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Selecting Agents for Narrative Roles

AAAI Conferences

We present ongoing work on a system that accommodates player agency in a digital narrative with an external plot. We focus on key events that should occur in that storyline for dramatic effect, but do not explicitly specify the characters that should fill the roles needed for those events. Instead, we define them abstractly, with characteristics that the selected characters should have (including previous events they should have completed for eligibility), and rely on a Director construct to populate those roles from agents in the selection pool that fit those criteria. Agents begin as largely homogeneous, primordial entities that accumulate data and narrative value from the events in which they participate. This creates an environment that differentiates characters by the actions they perform, conferring worth onto characters that become important to the player based on their direct involvement in the plot. The focus, then, is on defining a priori the what of the narrative, while leaving it to the Director construct to decide at runtime exactly who among a distributed pool of agents carries it out.


Learning and Evaluating Human-Like NPC Behaviors in Dynamic Games

AAAI Conferences

We address the challenges of evaluating the fidelity of AI agents that are attempting to produce human-like behaviors in games. To create a believable and engaging game play experience, designers must ensure that their non-player characters (NPCs) behave in a human-like manner. Today, with the wide popularity of massively-multi-player online games, this goal may seem less important. However, if we can reliably produce human-like NPCs, this can open up an entirely new genre of game play. In this paper, we focus on emulating human behaviors in strategic game settings, and focus on a Social Ultimatum Game as the testbed for developing and evaluating a set of metrics for comparing various autonomous agents to human behavior collected from live experiments.


Autonomous Agents Coordination: Action Languages meet CLP(FD) and Linda

arXiv.org Artificial Intelligence

The paper presents a knowledge representation formalism, in the form of a high-level Action Description Language for multi-agent systems, where autonomous agents reason and act in a shared environment. Agents are autonomously pursuing individual goals, but are capable of interacting through a shared knowledge repository. In their interactions through shared portions of the world, the agents deal with problems of synchronization and concurrency; the action language allows the description of strategies to ensure a consistent global execution of the agents' autonomously derived plans. A distributed planning problem is formalized by providing the declarative specifications of the portion of the problem pertaining a single agent. Each of these specifications is executable by a stand-alone CLP-based planner. The coordination among agents exploits a Linda infrastructure. The proposal is validated in a prototype implementation developed in SICStus Prolog. To appear in Theory and Practice of Logic Programming (TPLP).


MAPP: a Scalable Multi-Agent Path Planning Algorithm with Tractability and Completeness Guarantees

Journal of Artificial Intelligence Research

Multi-agent path planning is a challenging problem with numerous real-life applications. Running a centralized search such as A* in the combined state space of all units is complete and cost-optimal, but scales poorly, as the state space size is exponential in the number of mobile units. Traditional decentralized approaches, such as FAR and WHCA*, are faster and more scalable, being based on problem decomposition. However, such methods are incomplete and provide no guarantees with respect to the running time or the solution quality. They are not necessarily able to tell in a reasonable time whether they would succeed in finding a solution to a given instance. We introduce MAPP, a tractable algorithm for multi-agent path planning on undirected graphs. We present a basic version and several extensions. They have low-polynomial worst-case upper bounds for the running time, the memory requirements, and the length of solutions. Even though all algorithmic versions are incomplete in the general case, each provides formal guarantees on problems it can solve. For each version, we discuss the algorithm's completeness with respect to clearly defined subclasses of instances. Experiments were run on realistic game grid maps. MAPP solved 99.86% of all mobile units, which is 18--22% better than the percentage of FAR and WHCA*. MAPP marked 98.82% of all units as provably solvable during the first stage of plan computation. Parts of MAPP's computation can be re-used across instances on the same map. Speed-wise, MAPP is competitive or significantly faster than WHCA*, depending on whether MAPP performs all computations from scratch. When data that MAPP can re-use are preprocessed offline and readily available, MAPP is slower than the very fast FAR algorithm by a factor of 2.18 on average. MAPP's solutions are on average 20% longer than FAR's solutions and 7--31% longer than WHCA*'s solutions.


Where Are the Hard Manipulation Problems?

Journal of Artificial Intelligence Research

Voting is a simple mechanism to combine together the preferences of multiple agents. Unfortunately, agents may try to manipulate the result by mis-reporting their preferences. One barrier that might exist to such manipulation is computational complexity. In particular, it has been shown that it is NP-hard to compute how to manipulate a number of different voting rules. How- ever, NP-hardness only bounds the worst-case complexity. Recent theoretical results suggest that manipulation may often be easy in practice. In this paper, we show that empirical studies are useful in improving our understanding of this issue. We consider two settings which represent the two types of complexity results that have been identified in this area: manipulation with un-weighted votes by a single agent, and manipulation with weighted votes by a coalition of agents. In the first case, we consider Single Transferable Voting (STV), and in the second case, we consider veto voting. STV is one of the few voting rules used in practice where it is NP-hard to compute how a single agent can manipulate the result when votes are unweighted. It also appears one of the harder voting rules to manipulate since it involves multiple rounds. On the other hand, veto voting is one of the simplest representatives of voting rules where it is NP-hard to compute how a coalition of weighted agents can manipulate the result. In our experiments, we sample a number of distributions of votes including uniform, correlated and real world elections. In many of the elections in our experiments, it was easy to compute how to manipulate the result or to prove that manipulation was impossible. Even when we were able to identify a situation in which manipulation was hard to compute (e.g. when votes are highly correlated and the election is hung), we found that the computational difficulty of computing manipulations was somewhat precarious (e.g. with such hung elections, even a single uncorrelated voter was enough to make manipulation easy to compute).


Representing Conversations for Scalable Overhearing

arXiv.org Artificial Intelligence

Open distributed multi-agent systems are gaining interest in the academic community and in industry. In such open settings, agents are often coordinated using standardized agent conversation protocols. The representation of such protocols (for analysis, validation, monitoring, etc) is an important aspect of multi-agent applications. Recently, Petri nets have been shown to be an interesting approach to such representation, and radically different approaches using Petri nets have been proposed. However, their relative strengths and weaknesses have not been examined. Moreover, their scalability and suitability for different tasks have not been addressed. This paper addresses both these challenges. First, we analyze existing Petri net representations in terms of their scalability and appropriateness for overhearing, an important task in monitoring open multi-agent systems. Then, building on the insights gained, we introduce a novel representation using Colored Petri nets that explicitly represent legal joint conversation states and messages. This representation approach offers significant improvements in scalability and is particularly suitable for overhearing. Furthermore, we show that this new representation offers a comprehensive coverage of all conversation features of FIPA conversation standards. We also present a procedure for transforming AUML conversation protocol diagrams (a standard human-readable representation), to our Colored Petri net representation.


Continuous Strategy Replicator Dynamics for Multi--Agent Learning

arXiv.org Artificial Intelligence

The problem of multi-agent learning and adaptation has attracted a great deal of attention in recent years. It has been suggested that the dynamics of multi agent learning can be studied using replicator equations from population biology. Most existing studies so far have been limited to discrete strategy spaces with a small number of available actions. In many cases, however, the choices available to agents are better characterized by continuous spectra. This paper suggests a generalization of the replicator framework that allows to study the adaptive dynamics of Q-learning agents with continuous strategy spaces. Instead of probability vectors, agents strategies are now characterized by probability measures over continuous variables. As a result, the ordinary differential equations for the discrete case are replaced by a system of coupled integral--differential replicator equations that describe the mutual evolution of individual agent strategies. We derive a set of functional equations describing the steady state of the replicator dynamics, examine their solutions for several two-player games, and confirm our analytical results using simulations.


A Framework for Sequential Planning in Multi-Agent Settings

arXiv.org Artificial Intelligence

This paper extends the framework of partially observable Markov decision processes (POMDPs) to multi-agent settings by incorporating the notion of agent models into the state space. Agents maintain beliefs over physical states of the environment and over models of other agents, and they use Bayesian updates to maintain their beliefs over time. The solutions map belief states to actions. Models of other agents may include their belief states and are related to agent types considered in games of incomplete information. We express the agents autonomy by postulating that their models are not directly manipulable or observable by other agents. We show that important properties of POMDPs, such as convergence of value iteration, the rate of convergence, and piece-wise linearity and convexity of the value functions carry over to our framework. Our approach complements a more traditional approach to interactive settings which uses Nash equilibria as a solution paradigm. We seek to avoid some of the drawbacks of equilibria which may be non-unique and do not capture off-equilibrium behaviors. We do so at the cost of having to represent, process and continuously revise models of other agents. Since the agents beliefs may be arbitrarily nested, the optimal solutions to decision making problems are only asymptotically computable. However, approximate belief updates and approximately optimal plans are computable. We illustrate our framework using a simple application domain, and we show examples of belief updates and value functions.


An Expressive Language and Efficient Execution System for Software Agents

arXiv.org Artificial Intelligence

Software agents can be used to automate many of the tedious, time-consuming information processing tasks that humans currently have to complete manually. However, to do so, agent plans must be capable of representing the myriad of actions and control flows required to perform those tasks. In addition, since these tasks can require integrating multiple sources of remote information ? typically, a slow, I/O-bound process ? it is desirable to make execution as efficient as possible. To address both of these needs, we present a flexible software agent plan language and a highly parallel execution system that enable the efficient execution of expressive agent plans. The plan language allows complex tasks to be more easily expressed by providing a variety of operators for flexibly processing the data as well as supporting subplans (for modularity) and recursion (for indeterminate looping). The executor is based on a streaming dataflow model of execution to maximize the amount of operator and data parallelism possible at runtime. We have implemented both the language and executor in a system called THESEUS. Our results from testing THESEUS show that streaming dataflow execution can yield significant speedups over both traditional serial (von Neumann) as well as non-streaming dataflow-style execution that existing software and robot agent execution systems currently support. In addition, we show how plans written in the language we present can represent certain types of subtasks that cannot be accomplished using the languages supported by network query engines. Finally, we demonstrate that the increased expressivity of our plan language does not hamper performance; specifically, we show how data can be integrated from multiple remote sources just as efficiently using our architecture as is possible with a state-of-the-art streaming-dataflow network query engine.


Measuring Intelligence through Games

arXiv.org Artificial Intelligence

Artificial general intelligence (AGI) refers to research aimed at tackling the full problem of artificial intelligence, that is, create truly intelligent agents. This sets it apart from most AI research which aims at solving relatively narrow domains, such as character recognition, motion planning, or increasing player satisfaction in games. But how do we know when an agent is truly intelligent? A common point of reference in the AGI community is Legg and Hutter's formal definition of universal intelligence, which has the appeal of simplicity and generality but is unfortunately incomputable. Games of various kinds are commonly used as benchmarks for "narrow" AI research, as they are considered to have many important properties. We argue that many of these properties carry over to the testing of general intelligence as well. We then sketch how such testing could practically be carried out. The central part of this sketch is an extension of universal intelligence to deal with finite time, and the use of sampling of the space of games expressed in a suitably biased game description language.