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Multi-Objective MDPs with Conditional Lexicographic Reward Preferences

AAAI Conferences

Sequential decision problems that involve multiple objectives are prevalent. Consider for example a driver of a semi-autonomous car who may want to optimize competing objectives such as travel time and the effort associated with manual driving. We introduce a rich model called Lexicographic MDP (LMDP) and a corresponding planning algorithm called LVI that generalize previous work by allowing for conditional lexicographic preferences with slack. We analyze the convergence characteristics of LVI and establish its game theoretic properties. The performance of LVI in practice is tested within a realistic benchmark problem in the domain of semi-autonomous driving. Finally, we demonstrate how GPU-based optimization can improve the scalability of LVI and other value iteration algorithms for MDPs.


Cognitive Social Learners: An Architecture for Modeling Normative Behavior

AAAI Conferences

In many cases, creating long-term solutions to sustainability issues requires not only innovative technology, but also large-scale public adoption of the proposed solutions. Social simulations are a valuable but underutilized tool that can help public policy researchers understand when sustainable practices are likely to make the delicate transition from being an individual choice to becoming a social norm. In this paper, we introduce a new normative multi-agent architecture, Cognitive Social Learners (CSL), that models bottom-up norm emergence through a social learning mechanism, while using BDI (Belief/Desire/Intention) reasoning to handle adoption and compliance. CSL preserves a greater sense of cognitive realism than influence propagation or infectious transmission approaches, enabling the modeling of complex beliefs and contradictory objectives within an agent-based simulation. In this paper, we demonstrate the use of CSL for modeling norm emergence of recycling practices and public participation in a smoke-free campus initiative.


Mechanism Learning with Mechanism Induced Data

AAAI Conferences

Machine learning and game theory are two important directions of AI. The former usually assumes data is independent of the models to be learned; the latter usually assumes agents are fully rational. In many modern Internet applications, like sponsored search and crowdsourcing, the two basic assumptions are violated and new challenges are posed to both machine learning and game theory. To better model and study such applications, we need to go beyond conventional machine learning and game theory (mechanism design), and adopt a new approach called mechanism learning with mechanism induced data. Specifically, we propose to learn a behavior model from data to describe how real agents play the complicated game, instead of making the full-rationality assumption. Then we propose to optimize the mechanism by using the learned behavior models to predict the future behaviors of agents in response to the new mechanism. Because the above process couples mechanism learning and behavior learning in a loop, new algorithms and theories are needed to perform the task and guarantee the asymptotical performance. As shown in this paper, there are many interesting research topics along this direction, many of which are still open problems, waiting for researchers in our community to deeply investigate.


Multi-Agent Team Formation: Solving Complex Problems by Aggregating Opinions

AAAI Conferences

It is known that we can aggregate the opinions of different agents to find high-quality solutions to complex problems. However, choosing agents to form a team is still a great challenge. Moreover, it is essential to use a good aggregation methodology in order to unleash the potential of a given team in solving complex problems. In my thesis, I present two different novel models to aid in the team formation process. Moreover, I propose a new methodology for extracting rankings from existing agents. I show experimental results both in the Computer Go domain and in the building design domain.


Verification of Relational Multiagent Systems with Data Types

AAAI Conferences

We study the extension of relational multiagent systems (RMASs), where agents manipulate full-fledged relational databases, with data types and facets equipped with domain-specific, rigid relations (such as total orders). Specifically, we focus on design-time verification of RMASs against rich first-order temporal properties expressed in a variant of first-order mu-calculus with quantification across states. We build on previous decidability results under the state-bounded assumption, i.e., in each single state only a bounded number of data objects is stored in the agent databases, while unboundedly many can be encountered over time. We recast this condition, showing decidability in presence of dense, linear orders, and facets defined on top of them. Our approach is based on the construction of a finite-state, sound and complete abstraction of the original system, in which dense linear orders are reformulated as non-rigid relations working on the active domain of the system only. We also show undecidability when including a data type equipped with the successor relation.


An Empirical Study on the Practical Impact of Prior Beliefs over Policy Types

AAAI Conferences

Many multiagent applications require an agent to learn quickly how to interact with previously unknown other agents. To address this problem, researchers have studied learning algorithms which compute posterior beliefs over a hypothesised set of policies, based on the observed actions of the other agents. The posterior belief is complemented by the prior belief, which specifies the subjective likelihood of policies before any actions are observed. In this paper, we present the first comprehensive empirical study on the practical impact of prior beliefs over policies in repeated interactions. We show that prior beliefs can have a significant impact on the long-term performance of such methods, and that the magnitude of the impact depends on the depth of the planning horizon. Moreover, our results demonstrate that automatic methods can be used to compute prior beliefs with consistent performance effects. This indicates that prior beliefs could be eliminated as a manual parameter and instead be computed automatically.


Building Strong Semi-Autonomous Systems

AAAI Conferences

The vision of populating the world with autonomous systems that reduce human labor and improve safety is gradually becoming a reality. Autonomous systems have changed the way space exploration is conducted and are beginning to transform everyday life with a range of household products. In many areas, however, there are considerable barriers to the deployment of fully autonomous systems. We refer to systems that require some degree of human intervention in order to complete a task as semi-autonomous systems. We examine the broad rationale for semi-autonomy and define basic properties of such systems. Accounting for the human in the loop presents a considerable challenge for current planning techniques. We examine various design choices in the development of semi-autonomous systems and their implications on planning and execution. Finally, we discuss fruitful research directions for advancing the science of semi-autonomy.


Nonparametric Scoring Rules

AAAI Conferences

A scoring rule is a device for eliciting and assessing probabilistic forecasts from an agent. When dealing with continuous outcome spaces, and absent any prior insights into the structure of the agent's beliefs, the rule should allow for a flexible reporting interface that can accurately represent complicated, multi-modal distributions. In this paper, we provide such a scoring rule based on a nonparametric approach of eliciting a set of samples from the agent and efficiently evaluating the score using kernel methods. We prove that sampled reports of increasing size converge rapidly to the true score, and that sampled reports are approximately optimal. We also demonstrate a connection between the scoring rule and the maximum mean discrepancy divergence. Experimental results are provided that confirm rapid convergence and that the expected score correlates well with standard notions of divergence, both important considerations for ensuring that agents are incentivized to report accurate information.


Facility Location with Double-Peaked Preferences

AAAI Conferences

We study the problem of locating a single facility on a real line based on the reports of self-interested agents, when agents have double-peaked preferences, with the peaks being on opposite sides of their locations.We observe that double-peaked preferences capture real-life scenarios and thus complement the well-studied notion of single-peaked preferences. We mainly focus on the case where peaks are equidistant from the agents’ locations and discuss how our results extend to more general settings. We show that most of the results for single-peaked preferences do not directly apply to this setting; this makes the problem essentially more challenging. As our main contribution, we present a simple truthful-in-expectation mechanism that achieves an approximation ratio of 1+b/c for both the social and the maximum cost, where b is the distance of the agent from the peak and c is the minimum cost of an agent. For the latter case, we provide a 3/2 lower bound on the approximation ratio of any truthful-in-expectation mechanism. We also study deterministic mechanisms under some natural conditions, proving lower bounds and approximation guarantees. We prove that among a large class of reasonable mechanisms, there is no deterministic mechanism that outpeforms our truthful-in-expectation mechanism.


Bayesian Affect Control Theory of Self

AAAI Conferences

Notions of identity and of the self have long been studied in social psychology and sociology as key guiding elements of social interaction and coordination. In the AI of the future, these notions will also play a role in producing natural, socially appropriate artificially intelligent agents that encompass subtle and complex human social and affective skills. We propose here a Bayesian generalization of the sociological affect control theory of self as a theoretical foundation for socio-affectively skilled artificial agents. This theory posits that each human maintains an internal model of his or her deep sense of "self" that captures their emotional, psychological, and socio-cultural sense of being in the world. The "self" is then externalised as an identity within any given interpersonal and institutional situation, and this situational identity is the person's local (in space and time) representation of the self. Situational identities govern the actions of humans according to affect control theory. Humans will seek situations that allow them to enact identities consistent with their sense of self. This consistency is cumulative over time: if some parts of a person's self are not actualized regularly, the person will have a growing feeling of inauthenticity that they will seek to resolve. In our present generalisation, the self is represented as a probability distribution, allowing it to be multi-modal (a person can maintain multiple different identities), uncertain (a person can be unsure about who they really are), and learnable (agents can learn the identities and selves of other agents). We show how the Bayesian affect control theory of self can underpin artificial agents that are socially intelligent.