnica da Universidade de Sรฃo Paulo) | Costa, Anna Helena Reali (Escola Politรฉcnica da Universidade de Sรฃo Paulo)
Reinforcement Learning has long been employed to solve sequential decision-making problems with minimal input data. However, the classical approach requires a long time to learn a suitable policy, especially in Multiagent Systems. The teacher-student framework proposes to mitigate this problem by integrating an advising procedure in the learning process, in which an experienced agent (human or not) can advise a student to guide her exploration. However, the teacher is assumed to be an expert in the learning task. We here propose an advising framework where multiple agents advise each other while learning in a shared environment, and the advisor is not expected to necessarily act optimally. Our experiments in a simulated Robot Soccer environment show that the learning process is improved by incorporating this kind of advice.
Abstraction in Situation Calculus Action Theories
Banihashemi, Bita (York University) | Giacomo, Giuseppe De (Sapienza Universita di Roma) | Lesperance, Yves (York University)
We develop a general framework for agent abstraction based on the situation calculus and the ConGolog agent programming language. We assume that we have a high-level specification and a low-level specification of the agent, both represented as basic action theories. A refinement mapping specifies how each high-level action is implemented by a low-level ConGolog program and how each high-level fluent can be translated into a low-level formula. We define a notion of sound abstraction between such action theories in terms of the existence of a suitable bisimulation between their respective models. Sound abstractions have many useful properties that ensure that we can reason about the agent's actions (e.g., executability, projection, and planning) at the abstract level, and refine and concretely execute them at the low level. We also characterize the notion of complete abstraction where all actions (including exogenous ones) that the high level thinks can happen can in fact occur at the low level.
Group Activity Selection on Social Networks
Igarashi, Ayumi (University of Oxford) | Peters, Dominik (University of Oxford) | Elkind, Edith (University of Oxford)
We propose a new variant of the group activity selection problem (GASP), where the agents are placed on a social network and activities can only be assigned to connected subgroups. We show that if multiple groupscan simultaneously engage in the same activity, finding a stable outcome is easy as long as the networkis acyclic. In contrast, if each activity can be assigned to a single group only, finding stable outcomes becomes computationally intractable, even if the underlying network is very simple: the problem of determining whether a given instance of a GASP admits a Nash stable outcome turns out to be NP-hard when the social network is a path, a star, or if the size of each connected component is bounded by a constant.On the other hand, we obtain fixed-parameter tractability results for this problem with respectto the number of activities.
Optimizing Positional Scoring Rules for Rank Aggregation
Caragiannis, Ioannis (University of Patras) | Chatzigeorgiou, Xenophon (University of Patras) | Krimpas, George A. (University of Patras) | Voudouris, Alexandros A. (University of Patras)
Nowadays, several crowdsourcing projects exploit social choice methods for computing an aggregate ranking of alternatives given individual rankings provided by workers. Motivated by such systems, we consider a setting where each worker is asked to rank a fixed (small) number of alternatives and, then, a positional scoring rule is used to compute the aggregate ranking. Among the apparently infinite such rules, what is the best one to use? To answer this question, we assume that we have partial access to an underlying true ranking. Then, the important optimization problem to be solved is to compute the positional scoring rule whose outcome, when applied to the profile of individual rankings, is as close as possible to the part of the underlying true ranking we know. We study this fundamental problem from a theoretical point of view and present positive and negative complexity results. Furthermore, we complement our theoretical findings with experiments on real-world and synthetic data.
Project Scheduling in Complex Business Environments
Song, Wen (Nanyang Technological University)
Project scheduling is a common business management task. However, current business management environment has become more open and dynamic, which jeopardizes the effectiveness of the traditional approaches. In this abstract, I summarize my works in addressing two variations of project scheduling problems, including a combinatorial auction based approach for solving the decentralized multi-project scheduling problem, and a sampling based approach for solving the problem of project scheduling under time-dependent duration uncertainties.
Non-Additive Security Games
Wang, Sinong (The Ohio State University) | Liu, Fang (The Ohio State University) | Shroff, Ness (The Ohio State University)
Security agencies have found security games to be useful models to understand how to better protect their assets. The key practical elements in this work are: (i) the attacker can simultaneously attack multiple targets, and (ii) different targets exhibit different types of dependencies based on the assets being protected (e.g., protection of critical infrastructure, network security, etc.). However, little is known about the computational complexity of these problems, especially when there exist dependencies among the targets. Moreover, previous security game models do not in general scale well. In this paper, we investigate a general security game where the utility function is defined on a collection of subsets of all targets, and provide a novel theoretical framework to show how to compactly represent such a game, efficiently compute the optimal (minimax) strategies, and characterize the complexity of this problem. We apply our theoretical framework to the network security game. We characterize settings under which we find a polynomial time algorithm for computing optimal strategies. In other settings we prove the problem is NP-hard and provide an approximation algorithm.
Arnold: An Autonomous Agent to Play FPS Games
Chaplot, Devendra Singh (Carnegie Mellon University) | Lample, Guillaume (Carnegie Mellon University)
Advances in deep reinforcement learning have allowed autonomous agents to perform well on Atari games, often outperforming humans, using only raw pixels to make their decisions. However, most of these games take place in 2D environments that are fully observable to the agent. In this paper, we present Arnold, a completely autonomous agent to play First-Person Shooter Games using only screen pixel data and demonstrate its effectiveness on Doom, a classical first-person shooter game. Arnold is trained with deep reinforcement learning using a recent Action-Navigation architecture, which uses separate deep neural networks for exploring the map and fighting enemies. Furthermore, it utilizes a lot of techniques such as augmenting high-level game features, reward shaping and sequential updates for efficient training and effective performance. Arnold outperforms average humans as well as in-built game bots on different variations of the deathmatch. It also obtained the highest kill-to-death ratio in both the tracks of the Visual Doom AI Competition and placed second in terms of the number of frags.
The Positronic Economist: A Computational System for Analyzing Economic Mechanisms
Thompson, David (University of British Columbia) | Newman, Neil (University of British Columbia) | Leyton-Brown, Kevin (University of British Columbia)
Computational mechanism analysis is a recent approach to economic analysis in which a mechanism design setting is analyzed entirely by a computer. For games with non-trivial numbers of players and actions, the approach is only feasible when these games can be encoded compactly, e.g., as Action-Graph Games. Such encoding is currently a manual process requiring expert knowledge; our aim is to simplify and automate it. Our contribution, the Positronic Economist is a software system having two parts: (1) a Python-based language for succinctly describing mechanisms; and (2) a system that takes such descriptions as input, automatically identifies computationally useful structure, and produces a compact Action-Graph Game.