Agents
EGuaranteeNash for Boolean Games Is NEXP-Hard
Ianovski, Egor (University of Oxford) | Ong, Luke (University of Oxford)
Boolean games are an expressive and natural formalism through which to investigate problems of strategic interaction in multiagent systems. Although they have been widely studied, almost all previous work on Nash equilibria in Boolean games has focused on the restricted setting of pure strategies. This is a shortcoming as finite games are guaranteed to have at least one equilibrium in mixed strategies, but many simple games fail to have pure strategy equilibria at all. We address this by showing that a natural decision problem about mixed equilibria: determining whether a Boolean game has a mixed strategy equilibrium that guarantees every player a given payoff, is NEXP-hard. Accordingly, the epsilon variety of the problem is NEXP-complete. The proof can be adapted to show coNEXP-hardness of a similar question: whether all Nash equilibria of a Boolean game guarantee every player at least the given payoff.
Tutorials
Lomuscio, Alessio R. (Imperial College London) | Moss, Lawrence S. (Indiana University) | Ovchinnikova, Ekaterina (University of Southern California) | Rosati, Riccardo (Sapienza University of Rome)
The tutorials presented at the Fourteenth International Conference on Principles of Knowledge Representation and Reasoning included Verification of Multi-Agent Systems against Epistemic Specifications by Alessio Lomuscio, Dynamic Epistemic Logic and Its Interaction with Knowledge Representation by Lawrence S. Moss, Natural Language Understanding with World Knowledge and Inference by Ekaterina Ovchinnikova, and Query Answering and Rewriting in Ontology-Based Data Access by Riccardo Rosati.
A Multivariate Complexity Analysis of Lobbying in Multiple Referenda
Bredereck, R., Chen, J., Hartung, S., Kratsch, S., Niedermeier, R., Suchy, O., Woeginger, G. J.
Assume that each of n voters may or may not approve each of m issues. If an agent (the lobby) may influence up to k voters, then the central question of the NP-hard Lobbying problem is whether the lobby can choose the voters to be influenced so that as a result each issue gets a majority of approvals. This problem can be modeled as a simple matrix modification problem: Can one replace k rows of a binary n x m-matrix by k all-1 rows such that each column in the resulting matrix has a majority of 1s? Significantly extending on previous work that showed parameterized intractability (W[2]-completeness) with respect to the number k of modified rows, we study how natural parameters such as n, m, k, or the "maximum number of 1s missing for any column to have a majority of 1s" (referred to as "gap value g") govern the computational complexity of Lobbying. Among other results, we prove that Lobbying is fixed-parameter tractable for parameter m and provide a greedy logarithmic-factor approximation algorithm which solves Lobbying even optimally if m < 5. We also show empirically that this greedy algorithm performs well on general instances. As a further key result, we prove that Lobbying is LOGSNP-complete for constant values g>0, thus providing a first natural complete problem from voting for this complexity class of limited nondeterminism.
Game-Theoretic Patrolling with Dynamic Execution Uncertainty and a Case Study on a Real Transit System
Delle Fave, F.M., Jiang, A.X., Yin, Z., Zhang, C., Tambe, M., Kraus, S., Sullivan, J. P.
Attacker-Defender Stackelberg security games (SSGs) have emerged as an important research area in multi-agent systems. However, existing SSGs models yield fixed, static, schedules which fail in dynamic domains where defenders face execution uncertainty, i.e., in domains where defenders may face unanticipated disruptions of their schedules. A concrete example is an application involving checking fares on trains, where a defender's schedule is frequently interrupted by fare evaders, making static schedules useless. To address this shortcoming, this paper provides four main contributions. First, we present a novel general Bayesian Stackelberg game model for security resource allocation in dynamic uncertain domains. In this new model, execution uncertainty is handled by using a Markov decision process (MDP) for generating defender policies. Second, we study the problem of computing a Stackelberg equilibrium for this game and exploit problem structure to reduce it to a polynomial-sized optimization problem. Shifting to evaluation, our third contribution shows, in simulation, that our MDP-based policies overcome the failures of previous SSG algorithms. In so doing, we can now build a complete system, that enables handling of schedule interruptions and, consequently, to conduct some of the first controlled experiments on SSGs in the field.
HATP: An HTN Planner for Robotics
Lallement, Raphaël, de Silva, Lavindra, Alami, Rachid
Hierarchical Task Network (HTN) planning is a popular approach that cuts down on the classical planning search space by relying on a given hierarchical library of domain control knowledge. This provides an intuitive methodology for specifying high-level instructions on how robots and agents should perform tasks, while also giving the planner enough flexibility to choose the lower-level steps and their ordering. In this paper we present the HATP (Hierarchical Agent-based Task Planner) planning framework which extends the traditional HTN planning domain representation and semantics by making them more suitable for roboticists, and treating agents as "first class" entities in the language. The former is achieved by allowing "social rules" to be defined which specify what behaviour is acceptable/unacceptable by the agents/robots in the domain, and interleaving planning with geometric reasoning in order to validate online -with respect to a detailed geometric 3D world- the human/robot actions currently being pursued by HATP.
Multi-Agent Coordination Off-Line: Structure and Complexity
Domshlak, Carmel (Technion) | Dinitz, Yefim (Ben-Gurion University)
Coordination between processing entities is one of the most widely studied areas in multi-agent planning research. Recently, efforts have been made to understand the formal computational issues of this important area. In this paper, we make a step toward this direction, and analyze a certain class of coordination problems for dependent agents with independent goals acting in the same environment. We assume that a state-transition description of each agent is given, and that preconditioning an agent's transitions by the states of other agents is the only considered kind of inter-agent dependence. Off-line coordination between the agents is considered. We analyze some structural properties of these problems, and investigate the relationship between these properties and the complexity of coordination in this domain. We show that our general problem is provably intractable, but some significant subclasses are in NP and even polynomial.
Spatially Distributed Multiagent Path Planning
Wilt, Christopher Makoto (University of New Hampshire) | Botea, Adi (IBM Research)
Multiagent path planning is important in a variety of fields, ranging from games to robotics and warehouse management. Although centralized control in the joint action space can provide optimal plans, this often is computationally infeasi- ble. Decoupled planning is much more scalable. Traditional decoupled approaches perform a unit-centric decomposition, replacing a multi-agent search with a series of single-agent searches, one for each mobile unit. We introduce an orthogonal, significantly different approach, following a spatial distribution that partitions a map into high- contention, bottleneck areas and low-contention areas. Lo- cal agents called controllers are in charge with one local area each, routing mobile units in their corresponding area. Dis- tributing the knowledge across the map, each controller can observe only the state of its own area. Adjacent controllers can communicate to negotiate the transfer of mobile units. We evaluate our implemented algorithm, SDP, on real game maps with a mixture of larger areas and narrow, bottleneck gateways. The results demonstrate that spatially distributed planning can have substantial benefits in terms of makespan quality and computation speed.
Relaxation Heuristics for Multiagent Planning
Štolba, Michal (Czech Technical University in Prague) | Komenda, Antonín (Technion - Israel Institute of Technology, Haifa)
Similarly to classical planning, in MA-Strips multiagent planning, heuristics significantly improve efficiency of search-based planners. Heuristics based on solving a relaxation of the original planning problem are intensively studied and well understood. In particular, frequently used is the delete relaxation, where all delete effects of actions are omitted. In this paper, we present a unified view on distribution of delete relaxation heuristics for multiagent planning. Until recently, the most common approach to adaptation of heuristics for multiagent planning was to compute the heuristic estimate using only a projection of the problem for a single agent. In this paper, we place such approach in the context of techniques which allow sharing more information among the agents and thus improve the heuristic estimates. We thoroughly experimentally evaluate properties of our distribution of additive, max and Fast-Forward relaxation heuristics in a planner based on distributed Best-First Search. The best performing distributed relaxation heuristics favorably compares to a state-of-the-art MA-Strips planner in terms of benchmark problem coverage. Finally, we analyze impact of limited agent interactions by means of recursion depth of the heuristic estimates.
Flexible Integration of Planning and Information Gathering
Camacho, David (Universidad Autonoma de Madrid) | Borrajo, Daniel (Universidad Autonoma de Madrid) | Molina, José M. (Universidad Autonoma de Madrid) | Aler, Ricardo (Universidad Autonoma de Madrid)
The evolution of the electronic sources connected through wide area networks like Internet has encouraged the development of new information gathering techniques that go beyond traditional information retrieval and WEB search methods. They use advanced techniques, like planning or constraint programming, to integrate and reason about hetereogeneous information sources. In this paper we describe MAPWEB. MAPWEB is a multiagent framework that integrates planning agents and WEB information retrieval agents. The goal of this framework is to deal with problems that require planning with information to be gathered from the WEB. MAPWEB decouples planning from information gathering, by splitting a planning problem into two parts: solving an abstract problem and validating and completing the abstract solutions by means of information gathering. This decoupling allows also to address an important aspect of information gathering: the WEB is a dynamic medium and more and more companies make their information available in the WEB everyday. The MAPWEB framework can be adapted quickly to these changes by just modifying the planning domain and adding the required information gathering agents. For instance, in a travel assistant domain, if taxi companies begin to offer WEB information, it would only be necessary to add new planning operators related to traveling by taxi, for a more complete travel domain. This paper describes the MAPWEB planning process, focusing on the aforementioned flexibility aspect.
Optimal Data Collection For Informative Rankings Expose Well-Connected Graphs
Osting, Braxton, Brune, Christoph, Osher, Stanley J.
Given a graph where vertices represent alternatives and arcs represent pairwise comparison data, the statistical ranking problem is to find a potential function, defined on the vertices, such that the gradient of the potential function agrees with the pairwise comparisons. Our goal in this paper is to develop a method for collecting data for which the least squares estimator for the ranking problem has maximal Fisher information. Our approach, based on experimental design, is to view data collection as a bi-level optimization problem where the inner problem is the ranking problem and the outer problem is to identify data which maximizes the informativeness of the ranking. Under certain assumptions, the data collection problem decouples, reducing to a problem of finding multigraphs with large algebraic connectivity. This reduction of the data collection problem to graph-theoretic questions is one of the primary contributions of this work. As an application, we study the Yahoo! Movie user rating dataset and demonstrate that the addition of a small number of well-chosen pairwise comparisons can significantly increase the Fisher informativeness of the ranking. As another application, we study the 2011-12 NCAA football schedule and propose schedules with the same number of games which are significantly more informative. Using spectral clustering methods to identify highly-connected communities within the division, we argue that the NCAA could improve its notoriously poor rankings by simply scheduling more out-of-conference games.