Agents
A Dynamic Framework of Reputation Systems for an Agent Mediated e-market
Gaur, Vibha, Sharma, Neeraj Kumar
The success of an agent mediated e-market system lies in the underlying reputation management system to improve the quality of services in an information asymmetric e-market. Reputation provides an operatable metric for establishing trustworthiness between mutually unknown online entities. Reputation systems encourage honest behaviour and discourage malicious behaviour of participating agents in the e-market. A dynamic reputation model would provide virtually instantaneous knowledge about the changing e-market environment and would utilise Internets' capacity for continuous interactivity for reputation computation. This paper proposes a dynamic reputation framework using reinforcement learning and fuzzy set theory that ensures judicious use of information sharing for inter-agent cooperation. This framework is sensitive to the changing parameters of e-market like the value of transaction and the varying experience of agents with the purpose of improving inbuilt defense mechanism of the reputation system against various attacks so that e-market reaches an equilibrium state and dishonest agents are weeded out of the market.
Semantic Matchmaking as Non-Monotonic Reasoning: A Description Logic Approach
Di Noia, T., Di Sciascio, E., Donini, F. M.
Matchmaking arises when supply and demand meet in an electronic marketplace, or when agents search for a web service to perform some task, or even when recruiting agencies match curricula and job profiles. In such open environments, the objective of a matchmaking process is to discover best available offers to a given request. We address the problem of matchmaking from a knowledge representation perspective, with a formalization based on Description Logics. We devise Concept Abduction and Concept Contraction as non-monotonic inferences in Description Logics suitable for modeling matchmaking in a logical framework, and prove some related complexity results. We also present reasonable algorithms for semantic matchmaking based on the devised inferences, and prove that they obey to some commonsense properties. Finally, we report on the implementation of the proposed matchmaking framework, which has been used both as a mediator in e-marketplaces and for semantic web services discovery.
Multi-Issue Negotiation with Deadlines
Fatima, S. S., Jennings, N. R., Wooldridge, M. J.
This paper studies bilateral multi-issue negotiation between self-interested autonomous agents. Now, there are a number of different procedures that can be used for this process; the three main ones being the package deal procedure in which all the issues are bundled and discussed together, the simultaneous procedure in which the issues are discussed simultaneously but independently of each other, and the sequential procedure in which the issues are discussed one after another. Since each of them yields a different outcome, a key problem is to decide which one to use in which circumstances. Specifically, we consider this question for a model in which the agents have time constraints (in the form of both deadlines and discount factors) and information uncertainty (in that the agents do not know the opponents utility function). For this model, we consider issues that are both independent and those that are interdependent and determine equilibria for each case for each procedure. In so doing, we show that the package deal is in fact the optimal procedure for each party. We then go on to show that, although the package deal may be computationally more complex than the other two procedures, it generates Pareto optimal outcomes (unlike the other two), it has similar earliest and latest possible times of agreement to the simultaneous procedure (which is better than the sequential procedure), and that it (like the other two procedures) generates a unique outcome only under certain conditions (which we define).
Resource Allocation Among Agents with MDP-Induced Preferences
Allocating scarce resources among agents to maximize global utility is, in general, computationally challenging. We focus on problems where resources enable agents to execute actions in stochastic environments, modeled as Markov decision processes (MDPs), such that the value of a resource bundle is defined as the expected value of the optimal MDP policy realizable given these resources. We present an algorithm that simultaneously solves the resource-allocation and the policy-optimization problems. This allows us to avoid explicitly representing utilities over exponentially many resource bundles, leading to drastic (often exponential) reductions in computational complexity. We then use this algorithm in the context of self-interested agents to design a combinatorial auction for allocating resources. We empirically demonstrate the effectiveness of our approach by showing that it can, in minutes, optimally solve problems for which a straightforward combinatorial resource-allocation technique would require the agents to enumerate up to 2^100 resource bundles and the auctioneer to solve an NP-complete problem with an input of that size.
Bin Completion Algorithms for Multicontainer Packing, Knapsack, and Covering Problems
Many combinatorial optimization problems such as the bin packing and multiple knapsack problems involve assigning a set of discrete objects to multiple containers. These problems can be used to model task and resource allocation problems in multi-agent systems and distributed systms, and can also be found as subproblems of scheduling problems. We propose bin completion, a branch-and-bound strategy for one-dimensional, multicontainer packing problems. Bin completion combines a bin-oriented search space with a powerful dominance criterion that enables us to prune much of the space. The performance of the basic bin completion framework can be enhanced by using a number of extensions, including nogood-based pruning techniques that allow further exploitation of the dominance criterion. Bin completion is applied to four problems: multiple knapsack, bin covering, min-cost covering, and bin packing. We show that our bin completion algorithms yield new, state-of-the-art results for the multiple knapsack, bin covering, and min-cost covering problems, outperforming previous algorithms by several orders of magnitude with respect to runtime on some classes of hard, random problem instances. For the bin packing problem, we demonstrate significant improvements compared to most previous results, but show that bin completion is not competitive with current state-of-the-art cutting-stock based approaches.
AIPaint: A Sketch-Based Behavior Tree Authoring Tool
Becroft, David (Worcester Polytechnic Institute) | Bassett, Jesse (Worcester Polytechnic Institute) | Mejia, Adrian (Worcester Polytechnic Institute) | Rich, Charles (Worcester Polytechnic Institute) | Sidner, Candace (Research Professor, Computer Science Department)
Current behavior authoring tools force game designers to split their attention between the game context and the tool context. We have addressed this problem by developing a behavior authoring tool that merges these two contexts. This paper outlines the design and implementation of a gameindependent behavior tree authoring tool, called AIPaint, that allows a designer to create and edit behavior trees via a natural sketching interface overlaid on the game world. We demonstrate the use of AIPaint to author computercontrolled characters in two simple games and report on an observational evaluation.
The Case for Intention Revision in Stories and its Incorporation into IRIS, a Story-Based Planning System
Fendt, Matthew William (North Carolina State University) | Young, R. Michael (North Carolina State University)
Character intention revision is an essential component of stories, but it has yet to be incorporated into story generation systems. However, intentionality, one component of intention revision, has been explored in both narrative generation and logical formalisms. The IRIS system adopts the belief/desire/intention framework of intentionality from logical formalisms and combines it with preexisting concepts of intentionality in narrative. IRIS also introduces the crucial concept of intention revision for characters in the story. The intent of this synthesis is to create stories with dynamic and believable characters that update their beliefs, replan, and revise their intentions over the course of the story.
An Object-Oriented Approach to Reinforcement Learning in an Action Game
Mohan, Shiwali (University of Michigan, Ann Arbor) | Laird, John E. (University of Michigan )
In this work, we look at the challenge of learning in an action game,Infinite Mario. Learning to play an action game can be divided intotwo distinct but related problems, learning an object-relatedbehavior and selecting a primitive action. We propose a framework that allows for the use of reinforcement learning for both ofthese problems. We present promising results in some instances of thegame and identify some problems that might affect learning.
A Rule-Based Framework for Modular Development of In-Game Interactive Dialogue Simulation
Tomai, Emmett (University of Texas - Pan American) | Salinas, David (University of Texas - Pan American) | Salazar, Rosendo (University of Texas - Pan American)
In this paper, we discuss approaches to dialogue in interactive video games and interactive narrative research. We propose that situating interactive dialogue in the simplified expectations of video games is a profitable way to investigate computational dialogue simulation. Taking cues from existing physical simulations such as combat, we propose a hypothetical game environment and design goals for an embedded interactive dialogue system. We present a modular framework targeted at that environment, which is designed to enable incremental development and exploration of dialogue concepts. We describe this framework together with a work-in-progress system for simulating simple in-game negotiation dialogues.
Learning Director Agent Strategies: An Inductive Framework for Modeling Director Agents
Lee, Seung (North Carolina State University) | Mott, Bradford (North Carolina State University) | Lester, James (North Carolina State University)
Interactive narrative environments offer significant potential for creating engaging narrative experiences that are tailored to individual users. Increasingly, applications in education, training, and entertainment are leveraging narrative to create rich interactive experiences in virtual storyworlds. A key challenge posed by these environments is devising accurate models of director agents’ strategies that determine the most appropriate director action to perform for crafting customized story experiences. A promising approach is developing an empirically informed model of director agents’ decision-making strategies. In this paper, we propose a framework for learning models of director agent decision-making strategies by observing human-human interactions in an interactive narrative-centered learning environment. The results are encouraging and suggest that creating empirically driven models of director agent decision-making is a promising approach to interactive narrative.