Agents
Tableau-based decision procedure for the multi-agent epistemic logic with all coalitional operators for common and distributed knowledge
Ajspur, Mai, Goranko, Valentin, Shkatov, Dmitry
We develop a conceptually clear, intuitive, and feasible decision procedure for testing satisfiability in the full multi-agent epistemic logic CMAEL(CD) with operators for common and distributed knowledge for all coalitions of agents mentioned in the language. To that end, we introduce Hintikka structures for CMAEL(CD) and prove that satisfiability in such structures is equivalent to satisfiability in standard models. Using that result, we design an incremental tableau-building procedure that eventually constructs a satisfying Hintikka structure for every satisfiable input set of formulae of CMAEL(CD) and closes for every unsatisfiable input set of formulae.
Dynamic Shared Context Processing in an E-Collaborative Learning Environment
Peng, Jing, Fougères, Alain-Jérôme, Deniaud, Samuel, Ferney, Michel
In this paper, we propose a dynamic shared context processing method based on DSC (Dynamic Shared Context) model, applied in an e-collaborative learning environment. Firstly, we present the model. This is a way to measure the relevance between events and roles in collaborative environments. With this method, we can share the most appropriate event information for each role instead of sharing all information to all roles in a collaborative work environment. Then, we apply and verify this method in our project with Google App supported e-learning collaborative environment. During this experiment, we compared DSC method measured relevance of events and roles to manual measured relevance. And we describe the favorable points from this comparison and our finding. Finally, we discuss our future research of a hybrid DSC method to make dynamical information shared more effective in a collaborative work environment.
Modelling and simulation of complex systems: an approach based on multi-level agents
A complex system is made up of many components with many interactions. So the design of systems such as simulation systems, cooperative systems or assistance systems includes a very accurate modelling of interactional and communicational levels. The agent-based approach provides an adapted abstraction level for this problem. After having studied the organizational context and communicative capacities of agentbased systems, to simulate the reorganization of a flexible manufacturing, to regulate an urban transport system, and to simulate an epidemic detection system, our thoughts on the interactional level were inspired by human-machine interface models, especially those in "cognitive engineering". To provide a general framework for agent-based complex systems modelling, we then proposed a scale of four behaviours that agents may adopt in their complex systems (reactive, routine, cognitive, and collective). To complete the description of multi-level agent models, which is the focus of this paper, we illustrate our modelling and discuss our ongoing work on each level.
Design of Emergent and Adaptive Virtual Players in a War RTS Game
Gutiérrez, José A. García, Cotta, Carlos, Fernández-Leiva, Antonio J.
Basically, in (one-player) war Real Time Strategy (wRTS) games a human player controls, in real time, an army consisting of a number of soldiers and her aim is to destroy the opponent's assets where the opponent is a virtual (i.e., non-human player controlled) player that usually consists of a pre-programmed decision-making script. These scripts have usually associated some well-known problems (e.g., predictability, non-rationality, repetitive behaviors, and sensation of artificial stupidity among others). This paper describes a method for the automatic generation of virtual players that adapt to the player skills; this is done by building initially a model of the player behavior in real time during the game, and further evolving the virtual player via this model in-between two games. The paper also shows preliminary results obtained on a one player wRTS game constructed specifically for experimentation.
The Curious Robot as a Case-Study for Comparing Dialog Systems
Peltason, Julia (Bielefeld University) | Wrede, Britta (Applied Informatics Group)
Modeling interaction with robots raises new and different challenges for dialog modeling than traditional dialog modeling with less embodied machines. We present four case studies of implementing a typical human-robot interaction scenario with different state-of-the-art dialog frameworks in order to identify challenges and pitfalls specific to HRI and potential solutions. The results are discussed with a special focus on the interplay between dialog and task modeling on robots.
Believable Robot Characters
Simmons, Reid (Carnegie Mellon University) | Makatchev, Maxim (Carnegie Mellon University) | Kirby, Rachel (Carnegie Mellon University) | Lee, Min Kyung (Carnegie Mellon University) | Fanaswala, Imran (Carnegie Mellon University in Qatar) | Browning, Brett (Carnegie Mellon University) | Forlizzi, Jodi (Carnegie Mellon University) | Sakr, Majd (Carnegie Mellon University in Qatar)
Believability of characters has been an objective in literature, theater, film, and animation. We argue that believable robot characters are important in human-robot interaction, as well. In particular, we contend that believable characters evoke users’ social responses that, for some tasks, lead to more natural interactions and are associated with improved task performance. In a dialogue-capable robot, a key to such believability is the integration of a consistent storyline, verbal and nonverbal behaviors, and sociocultural context. We describe our work in this area and present empirical results from three robot receptionist testbeds that operate "in the wild."
Policy Gradient Coagent Networks
We present a novel class of actor-critic algorithms for actors consisting of sets of interacting modules. We present, analyze theoretically, and empirically evaluate an update rule for each module, which requires only local information: the module's input, output, and the TD error broadcast by a critic. Such updates are necessary when computation of compatible features becomes prohibitively difficult and are also desirable to increase the biological plausibility of reinforcement learning methods.
Efficient Offline Communication Policies for Factored Multiagent POMDPs
Messias, João V., Spaan, Matthijs, Lima, Pedro U.
Factored Decentralized Partially Observable Markov Decision Processes (Dec-POMDPs) form a powerful framework for multiagent planning under uncertainty, but optimal solutions require a rigid history-based policy representation. In this paper we allow inter-agent communication which turns the problem in a centralized Multiagent POMDP (MPOMDP). We map belief distributions over state factors to an agent's local actions by exploiting structure in the joint MPOMDP policy. The key point is that when sparse dependencies between the agents' decisions exist, often the belief over its local state factors is sufficient for an agent to unequivocally identify the optimal action, and communication can be avoided. We formalize these notions by casting the problem into convex optimization form, and present experimental results illustrating the savings in communication that we can obtain.
Clustering via Dirichlet Process Mixture Models for Portable Skill Discovery
Niekum, Scott, Barto, Andrew G.
Skill discovery algorithms in reinforcement learning typically identify single states or regions in state space that correspond to task-specific subgoals. However, such methods do not directly address the question of how many distinct skills are appropriate for solving the tasks that the agent faces. This can be highly inefficient when many identified subgoals correspond to the same underlying skill, but are all used individually as skill goals. Furthermore, skills created in this manner are often only transferable to tasks that share identical state spaces, since corresponding subgoals across tasks are not merged into a single skill goal. We show that these problems can be overcome by clustering subgoal data defined in an agent-space and using the resulting clusters as templates for skill termination conditions. Clustering via a Dirichlet process mixture model is used to discover a minimal, sufficient collection of portable skills.
Solving Decision Problems with Limited Information
Maua, Denis D., Campos, Cassio
We present a new algorithm for exactly solving decision-making problems represented as an influence diagram. We do not require the usual assumptions of no forgetting and regularity, which allows us to solve problems with limited information. The algorithm, which implements a sophisticated variable elimination procedure, is empirically shown to outperform a state-of-the-art algorithm in randomly generated problems of up to 150 variables and $10^{64}$ strategies.