Goto

Collaborating Authors

 Agents


DCOPs Meet the Real World: Exploring Unknown Reward Matrices with Applications to Mobile Sensor Networks

AAAI Conferences

Buoyed by recent successes in the area of distributed constraint optimization problems (DCOPs), this paper addresses challenges faced when applying DCOPs to real-world domains. Three fundamental challenges must be addressed for a class of real-world domains, requiring novel DCOP algorithms. First, agents may not know the payoff matrix and must explore the environment to determine rewards associated with variable settings. Second, agents may need to maximize total accumulated reward rather than instantaneous final reward. Third, limited time horizons disallow exhaustive exploration of the environment. We propose and implement a set of novel algorithms that combine decision-theoretic exploration approaches with DCOP-mandated coordination. In addition to simulation results, we implement these algorithms on robots, deploying DCOPs on a distributed mobile sensor network.


Collaborative Multi Agent Physical Search with Probabilistic Knowledge

AAAI Conferences

This paper considers the setting wherein a group of agents (e.g., robots) is seeking to obtain a given tangible good, potentially available at different locations in a physical environment. Traveling between locations, as well as acquiring the good at any given location consumes from the resources available to the agents (e.g., battery charge). The availability of the good at any given location, as well as the exact cost of acquiring the good at the location is not fully known in advance, and observed only upon physically arriving at the location. However, a-priori probabilities on the availability and potential cost are provided. Given such as setting, the problem is to find a strategy/plan that maximizes the probability of acquiring the good while minimizing resource consumption. Sample applications include agents in exploration and patrol missions, e.g., rovers on Mars seeking to mine a specific mineral. Although this model captures many real world scenarios, it has not been investigated so far. We focus on the case where locations are aligned along a path, and study several variants of the problem, analyzing the effects of communication and coordination. For the case that agents can communicate, we present a polynomial algorithm that works for any fixed number of agents. For non-communicating agents, we present a polynomial algorithm that is suitable for any number of agents. Finally, we analyze the difference between homogeneous and heterogeneous agents, both with respect to their allotted resources and with respect to their capabilities.


Strengthening Schedules Through Uncertainty Analysis

AAAI Conferences

In this paper, we describe an approach to scheduling under uncertainty that achieves scalability through a coupling of deterministic and probabilistic reasoning. Our specific focus is a class of oversubscribed scheduling problems where the goal is to maximize the reward earned by a team of agents in a distributed execution environment. ย There is uncertainty in both the duration and ย outcomes of executed activities. To ensure scalability, our solution approach takes as its starting point an initial deterministic schedule for the agents, computed using expected duration reasoning. This initial agent schedule is probabilistically analyzed to find likely points of failure, and then selectively strengthened based on this analysis. For each scheduled activity, the probability of failing and the impact that failure would have on the schedule's overall reward are calculated and used to focus schedule strengthening actions. Such actions generally entail fundamental trade-offs; for example, modificationsย that increase the certainty that a high-reward activity succeeds may decrease the schedule slack available to accommodate uncertainty during execution. We describe a principled approach to handling these trade-offs based on the schedule's "expected reward," using it as a metric to ensure that all schedule modifications are ultimately beneficial. Finally, we present experimental results obtained using a multi-agent simulation environment, which confirm that executing schedules strengthened in this way result in significantly higher rewards than are achieved by executing the corresponding initial schedules.


Computing Equilibria in Multiplayer Stochastic Games of Imperfect Information

AAAI Conferences

Computing a Nash equilibrium in multiplayer stochastic games is a notoriously difficult problem. Prior algorithms have been proven to converge in extremely limited settings and have only been tested on small problems. In contrast, we recently presented an algorithm for computing approximate jam/fold equilibrium strategies in a three-player no-limit Texas hold'em tournament โ€” a very large real-world stochastic game of imperfect information. In this paper we show that it is possible for that algorithm to converge to a non-equilibrium strategy profile. However, we develop an ex post procedure that determines exactly how much each player can gain by deviating from his strategy, and confirm that the strategies computed in that earlier paper actually do constitute an epsilon-equilibrium for a very small epsilon (0.5% of the tournament entry fee). Next, we develop several new algorithms for computing a Nash equilibrium in multiplayer stochastic games (with perfect or imperfect information) which can provably never converge to a non-equilibrium. Experiments show that one of these algorithms outperforms the original algorithm on the same poker tournament. In short, we present the first algorithms for provably computing an epsilon-equilibrium of a large stochastic game for small epsilon. Finally, we present an efficient algorithm that minimizes external regret in both the perfect and imperfect information case.


Commitment Tracking via the Reactive Event Calculus

AAAI Conferences

Runtime commitment verification is an important, open issue in multiagent research. To address it, we build on Yolum and Singh's formalization of commitment operations, on Chittaro and Montanari's cached event calculus, and on the SCIFF abductive logic programming proof-procedure. We propose a framework consisting of a declarative and compact language to express the domain knowledge, and a reactive and complete procedure to track the status of commitments effectively, producing provably sound and irrevocable answers.


Simple Coalitional Games with Beliefs

AAAI Conferences

We introduce coalitional games with beliefs (CGBs), a natural generalization of coalitional games to environments where agents possess private beliefs regarding the capabilities (or types) of others. We put forward a model to capture such agent-type uncertainty, and study coalitional stability in this setting. Specifically, we introduce a notion of the core for CGBs, both with and without coalition structures. For simple games without coalition structures, we then provide a characterization of the core that matches the one for the full information case, and use it to derive a polynomial-time algorithm to check core nonemptiness. In contrast, we demonstrate that in games with coalition structures allowing beliefs increases the computational complexity of stability-related problems. In doing so, we introduce and analyze weighted voting games with beliefs, which may be of independent interest. Finally, we discuss connections between our model and other classes of coalitional games.


Planning Games

AAAI Conferences

We introduce planning games, a study of interactions of self-motivated agents in automated planning settings. Planning games extend STRIPS-like models of single-agent planning to systems of multiple self-interested agents, providing a rich class of structured games that capture subtle forms of local interactions. We consider two basic models of planning games and adapt game-theoretic solution concepts to these models.ย  In both models, agents may need to cooperate in order to achieve their goals, but are assumed to do so only in order to increase their net benefit. For each model we study the computational problem of finding a stable solution and provide efficient algorithms for systems exhibiting acyclic interaction structure.


Algorithms and Complexity Results for Pursuit-Evasion Problems

AAAI Conferences

We study pursuit-evasion problems where a number of pursuers have to clear a given graph. We study when polynomial-time algorithms exist to determine how many pursuers are needed to clear a given graph and how a given number of pursuers should move on the graph to clear it with either a minimum sum of their travel distances or minimum task-completion time. We generalize prior work to both unit-width arbitrary-length and unit-length arbitrary-width graphs and derive both algorithms and complexity results for a variety of graph topologies. In this context, we describe a polynomial-time algorithm, called CLEARTHETREE, that is much shorter and algorithmically simpler than the state-of-the-art algorithm for the minimum pursuer problem on trees. Our theoretical research lays a firm theoretical foundation for pursuit evasion on graphs and informs practitioners about which problems are easy and which ones are hard.


Using Reasoning Patterns to Helps Humans Solve Complex Games

AAAI Conferences

We propose a novel method for helping humans make good decisions in complex games, for which common equilibrium solutions may be too difficult to compute or not relevant. Our method leverages and augments humans' natural use of arguments in the decision making process. We believe that, if computers were capable of generating similar arguments from the mathematical description of a game, and presented those to a human decision maker, the synergies would result in better performance overall. The theory of reasoning patterns naturally lends itself to such a use. We use reasoning patterns to derive localized evaluation functions for each decision in a game, then present their output to humans. We have implemented this approach in a repeated principal-agent game, and used it to generate advice given to subjects. Experimental results show that humans who received advice performed better than those who did not.


Nonmanipulable Selections from a Tournament

AAAI Conferences

A tournament is a binary dominance relation on a set of alternatives. Tournaments arise in many contexts that are relevant to AI, most notably in voting (as a method to aggregate the preferences of agents). There are many works that deal with choice rules that select a desirable alternative from a tournament, but very few of them deal directly with incentive issues, despite the fact that game-theoretic considerations are crucial with respect to systems populated by selfish agents. We deal with the problem of the manipulation of choice rules by considering two types of manipulation. We say that a choice rule is monotonic if an alternative cannot get itself selected by losing on purpose, and pairwise nonmanipulable if a pair of alternatives cannot make one of them the winner by reversing the outcome of the match between them. Our main result is a combinatorial construction of a choice rule that is monotonic, pairwise nonmanipulable, and onto the set of alternatives, for any number of alternatives besides three.