Agents
A Bilinear Programming Approach for Multiagent Planning
Multiagent planning and coordination problems are common and known to be computationally hard. We show that a wide range of two-agent problems can be formulated as bilinear programs. We present a successive approximation algorithm that significantly outperforms the coverage set algorithm, which is the state-of-the-art method for this class of multiagent problems. Because the algorithm is formulated for bilinear programs, it is more general and simpler to implement. The new algorithm can be terminated at any time and-unlike the coverage set algorithm-it facilitates the derivation of a useful online performance bound. It is also much more efficient, on average reducing the computation time of the optimal solution by about four orders of magnitude. Finally, we introduce an automatic dimensionality reduction method that improves the effectiveness of the algorithm, extending its applicability to new domains and providing a new way to analyze a subclass of bilinear programs.
Coalitional Affinity Games and the Stability Gap
Branzei, Simina (University of Waterloo) | Larson, Kate (University of Waterloo)
We present and analyze coalitional affinity games, a family of hedonic games that explicitly model the value that an agent receives from being associated with other agents. We provide a characterization of the social-welfare maximizing coalition structures, and study the stability properties of affinity games, using the core solution concept. Interestingly, we observe that members of the core do not necessarily maximize social welfare. We introduce a new measure, the stability-gap to capture this difference. Using the stability gap, we show that for an interesting class of coalitional affinity games, the difference between the social welfare of a stable coalition structure and a social welfare maximizing coalition structure is bounded by a factor of two, and that this bound is tight.
Learning a Value Analysis Tool For Agent Evaluation
White, Martha (University of Alberta) | Bowling, Michael
Evaluating an agent's performance in a stochastic setting is necessary for agent development, scientific evaluation, and competitions. Traditionally, evaluation is done using Monte Carlo estimation; the magnitude of the stochasticity in the domain or the high cost of sampling, however, can often prevent the approach from resulting in statistically significant conclusions. Recently, an advantage sum technique has been proposed for constructing unbiased, low variance estimates of agent performance. The technique requires an expert to define a value function over states of the system, essentially a guess of the state's unknown value. In this work, we propose learning this value function from past interactions between agents in some target population. Our learned value functions have two key advantages: they can be applied in domains where no expert value function is available and they can result in tuned evaluation for a specific population of agents (e.g., novice versus advanced agents). We demonstrate these two advantages in the domain of poker. We show that we can reduce variance over state-of-the-art estimators for a specific population of limit poker players as well as construct the first variance reducing estimators for no-limit poker and multi-player limit poker.
A Characterisation of Strategy-Proofness for Grounded Argumentation Semantics
Rahwan, Iyad (British University in Dubai and University of Edinburgh) | Larson, Kate (University of Waterloo) | Tohmé, Fernando (LIDIA, Universidad Nacional del Sur)
Recently, Argumentation Mechanism Design (ArgMD) was introduced as a new paradigm for studying argumentation among self-interested agents using game-theoretic techniques. Preliminary results showed a condition under which a direct mechanism based on Dung's grounded semantics is strategy-proof (i.e. truth enforcing). But these early results dealt with a highly restricted form of agent preferences, and assumed agents can only hide, but not lie about, arguments. In this paper, we characterise strategy-proofness under grounded semantics for a more realistic preference class (namely, focal arguments). We also provide the first analysis of the case where agents can lie.
Improving Search In Social Networks by Agent Based Mining
Gursel, Anil (University of Tulsa) | Sen, Sandip (University of Tulsa)
Users share and access large volumes of information on social networking sites like Facebook, Flickr, del.icio.us, etc. Whereas a few of these sites have generic, impersonal searching mechanisms, we have developed an agent-based framework that mines the social network of a user to improve search results. Our Social Network-based Item Search (SNIS) system uses agents that utilize the connections of a user in the social network to facilitate the search for items of interest. Our approach generates targeted search results that can improve the precision of the result returned from a user's query. We have implemented the SNIS agent-based framework in Flickr, a photo-sharing social network, for searching for photos by using tag lists as search queries. We discuss the architecture of SNIS, motivate the searching scheme used, and demonstrate the effectiveness of the SNIS approach by presenting results. We also show how SNIS can be utilized for expertise location.
A General Approach to Environment Design with One Agent
Zhang, Haoqi (Harvard University) | Chen, Yiling (Harvard University) | Parkes, David C. (Harvard University)
The problem of environment design considers a setting in which an interested party aims to influence an agent's decisions by making limited changes to the agent's environment. Zhang and Parkes [2008] first introduced the environment design concept for a specific problem in the Markov Decision Process setting. In this paper, we present a general framework for the formulation and solution of environment design problems. We consider both the case in which the agent's local decision model is known and partially unknown to the interested party, and illustrate the framework and results on a linear programming setting. For the latter problem, we formulate an active, indirect elicitation method and provide conditions for convergence and logarithmic convergence. We relate to the problem of inverse optimization and also offer a game-theoretic interpretation of our methods.
Tractable Multi-Agent Path Planning on Grid Maps
Wang, Ko-Hsin Cindy (The Australian National University and NICTA) | Botea, Adi (NICTA and The The Australian National University)
Multi-agent path planning on grid maps is a challenging problem and has numerous real-life applications. Running a centralized, systematic search such as A* is complete and cost-optimal but scales up poorly in practice, since both the search space and the branching factor grow exponentially in the number of mobile units. Decentralized approaches, which decompose a problem into several subproblems, can be faster and can work for larger problems. However, existing decentralized methods offer no guarantees with respect to completeness, running time, and solution quality. To address such limitations, we introduce MAPP, a tractable algorithm for multi-agent path planning on grid maps. We show that MAPP has low-polynomial worst-case upper bounds for the running time, the memory requirements, and the length of solutions. As it runs in low-polynomial time, MAPP is incomplete in the general case. We identify a class of problems for which our algorithm is complete. We believe that this is the first study that formalises restrictions to obtain a tractable class of multi-agent path planning problems.
Adversarial Uncertainty in Multi-Robot Patrol
Agmon, Noa (Bar-Ilan University) | Kraus, Sarit (Bar-Ilan University) | Kaminka, Gal A. (Bar-Ilan University) | Sadov, Vladimir (Bar-Ilan University)
We study the problem of multi-robot perimeter patrol in adversarial environments, under uncertainty of adversarial behavior. The robots patrol around a closed area using a nondeterministic patrol algorithm. The adversary's choice of penetration point depends on the knowledge it obtained on the patrolling algorithm and its weakness points. Previous work investigated full knowledge and zero knowledge adversaries, and the impact of their knowledge on the optimal algorithm for the robots. However, realistically the knowledge obtained by the adversary is neither zero nor full, and therefore it will have uncertainty in its choice of penetration points. This paper considers these cases, and offers several approaches to bounding the level of uncertainty of the adversary, and its influence on the optimal patrol algorithm. We provide theoretical results that justify these approaches, and empirical results that show the performance of the derived algorithms used by simulated robots working against humans playing the role of the adversary is several different settings.
A Distributed Control Loop for Autonomous Recovery in a Multi-Agent Plan
Micalizio, Roberto (Universita')
This paper considers the execution of a Multi-Agent Plan in a partially observable environment, and faces the problem of recovering from action failures. The paper formalizes a local plan repair strategy, where each agent in the system is responsible for controlling (monitoring and diagnosing) the actions it executes, and for autonomously repairing its own plan when an action failure is detected. The paper describes also how to mitigate the impact of an action failure on the plans of other agents when the local recovery strategy fails.
A Logic for Reasoning about Counterfactual Emotions
Lorini, Emiliano (IRIT) | Schwarzentruber, François (IRIT)
The aim of this work is to propose a logical framework for the specification of cognitive emotions that are based on counterfactual reasoning about agents’ choices. An example of this kind of emotions is regret. In order to meet this objective, we exploit the well-known STIT logic [Belnap et al., 2001; Horty, 2001]. STIT logic has been proposed in the domain of formal philosophy in the nineties and, more recently, it has been imported into the field of theoretical computer science where its formal relationships with other logics for multiagent systems such as ATL and Coalition Logic (CL) have been studied. STIT is a very suitable formalism to reason about choices and capabilities of agents and groups of agents. Unfortunately, the version of STIT with agents and groups has been recently proved to be undecidable. In this work we study a decidable fragment of STIT with agents and groups which is sufficiently expressive for our purpose of formalizing counterfactual emotions.