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Informed Initial Policies for Learning in Dec-POMDPs

AAAI Conferences

Decentralized partially observable Markov decision processes (Dec-POMDPs) offer a formal model for planning in cooperative multiagent systems where agents operate with noisy sensors and actuators, and local information. Prevalent Dec-POMDP solution techniques have mostly been centralized and have assumed knowledge of the model. In real world scenarios, however, solving centrally may not be an option and model parameters maybe unknown. To address this, we propose a distributed, model-free algorithm for learning Dec-POMDP policies, in which agents take turns learning, with each agent not currently learning following a static policy. For agents that have not yet learned a policy, this static policy must be initialized. We propose a principled method for learning such initial policies through interaction with the environment. We show that by using such informed initial policies, our alternate learning algorithm can find near-optimal policies for two benchmark problems.


A Market-Based Coordination Mechanism for Resource Planning Under Uncertainty

AAAI Conferences

Multiagent Resource Allocation (MARA) distributes a set of resources among a set of intelligent agents in order to respect the preferences of the agents and to maximize some measure of global utility, which may include minimizing total costs or maximizing total return. We are interested in MARA solutions that provide optimal or close-to-optimal allocation of resources in terms of maximizing a global welfare function with low communication and computation cost, with respect to the priority of agents, and temporal dependencies between resources. We propose an MDP approach for resource planning in multiagent environments. Our approach formulates internal preference modeling and success of each individual agent as a single MDP and then to optimize global utility, we apply a market-based solution to coordinate these decentralized MDPs.


Exploiting Shared Resource Dependencies in Spectrum Based Plan Diagnosis

AAAI Conferences

In case of a plan failure, plan-repair is a more promising solution than replanning from scratch. The effectiveness of plan-repair depends on knowledge of which plan action failed and why. Therefore, in this paper, we propose an Extended Spectrum Based Diagnosis approach that efficiently pinpoints failed actions. Unlike Model Based Diagnosis (MBD), it does not require the fault models and behavioral descriptions of actions. Our approach first computes the likelihood of an action being faulty and subsequently proposes optimal probe locations to refine the diagnosis. We also exploit knowledge of plan steps that are instances of the same plan operator to optimize the selection of the most informative diagnostic probes. In this paper, we only focus on diagnostic aspect of plan-repair process.


Strategic Advice Provision in Repeated Human-Agent Interactions (Abstract)

AAAI Conferences

This paper addresses the problem of automated advice provision in settings that involve repeated interactions between people and computer agents. This problem arises in many real world applications such as route selection systems and office assistants. To succeed in such settings agents must reason about how their actions in the present influence people's future actions. The paper describes several possible models of human behavior that were inspired by behavioral economic theories of people's play in repeated interactions. These models were incorporated into several agent designs to repeatedly generate offers to people playing the game. These agents were evaluated in extensive empirical investigations including hundreds of subjects that interacted with computers in different choice selections processes. The results revealed that an agent that combined a hyperbolic discounting model of human behavior with a social utility function was able to outperform alternative agent designs. We show that this approach was able to generalize to new people as well as choice selection processes that were not used for training. Our results demonstrate that combining computational approaches with behavioral economics models of people in repeated interactions facilitates the design of advice provision strategies for a large class of real-world settings.


Delivering the Smart Grid: Challenges for Autonomous Agents and Multi-Agent Systems Research

AAAI Conferences

Restructuring electricity grids to meet the increased demand caused by the electrification of transport and heating, while making greater use of intermittent renewable energy sources, represents one of the greatest engineering challenges of our day. This modern electricity grid, in which both electricity and information flow in two directions between large numbers of widely distributed suppliers and generators — commonly termed the ‘smart grid’ — represents a radical reengineering of infrastructure which has changed little over the last hundred years. However, the autonomous behaviour expected of the smart grid, its distributed nature, and the existence of multiple stakeholders each with their own incentives and interests, challenges existing engineering approaches. In this challenge paper, we describe why we believe that artificial intelligence, and particularly, the fields of autonomous agents and multi-agent systems are essential for delivering the smart grid as it is envisioned. We present some recent work in this area and describe many of the challenges that still remain.


Interactive Narrative: A Novel Application of Artificial Intelligence for Computer Games

AAAI Conferences

Game Artificial Intelligence (Game AI) is a sub-discipline of Artificial Intelligence (AI) and Machine Learning (ML) that explores the ways in which AI and ML can augment player experiences in computer games. Storytelling is an integral part of many modern computer games; within games stories create context, motivate the player, and move the action forward. Interactive Narrative is the use of AI to create and manage stories within games, creating the perception that the player is a character in a dynamically unfolding and responsive story. This paper introduces Game AI and focuses on the open research problems of Interactive Narrative.


Optimal Manipulation of Voting Rules

AAAI Conferences

Complexity of voting manipulation is a prominent research topic in computational social choice. The voting manipulation literature usually assumes that the manipulator is only concerned with improving the outcome of the election from her perspective. However, in practice, the manipulator may also be reluctant to lie, i.e., she may have a preference for submitting a vote that does not deviate too much from her true ranking of the candidates. In this paper, we study the complexity of finding a manipulative vote that achieves the manipulator's goal yet is as close as possible to her true preference order. We analyze this problem for three natural notions of closeness, namely, swap distance, footrule distance, and maximum displacement distance, and a variety of voting rules, such as scoring rules, Bucklin, Copeland, and Maximin. For all three distances, we obtain polynomial-time algorithms for all scoring rules and Bucklin and hardness results for Copeland and Maximin.


Computing Game-Theoretic Solutions and Applications to Security

AAAI Conferences

The multiagent systems community has adopted game theory as a framework for the design of systems of multiple self-interested agents. For this to be effective, efficient algorithms must be designed to compute the solutions that game theory prescribes. In this paper, I summarize some of the state of the art on this topic, focusing particularly on how this line of work has contributed to several highly visible deployed security applications, developed at the University of Southern California.


Using the Web to Interactively Learn to Find Objects

AAAI Conferences

In order for robots to intelligently perform tasks with humans, they must be able to access a broad set of background knowledge about the environments in which they operate. Unlike other approaches, which tend to manually define the knowledge of the robot, our approach enables robots to actively query the World Wide Web (WWW) to learn background knowledge about the physical environment. We show that our approach is able to search the Web to infer the probability that an object, such as a "coffee,'' can be found in a location, such as a "kitchen.'' Our approach, called ObjectEval, is able to dynamically instantiate a utility function using this probability, enabling robots to find arbitrary objects in indoor environments. Our experimental results show that the interactive version of ObjectEval visits 28% fewer locations than the version trained offline and 71% fewer locations than a baseline approach which uses no background knowledge.


Coordinated Multi-Robot Exploration Under Communication Constraints Using Decentralized Markov Decision Processes

AAAI Conferences

Recent works on multi-agent sequential decision making using decentralized partially observable Markov decision processes have been concerned with interaction-oriented resolution techniques and provide promising results. These techniques take advantage of local interactions and coordination. In this paper, we propose an approach based on an interaction-oriented resolution of decentralized decision makers. To this end, distributed value functions (DVF) have been used by decoupling the multi-agent problem into a set of individual agent problems. However existing DVF techniques assume permanent and free communication between the agents. In this paper, we extend the DVF methodology to address full local observability, limited share of information and communication breaks. We apply our new DVF in a real-world application consisting of multi-robot exploration where each robot computes locally a strategy that minimizes the interactions between the robots and maximizes the space coverage of the team even under communication constraints. Our technique has been implemented and evaluated in simulation and in real-world scenarios during a robotic challenge for the exploration and mapping of an unknown environment. Experimental results from real-world scenarios and from the challenge are given where our system was vice-champion.