Goto

Collaborating Authors

 Agents


Verifying and Synthesising Multi-Agent Systems against One-Goal Strategy Logic Specifications

AAAI Conferences

Strategy Logic (SL) has recently come to the fore as a useful specification language to reason about multi-agent systems. Its one-goal fragment, or SL[1G], is of particular interest as it strictly subsumes widely used logics such as ATL*, while maintaining attractive complexity features. In this paper we put forward an automata-based methodology for verifying and synthesising multi-agent systems against specifications given in SL[1G]. We show that the algorithm is sound and optimal from a computational point of view. A key feature of the approach is that all data structures and operations on them can be performed on BDDs. We report on a BDD-based model checker implementing the algorithm and evaluate its performance on the fair process scheduler synthesis.


On Fairness in Decision-Making under Uncertainty: Definitions, Computation, and Comparison

AAAI Conferences

The utilitarian solution criterion, which has been extensively studied in multi-agent decision making under uncertainty, aims to maximize the sum of individual utilities. However, as the utilitarian solution often discriminates against some agents, it is not desirable for many practical applications where agents have their own interests and fairness is expected. To address this issue, this paper introduces egalitarian solution criteria for sequential decision-making under uncertainty, which are based on the maximin principle. Motivated by different application domains, we propose four maximin fairness criteria and develop corresponding algorithms for computing their optimal policies. Furthermore, we analyze the connections between these criteria and discuss and compare their characteristics.


Improving Exploration in UCT Using Local Manifolds

AAAI Conferences

Monte-Carlo planning has been proven successful in manysequential decision-making settings, but it suffers from poorexploration when the rewards are sparse. In this paper, weimprove exploration in UCT by generalizing across similarstates using a given distance metric. We show that this algorithm,like UCT, converges asymptotically to the optimalaction. When the state space does not have a natural distancemetric, we show how we can learn a local manifold from thetransition graph of states in the near future. to obtain a distancemetric. On domains inspired by video games, empiricalevidence shows that our algorithm is more sample efficientthan UCT, particularly when rewards are sparse.


Distributing Coalition Value Calculations to Coalition Members

AAAI Conferences

Within characteristic function games, agents have the option of joining one of many different coalitions, based on the utility value of each candidate coalition. However, determining this utility value can be computationally complex since the number of coalitions increases exponentially with the number of agents available. Various approaches have been proposed that mediate this problem by distributing the computational load so that each agent calculates only a subset of coalition values. However, current approaches are either highly inefficient due to redundant calculations, or make the benevolence assumption (i.e. are not suitable for adversarial environments). We introduce DCG, a novel algorithm that distributes the calculations of coalition utility values across a community of agents, such that: (i) no inter-agent communication is required; (ii) the coalition value calculations are (approximately) equally partitioned into shares, one for each agent; (iii) the utility value is calculated only once for each coalition, thus redundant calculations are eliminated; (iv) there is an equal number of operations for agents with equal sized shares; and (v) an agent is only allocated those coalitions in which it is a potential member. The DCG algorithm is presented and illustrated by means of an example. We formally prove that our approach allocates all of the coalitions to the agents, and that each coalition is assigned once and only once.


Exploring the KD45 Property of a Kripke Model After the Execution of an Action Sequence

AAAI Conferences

The paper proposes a condition for preserving the KD45 property of a Kripke model when a sequence of update models is applied to it. The paper defines the notions of a primitive update model and a semi-reflexive KD45 (or sr-KD45) Kripke model. It proves that updating a sr-KD45 Kripke model using a primitive update model results in a sr-KD45 Kripke model, i.e., a primitive update model preserves the properties of a sr-KD45 Kripke model. It shows that several update models for modeling well-known actions found in the literature are primitive. This result provides guarantees that can be useful in presence of multiple applications of actions in multi-agent system (e.g., multi-agent planning).


Scalable Planning and Learning for Multiagent POMDPs

AAAI Conferences

Online, sample-based planning algorithms for POMDPs have shown great promise in scaling to problems with large state spaces, but they become intractable for large action and observation spaces. This is particularly problematic in multiagent POMDPs where the action and observation space grows exponentially with the number of agents. To combat this intractability, we propose a novel scalable approach based on sample-based planning and factored value functions that exploits structure present in many multiagent settings. This approach applies not only in the planning case, but also in the Bayesian reinforcement learning setting. Experimental results show that we are able to provide high quality solutions to large multiagent planning and learning problems.


Exploiting the Structure of Distributed Constraint Optimization Problems

AAAI Conferences

In the proposed thesis, we study Distributed Constraint Optimization Problems (DCOPs), which are problems where several agents coordinate with each other to optimize a global cost function. The use of DCOPs has gained momentum, due to their capability of addressing complex and naturally distributed problems. A majority of the work in DCOP addresses the resolution problem by detaching the model from the resolution process, where they assume that each agent controls exclusively one variable of the problem (Burke et al. 2006). This assumption often is not reflected in the model specifications, and may lead to inefficient communication requirements. Another limitation of current DCOP resolution methods is their inability to capitalize on the presence of structural information, which may allow incoherent/unnecessary data to reticulate among the agents (Yokoo 2001). The purpose of the proposed dissertation is to study how to adapt and integrate insights gained from centralized solving techniques in order to enhance DCOP performance and scalability, enabling their use for the resolution of real-world complex problems. To do so, we hypothesize that one can exploit the DCOP structure in both problem modeling and problem resolution phases.


Fast Convention Formation in Dynamic Networks Using Topological Knowledge

AAAI Conferences

In this paper, we design a distributed mechanism that is able to create a social convention within a large convention space for multiagent systems (MAS) operating on various topologies. Specifically, we investigate a language coordination problem in which agents in a dynamic MAS construct a common lexicon in a decentralized fashion. Agent interactions are modeled using a language game where every agent repeatedly plays with its neighbors. Each agent stochastically updates its lexicons based on the utility values of the received lexicons from its immediate neighbors. We present a novel topology-aware utility computation mechanism and equip the agents with the ability to reorganize their neighborhood based on this utility estimate to expedite the convention formation process. Extensive simulation results indicate that our proposed mechanism is both effective (able to converge into a large majority convention state with more than 90\% agents sharing a high-quality lexicon) and efficient (faster) as compared to state-of-the-art approaches for social conventions in large convention spaces.


A Counter Abstraction Technique for the Verification of Robot Swarms

AAAI Conferences

We study parameterised verification of robot swarms against temporal-epistemic specifications. We relax some of the significant restrictions assumed in the literature and present a counter abstraction approach that enable us to verify a potentially much smaller abstract model when checking a formula on a swarm of any size. We present an implementation and discuss experimental results obtained for the alpha algorithm for robot swarms.


SCRAM: Scalable Collision-avoiding Role Assignment with Minimal-Makespan for Formational Positioning

AAAI Conferences

Teams of mobile robots often need to divide up subtasks efficiently. In spatial domains, a key criterion for doing so may depend on distances between robots and the subtasks' locations. This paper considers a specific such criterion, namely how to assign interchangeable robots, represented as point masses, to a set of target goal locations within an open two dimensional space such that the makespan (time for all robots to reach their target locations) is minimized while also preventing collisions among robots. We present scaleable (computable in polynomial time) role assignment algorithms that we classify as being SCRAM (Scalable Collision-avoiding Role Assignment with Minimal-makespan). SCRAM role assignment algorithms use a graph theoretic approach to map agents to target goal locations such that our objectives for both minimizing the makespan and avoiding agent collisions are met. A system using SCRAM role assignment was originally designed to allow for decentralized coordination among physically realistic simulated humanoid soccer playing robots in the partially observable, non-deterministic, noisy, dynamic, and limited communication setting of the RoboCup 3D simulation league. In its current form, SCRAM role assignment generalizes well to many realistic and real-world multiagent systems, and scales to thousands of agents.