Agents
Towards a Multiagent Decision Support System for crisis Management
Kebair, Fahem, Serin, Frédéric
Fahem Kebair ABSTRACT The cirsis management is a complex problem raised by the scientific community currently. Decision support systems are a suitable solution for such issues, they are indeed able to help emergency managers to prevent and to manage crisis in emergency situations. However, they should be enough flexible and adaptive in order to be reliable to solve complex problems that are plunged in dynamic and unpredictable environments. The approach we propose in this paper addresses this challenge. We expose here a modelling of information for an emergency environment and an architecture of a multiagent decision support system that deals with these information in order to prevent the occur of a crisis or to manage it in emergency situations. We focus on the first level of the system mechanism which intends to perceive and to reflect the evolution of the current situation. The general approach and experimentations are provided here. INTRODUCTION Natural and man made disasters are permanent hazards for human beings since they may have harmful consequences for them and their properties. In order to brace such events, people must be efficient in their evaluations, their decision making and their actions.
Enhanced Partial Expansion A*
Goldenberg, M., Felner, A., Stern, R., Sharon, G., Sturtevant, N., Holte, R. C., Schaeffer, J.
When solving instances of problem domains that feature a large branching factor, A* may generate a large number of nodes whose cost is greater than the cost of the optimal solution. We designate such nodes as surplus. Generating surplus nodes and adding them to the OPEN list may dominate both time and memory of the search. A recently introduced variant of A* called Partial Expansion A* (PEA*) deals with the memory aspect of this problem. When expanding a node n, PEA* generates all of its children and puts into OPEN only the children with f = f (n). n is re-inserted in the OPEN list with the f -cost of the best discarded child. This guarantees that surplus nodes are not inserted into OPEN. In this paper, we present a novel variant of A* called Enhanced Partial Expansion A* (EPEA*) that advances the idea of PEA* to address the time aspect. Given a priori domain- and heuristic- specific knowledge, EPEA* generates only the nodes with f = f(n). Although EPEA* is not always applicable or practical, we study several variants of EPEA*, which make it applicable to a large number of domains and heuristics. In particular, the ideas of EPEA* are applicable to IDA* and to the domains where pattern databases are traditionally used. Experimental studies show significant improvements in run-time and memory performance for several standard benchmark applications. We provide several theoretical studies to facilitate an understanding of the new algorithm.
The Computational Impact of Partial Votes on Strategic Voting
In many real world elections, agents are not required to rank all candidates. We study three of the most common methods used to modify voting rules to deal with such partial votes. These methods modify scoring rules (like the Borda count), elimination style rules (like single transferable vote) and rules based on the tournament graph (like Copeland) respectively. We argue that with an elimination style voting rule like single transferable vote, partial voting does not change the situations where strategic voting is possible. However, with scoring rules and rules based on the tournament graph, partial voting can increase the situations where strategic voting is possible. As a consequence, the computational complexity of computing a strategic vote can change. For example, with Borda count, the complexity of computing a strategic vote can decrease or stay the same depending on how we score partial votes.
Efficient Model Learning for Human-Robot Collaborative Tasks
Nikolaidis, Stefanos, Gu, Keren, Ramakrishnan, Ramya, Shah, Julie
We present a framework for learning human user models from joint-action demonstrations that enables the robot to compute a robust policy for a collaborative task with a human. The learning takes place completely automatically, without any human intervention. First, we describe the clustering of demonstrated action sequences into different human types using an unsupervised learning algorithm. These demonstrated sequences are also used by the robot to learn a reward function that is representative for each type, through the employment of an inverse reinforcement learning algorithm. The learned model is then used as part of a Mixed Observability Markov Decision Process formulation, wherein the human type is a partially observable variable. With this framework, we can infer, either offline or online, the human type of a new user that was not included in the training set, and can compute a policy for the robot that will be aligned to the preference of this new user and will be robust to deviations of the human actions from prior demonstrations. Finally we validate the approach using data collected in human subject experiments, and conduct proof-of-concept demonstrations in which a person performs a collaborative task with a small industrial robot.
Finding Optimal Solutions for Voting Game Design Problems
de Keijzer, B., Klos, T. B., Zhang, Y.
In many circumstances where multiple agents need to make a joint decision, voting is used to aggregate the agents' preferences. Each agent's vote carries a weight, and if the sum of the weights of the agents in favor of some outcome is larger than or equal to a given quota, then this outcome is decided upon. The distribution of weights leads to a certain distribution of power. Several `power indices' have been proposed to measure such power. In the so-called inverse problem, we are given a target distribution of power, and are asked to come up with a game in the form of a quota, plus an assignment of weights to the players whose power distribution is as close as possible to the target distribution (according to some specied distance measure). Here we study solution approaches for the larger class of voting game design (VGD) problems, one of which is the inverse problem. In the general VGD problem, the goal is to find a voting game (with a given number of players) that optimizes some function over these games. In the inverse problem, for example, we look for a weighted voting game that minimizes the distance between the distribution of power among the players and a given target distribution of power (according to a given distance measure). Our goal is to find algorithms that solve voting game design problems exactly, and we approach this goal by enumerating all games in the class of games of interest. We first present a doubly exponential algorithm for enumerating the set of simple games. We then improve on this algorithm for the class of weighted voting games and obtain a quadratic exponential (i.e., 2^O(n^2)) algorithm for enumerating them. We show that this improved algorithm runs in output-polynomial time, making it the fastest possible enumeration algorithm up to a polynomial factor. Finally, we propose an exact anytime-algorithm that runs in exponential time for the power index weighted voting game design problem (the `inverse problem'). We implement this algorithm to find a weighted voting game with a normalized Banzhaf power distribution closest to a target power index, and perform experiments to obtain some insights about the set of weighted voting games. We remark that our algorithm is applicable to optimizing any exponential-time computable function, the distance of the normalized Banzhaf index to a target power index is merely taken as an example.
A Decision-Theoretic Model of Assistance
Fern, A., Natarajan, S., Judah, K., Tadepalli, P.
There is a growing interest in intelligent assistants for a variety of applications from sorting email to helping people with disabilities to do their daily chores. In this paper, we formulate the problem of intelligent assistance in a decision-theoretic framework, and present both theoretical and empirical results. We first introduce a class of POMDPs called hidden-goal MDPs (HGMDPs), which formalizes the problem of interactively assisting an agent whose goal is hidden and whose actions are observable. In spite of its restricted nature, we show that optimal action selection for HGMDPs is PSPACE-complete even for deterministic dynamics. We then introduce a more restricted model called helper action MDPs (HAMDPs), which are sufficient for modeling many real-world problems. We show classes of HAMDPs for which efficient algorithms are possible. More interestingly, for general HAMDPs we show that a simple myopic policy achieves a near optimal regret, compared to an oracle assistant that knows the agent's goal. We then introduce more sophisticated versions of this policy for the general case of HGMDPs that we combine with a novel approach for quickly learning about the agent being assisted. We evaluate our approach in two game-like computer environments where human subjects perform tasks, and in a real-world domain of providing assistance during folder navigation in a computer desktop environment. The results show that in all three domains the framework results in an assistant that substantially reduces user effort with only modest computation.
Empirical Study of Artificial Fish Swarm Algorithm
Artificial fish swarm algorithm (AFSA) is one of the swarm intelligence optimization algorithms that works based on population and stochastic search. In order to achieve acceptable result, there are many parameters needs to be adjusted in AFSA. Among these parameters, visual and step are very significant in view of the fact that artificial fish basically move based on these parameters. In standard AFSA, these two parameters remain constant until the algorithm termination. Large values of these parameters increase the capability of algorithm in global search, while small values improve the local search ability of the algorithm. In this paper, we empirically study the performance of the AFSA and different approaches to balance between local and global exploration have been tested based on the adaptive modification of visual and step during algorithm execution. The proposed approaches have been evaluated based on the four well-known benchmark functions. Experimental results show considerable positive impact on the performance of AFSA.
Conservative collision prediction and avoidance for stochastic trajectories in continuous time and space
Calliess, Jan-Peter, Osborne, Michael, Roberts, Stephen
Existing work in multi-agent collision prediction and avoidance typically assumes discrete-time trajectories with Gaussian uncertainty or that are completely deterministic. We propose an approach that allows detection of collisions even between continuous, stochastic trajectories with the only restriction that means and variances can be computed. To this end, we employ probabilistic bounds to derive criterion functions whose negative sign provably is indicative of probable collisions. For criterion functions that are Lipschitz, an algorithm is provided to rapidly find negative values or prove their absence. We propose an iterative policy-search approach that avoids prior discretisations and yields collision-free trajectories with adjustably high certainty. We test our method with both fixed-priority and auction-based protocols for coordinating the iterative planning process. Results are provided in collision-avoidance simulations of feedback controlled plants.
How to Improve Multi-Agent Recommendations Using Data from Social Networks?
Lorenzi, Fabiana (Universidade Luterana do Brasil) | Fontanella, Bruno (Universidade Luterana do Brasil) | Prestes, Edson (Universidade Federal do Rio Grande do Sul) | Peres, Andre (Instituto Federal do Rio Grande do Sul)
User profiles have an important role in multi-agent recommender systems. The information stored in them improves the system's generated recommendations. Multi-agent recommender systems learn from previous recommendations to update users' profiles and improving next recommendations according to the user feedback. However, when the user does not evaluate the recommendations the system may deliver poor recommendations in the future. This paper presents a mechanism that explores user information from social networks to update the user profile and to generate implicit evaluations on behalf of the user. The mechanism was validated with travel packages recommendations and some preliminary results illustrate how user information gathered from social networks may help to improve recommendations in multi-agent recommender systems.