Agents
The Role of Complex Network Dynamics in the Emergence of Multiagent Coalition
Hasan, Mohammad Rashedul (University of North Carolina at Charlotte) | Raja, Anita (University of North Carolina at Charlotte)
Emergence of a single coalition among self-interested agents operating on large scale-free networks is a challenging task. Many existing approaches assume a given static network platform and do not use the network dynamics to facilitate the dynamics of agent interactions. In this paper, we present a decentralized game-theoretic approach to this single coalition emergence problem in which agent communications are limited only to their immediate neighbors. Our coalition emergence algorithm is based on the heuristic that agents benefit by forming coalitions with wealthy (higher payoff) and influential (higher accumulated coupling strength) neighbors. Simulation results show that the emergence phenomenon is significantly enhanced when the topological insights, such as increasing degree-heterogeneity and clustering, are embedded into the agent partner selection strategy.
Ties Matter: Complexity of Manipulation when Tie-Breaking with a Random Vote
Aziz, Haris (NICTA and University of New South Wales) | Gaspers, Serge (NICTA and University of New South Wales) | Mattei, Nicholas (NICTA and University of New South Wales) | Narodytska, Nina (NICTA and University of New South Wales) | Walsh, Toby (NICTA and University of New South Wales)
We study the impact on strategic voting of tie-breaking by means of considering the order of tied candidates within a random vote. We compare this to another non deterministic tie-breaking rule where we simply choose candidate uniformly at random. In general, we demonstrate that there is no connection between the computational complexity of computing a manipulating vote with the two different types of tie-breaking. However, we prove that for some scoring rules, the computational complexity of computing a manipulation can increase from polynomial to NP-hard. We also discuss the relationship with the computational complexity of computing a manipulating vote when we ask for a candidate to be the unique winner, or to be among the set of co-winners.
Resource Sharing for Control of Wildland Fires
Tsang, Alan (University of Waterloo) | Larson, Kate (University of Waterloo) | McAlpine, Rob (Ministry of Natural Resources, Province of Ontario)
Wildland fires (or wildfires) occur on all continents except for Antarctica. These fires threaten communities, change ecosystems, destroy vast quantities of natural resources and the cost estimates of the damage done annually is in the billions of dollars. Controlling wildland fires is resource-intensive and there are numerous examples where the resource demand has outstripped resource availability. Trends in changing climates, fire occurrence and the expansion of the wildland-urban interface all point to increased resource shortages in the future. One approach for coping with these shortages has been the sharing of resources across different wildland-fire agencies. This introduces new issues as agencies have to balance their own needs and risk-management with their desire to help fellow agencies in need. Using ideas from the field of multiagent systems, we conduct the first analysis of strategic issues arising in resource-sharing for wildland-fire control. We also argue that the wildland-fire domain has numerous features that make it attractive to researchers in artificial intelligence and computational sustainability.
A Robust Bayesian Truth Serum for Non-Binary Signals
Radanovic, Goran (Ecole Polytechnique Fédérale de Lausanne (EPFL)) | Faltings, Boi (Ecole Polytechnique Fédérale de Lausanne (EPFL))
Several mechanisms have been proposed for incentivizing truthful reports of a private signals owned by rational agents, among them the peer prediction method and the Bayesian truth serum. The robust Bayesian truth serum (RBTS) for small populations and binary signals is particularly interesting since it does not require a common prior to be known to the mechanism. We further analyze the problem of the common prior not known to the mechanism and give several results regarding the restrictions that need to be placed in order to have an incentive-compatible mechanism. Moreover, we construct a Bayes-Nash incentive-compatible scheme called multi-valued RBTS that generalizes RBTS to operate on both small populations and non-binary signals.
Multi-Agent Planning with Mixed-Integer Programming and Adaptive Interaction Constraint Generation (Extended Abstract)
Calliess, Jan-P. (University of Oxford) | Roberts, Stephen J. (University of Oxford)
We consider multi-agent planning in which the agents' optimal plans are solutions to mixed-integer programs (MIP) that are coupled via integer constraints. While in principle, one could find the joint solution by combining the separate problems into one large joint centralized MIP, this approach rapidly becomes intractable for growing numbers of agents and large problem domains. To address this issue, we propose an iterative approach that combines conflict detection with constraint-generation whereby the agents plan repeatedly until all conflicts are resolved. In each planning iteration, the agents plan with as few other agents and interaction-constraints as possible. This yields an optimal method that can reduce computation markedly. We test our approach in the context of multi-agent collision avoidance in graphs with indivisible flows. Our initial simulations on randomized graph routing problems confirm predicted optimality and reduced computational effort.
Finding Bounded Suboptimal Multi-Agent Path Planning Solutions Using Increasing Cost Tree Search (Extended Abstract)
Aljalaud, Faten (University of Denver) | Sturtevant, Nathan R. (University of Denver)
The Increasing Cost Tree Search (ICTS) algorithm is used to produce optimal solutions to the multi-agent path finding problem (MAPF). In this problem, multiple agents are trying to reach their goals without conflicting with each other, while minimizing the total cost of the paths. ICTS has been shown to be very effective in finding optimal solutions. In this paper we consider the problem of finding solutions with bounded suboptimality by changing the order in which ICTS searches its increasing cost tree. With a variety of strategies, we are unable to consistently and significantly reduce the cost of ICTS. Further experimentation suggests why significantly more work is needed to modify ICTS to find suboptimal solutions.
Multi-Agent Path Finding for Self Interested Agents
Bnaya, Zahy (Ben Gurion University) | Stern, Roni (Harvard University) | Felner, Ariel (Ben Gurion University) | Zivan, Roie (Ben Gurion University) | Okamoto, Steven (Ben Gurion University)
Multi-agent pathfinding (MAPF) deals with planning paths for individual agents such that a global cost function (e.g., the sum of costs) is minimized while avoiding collisions between agents. Previous work proposed centralized or fully cooperative decentralized algorithms assuming that agents will follow paths assigned to them. When agents are {\em self-interested}, however, they are expected to follow a path only if they consider that path to be their most beneficial option. In this paper we propose the use of a taxation scheme to implicitly coordinate self-interested agents in MAPF. We propose several taxation schemes and compare them experimentally. We show that intelligent taxation schemes can result in a lower total cost than the non coordinated scheme even if we take into consideration both travel cost and the taxes paid by agents.
From Feasibility Tests to Path Planners for Multi-Agent Pathfinding
Krontiris, Athanasios (Rutgers University) | Luna, Ryan (Rice University) | Bekris, Kostas E. (Rutgers University)
Multi-agent pathfinding is an important challenge that relates to combinatorial search and has many applications, such as warehouse management, robotics and computer games. Finding an optimal solution is NP-hard and raises scalability issues for optimal solvers. Interestingly, however, it takes linear time to check the feasibility of an instance. These linear-time feasibility tests can be extended to provide path planners but to the best of the authors’ knowledge no such solver has been provided for general graphs. This work first describes a path planner that is inspired by a linear-time feasibility test for multi-agent pathfinding on general graphs. Initial experiments indicated reasonable scalability but worse path quality relative to existing suboptimal solutions. This led to the development of an algorithm that achieves both efficient running time and path quality relative to the alternatives and which finds a solution on available benchmarks. The paper outlines the relation of the final method to the feasibility tests and existing suboptimal planners. Experimental results evaluate the different algorithms, including an optimal solver.
Learning by Observation of Agent Software Images
Learning by observation can be of key importance whenever agents sharing similar features want to learn from each other. This paper presents an agent architecture that enables software agents to learn by direct observation of the actions executed by expert agents while they are performing a task. This is possible because the proposed architecture displays information that is essential for observation, making it possible for software agents to observe each other. The agent architecture supports a learning process that covers all aspects of learning by observation, such as discovering and observing experts, learning from the observed data, applying the acquired knowledge and evaluating the agent's progress. The evaluation provides control over the decision to obtain new knowledge or apply the acquired knowledge to new problems. We combine two methods for learning from the observed information. The first one, the recall method, uses the sequence on which the actions were observed to solve new problems. The second one, the classification method, categorizes the information in the observed data and determines to which set of categories the new problems belong. Results show that agents are able to learn in conditions where common supervised learning algorithms fail, such as when agents do not know the results of their actions a priori or when not all the effects of the actions are visible. The results also show that our approach provides better results than other learning methods since it requires shorter learning periods.
Solving Weighted Voting Game Design Problems Optimally: Representations, Synthesis, and Enumeration
de Keijzer, Bart, Klos, Tomas B., Zhang, Yingqian
We study the inverse power index problem for weighted voting games: the problem of finding a weighted voting game in which the power of the players is as close as possible to a certain target distribution. Our goal is to find algorithms that solve this problem exactly. Thereto, we study various subclasses of simple games, and their associated representation methods. We survey algorithms and impossibility results for the synthesis problem, i.e., converting a representation of a simple game into another representation. We contribute to the synthesis problem by showing that it is impossible to compute in polynomial time the list of ceiling coalitions (also known as shift-maximal losing coalitions) of a game from its list of roof coalitions (also known as shift-minimal winning coalitions), and vice versa. Then, we proceed by studying the problem of enumerating the set of weighted voting games. We present first a naive algorithm for this, running in doubly exponential time. Using our knowledge of the synthesis problem, we then improve on this naive algorithm, and we obtain an enumeration algorithm that runs in quadratic exponential time (that is, O(2^(n^2) p(n)) for a polynomial p). Moreover, we show that this algorithm runs in output-polynomial time, making it the best possible enumeration algorithm up to a polynomial factor. Finally, we propose an exact anytime algorithm for the inverse power index problem that runs in exponential time. This algorithm is straightforward and general: it computes the error for each game enumerated, and outputs the game that minimizes this error. By the genericity of our approach, our algorithm can be used to find a weighted voting game that optimizes any exponential time computable function. We implement our algorithm for the case of the normalized Banzhaf index, and we perform experiments in order to study performance and error convergence.