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A General Framework for Interacting Bayes-Optimally with Self-Interested Agents using Arbitrary Parametric Model and Model Prior

arXiv.org Machine Learning

Recent advances in Bayesian reinforcement learning (BRL) have shown that Bayes-optimality is theoretically achievable by modeling the environment's latent dynamics using Flat-Dirichlet-Multinomial (FDM) prior. In self-interested multi-agent environments, the transition dynamics are mainly controlled by the other agent's stochastic behavior for which FDM's independence and modeling assumptions do not hold. As a result, FDM does not allow the other agent's behavior to be generalized across different states nor specified using prior domain knowledge. To overcome these practical limitations of FDM, we propose a generalization of BRL to integrate the general class of parametric models and model priors, thus allowing practitioners' domain knowledge to be exploited to produce a fine-grained and compact representation of the other agent's behavior. Empirical evaluation shows that our approach outperforms existing multi-agent reinforcement learning algorithms.


Active Learning for Autonomous Intelligent Agents: Exploration, Curiosity, and Interaction

arXiv.org Artificial Intelligence

In this survey we present different approaches that allow an intelligent agent to explore autonomous its environment to gather information and learn multiple tasks. Different communities proposed different solutions, that are in many cases, similar and/or complementary. These solutions include active learning, exploration/exploitation, online-learning and social learning. The common aspect of all these approaches is that it is the agent to selects and decides what information to gather next. Applications for these approaches already include tutoring systems, autonomous grasping learning, navigation and mapping and human-robot interaction. We discuss how these approaches are related, explaining their similarities and their differences in terms of problem assumptions and metrics of success. We consider that such an integrated discussion will improve inter-disciplinary research and applications.


Multi-period Trading Prediction Markets with Connections to Machine Learning

arXiv.org Machine Learning

We present a new model for prediction markets, in which we use risk measures to model agents and introduce a market maker to describe the trading process. This specific choice on modelling tools brings us mathematical convenience. The analysis shows that the whole market effectively approaches a global objective, despite that the market is designed such that each agent only cares about its own goal. Additionally, the market dynamics provides a sensible algorithm for optimising the global objective. An intimate connection between machine learning and our markets is thus established, such that we could 1) analyse a market by applying machine learning methods to the global objective, and 2) solve machine learning problems by setting up and running certain markets.


Multiagent Only Knowing in Dynamic Systems

Journal of Artificial Intelligence Research

The idea of "only knowing" a collection of sentences, as proposed by Levesque, has been previously shown to be very useful in characterizing knowledge-based agents: in terms of a specification, a precise and perspicuous account of the beliefs and non-beliefs is obtained in a monotonic setting. Levesque's logic is based on a first-order modal language with quantifying-in, thus allowing for de re versus de dicto distinctions, among other things. However, the logic and its recent dynamic extension only deal with the case of a single agent. In this work, we propose a first-order multiagent framework with knowledge, actions, sensing and only knowing, that is shown to inherit all the features of the single agent version. Most significantly, we prove reduction theorems by means of which reasoning about knowledge and actions in the framework simplifies to non-epistemic, non-dynamic reasoning about the initial situation.


Symmetric Subgame-Perfect Equilibria in Resource Allocation

Journal of Artificial Intelligence Research

We analyze symmetric protocols to rationally coordinate on an asymmetric, efficient allocation in an infinitely repeated N-agent, C-resource allocation problems, where the resources are all homogeneous. Bhaskar proposed one way to achieve this in 2-agent, 1-resource games: Agents start by symmetrically randomizing their actions, and as soon as they each choose different actions, they start to follow a potentially asymmetric "convention" that prescribes their actions from then on. We extend the concept of convention to the general case of infinitely repeated resource allocation games with N agents and C resources. We show that for any convention, there exists a symmetric subgame-perfect equilibrium which implements it. We present two conventions: bourgeois, where agents stick to the first allocation; and market, where agents pay for the use of resources, and observe a global coordination signal which allows them to alternate between different allocations. We define price of anonymity of a convention as a ratio between the maximum social payoff of any (asymmetric) strategy profile and the expected social payoff of the subgame-perfect equilibrium which implements the convention. We show that while the price of anonymity of the bourgeois convention is infinite, the market convention decreases this price by reducing the conflict between the agents.


A Survey on Dynamic Job Scheduling in Grid Environment Based on Heuristic Algorithms

arXiv.org Artificial Intelligence

Computational Grids are a new trend in distributed computing systems. They allow the sharing of geographically distributed resources in an efficient way, extending the boundaries of what we perceive as distributed computing. Various sciences can benefit from the use of grids to solve CPU-intensive problems, creating potential benefits to the entire society. Job scheduling is an integrated part of parallel and distributed computing. It allows selecting correct match of resource for a particular job and thus increases the job throughput and utilization of resources. Job should be scheduled in an automatic way to make the system more reliable, accessible and less sensitive to subsystem failures. This paper provides a survey on various heuristic algorithms, used for scheduling in grid.


Off-Policy General Value Functions to Represent Dynamic Role Assignments in RoboCup 3D Soccer Simulation

arXiv.org Artificial Intelligence

Collecting and maintaining accurate world knowledge in a dynamic, complex, adversarial, and stochastic environment such as the RoboCup 3D Soccer Simulation is a challenging task. Knowledge should be learned in real-time with time constraints. We use recently introduced Off-Policy Gradient Descent algorithms within Reinforcement Learning that illustrate learnable knowledge representations for dynamic role assignments. The results show that the agents have learned competitive policies against the top teams from the RoboCup 2012 competitions for three vs three, five vs five, and seven vs seven agents. We have explicitly used subsets of agents to identify the dynamics and the semantics for which the agents learn to maximize their performance measures, and to gather knowledge about different objectives, so that all agents participate effectively and efficiently within the group.


Representing and Reasoning About the Rules of General Games With Imperfect Information

Journal of Artificial Intelligence Research

A general game player is a system that can play previously unknown games just by being given their rules. For this purpose, the Game Description Language (GDL) has been developed as a high-level knowledge representation formalism to communicate game rules to players. In this paper, we address a fundamental limitation of state-of-the-art methods and systems for General Game Playing, namely, their being confined to deterministic games with complete information about the game state. We develop a simple yet expressive extension of standard GDL that allows for formalising the rules of arbitrary finite, n-player games with randomness and incomplete state knowledge. In the second part of the paper, we address the intricate reasoning challenge for general game-playing systems that comes with the new description language. We develop a full embedding of extended GDL into the Situation Calculus augmented by Scherl and Levesque's knowledge fluent. We formally prove that this provides a sound and complete reasoning method for players' knowledge about game states as well as about the knowledge of the other players.


A Unifying Survey of Reinforced, Sensitive and Stigmergic Agent-Based Approaches for E-GTSP

arXiv.org Artificial Intelligence

The Generalized Traveling Salesman Problem (GTSP) is one of the NP-hard combinatorial optimization problems. A variant of GTSP is E-GTSP where E, meaning equality, has the constraint: exactly one node from a cluster of a graph partition is visited. The main objective of the E-GTSP is to find a minimum cost tour passing through exactly one node from each cluster of an undirected graph. Agent-based approaches involving are successfully used nowadays for solving real life complex problems. The aim of the current paper is to illustrate some variants of agent-based algorithms including ant-based models with specific properties for solving E-GTSP.


Planning for Decentralized Control of Multiple Robots Under Uncertainty

arXiv.org Artificial Intelligence

We describe a probabilistic framework for synthesizing control policies for general multi-robot systems, given environment and sensor models and a cost function. Decentralized, partially observable Markov decision processes (Dec-POMDPs) are a general model of decision processes where a team of agents must cooperate to optimize some objective (specified by a shared reward or cost function) in the presence of uncertainty, but where communication limitations mean that the agents cannot share their state, so execution must proceed in a decentralized fashion. While Dec-POMDPs are typically intractable to solve for real-world problems, recent research on the use of macro-actions in Dec-POMDPs has significantly increased the size of problem that can be practically solved as a Dec-POMDP. We describe this general model, and show how, in contrast to most existing methods that are specialized to a particular problem class, it can synthesize control policies that use whatever opportunities for coordination are present in the problem, while balancing off uncertainty in outcomes, sensor information, and information about other agents. We use three variations on a warehouse task to show that a single planner of this type can generate cooperative behavior using task allocation, direct communication, and signaling, as appropriate.