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Creating Dynamic Story Plots with Continual Multiagent Planning

AAAI Conferences

An AI system that is to create a story (autonomously or in interaction with human users) requires capabilities from many subfields of AI in order to create characters that themselves appear to act intelligently and believably in a coherent story world. Specifically, the system must be able to reason about the physical actions and verbal interactions of the characters as well as their perceptions of the world. Furthermore it must make the characters act believably--i.e. in a goal-directed yet emotionally plausible fashion. Finally, it must cope with (and embrace!) the dynamics of a multiagent environment where beliefs, sentiments, and goals may change during the course of a story and where plans are thwarted, adapted and dropped all the time.ย  In this paper, we describe a representational and algorithmic framework for modelling such dynamic story worlds, Continual Multiagent Planning. It combines continual planning (i.e. an integrated approach to planning and execution) with a rich description language for modelling epistemic and affective states, desires and intentions, sensing and communication. Analysing story examples generated by our implemented system we show the benefits of such an integrated approach for dynamic plot generation.


A Distributed Algorithm for Optimising over Pure Strategy Nash Equilibria

AAAI Conferences

We develop an efficient algorithm for computing pure strategy Nash equilibria that satisfy various criteria (such as the utilitarian or Nash-Bernoulli social welfare functions) in games with sparse interaction structure. Our algorithm, called Valued Nash Propagation (VNP), integrates the optimisation problem of maximising a criterion with the constraint satisfaction problem of finding a game's equilibria to construct a criterion that defines a c -semiring. Given a suitably compact game structure, this criterion can be efficiently optimised using message-passing. To this end, we first show that VNP is complete in games whose interaction structure forms a hypertree. Then, we go on to provide theoretic and empirical results justifying its use on games with arbitrary structure; in particular, we show that it computes the optimum >82% of the time and otherwise selects an equilibrium that is always within 2% of the optimum on average.


Team Formation with Heterogeneous Agents in Computer Games

AAAI Conferences

Forming teams using heterogeneous agents that perform well together to accomplish a task in a game can be a challenging problem. There can often be an enormous amount of combinations to look through, and having an agent that is really good at a particular task is no guarantee that agent will perform well on a team with members with different abilities. Picking a good team is important, as changing teams is often not allowed midway through a task.


Accounting Mechanisms for Distributed Work Systems

AAAI Conferences

In distributed work systems, individual users perform work for other users. A significant challenge in these systems is to provide proper incentives for users to contribute as much work as they consume, even when monitoring is not possible. We formalize the problem of designing "incentive-compatible accounting mechanisms" that measure the net contributions of users, despite relying on voluntary reports. We introduce the Drop-Edge Mechanism that removes any incentive for a user to manipulate via misreports about work contributed or consumed. We prove that Drop-Edge provides a good approximation to a user's net contribution, and is accurate in the limit as the number of users grows. We demonstrate very good welfare properties in simulation compared to an existing, manipulable mechanism. In closing, we show the power of sybil attacks in accounting mechanisms and discuss our ongoing work, including a real-world implementation and evaluation of the Drop-Edge Mechanism in a BitTorrent client.


Goal-Driven Autonomy in a Navy Strategy Simulation

AAAI Conferences

Modern complex games and simulations pose many challenges for an intelligent agent, including partial observability, continuous time and effects, hostile opponents, and exogenous events. We present ARTUE (Autonomous Response to Unexpected Events), a domain-independent autonomous agent that dynamically reasons about what goals to pursue in response to unexpected circumstances in these types of environments. ARTUE integrates AI research in planning, environment monitoring, explanation, goal generation, and goal management. To explain our conceptualization of the problem ARTUE addresses, we present a new conceptual framework, goal-driven autonomy, for agents that reason about their goals. We evaluate ARTUE on scenarios in the TAO Sandbox, a Navy training simulation, and demonstrate its novel architecture, which includes components for Hierarchical Task Network planning, explanation, and goal management. Our evaluation shows that ARTUE can perform well in a complex environment and that each component is necessary and contributes to the performance of the integrated system.


Finding Optimal Solutions to Cooperative Pathfinding Problems

AAAI Conferences

In cooperative pathfinding problems, non-interfering paths that bring each agent from its current state to its goal state must be planned for multiple agents. We present the first practical, admissible, and complete algorithm for solving problems of this kind. First, we propose a technique called operator decomposition, which can be used to reduce the branching factors of many search algorithms, including algorithms for cooperative pathfinding. We then show how a type of independence common in instances of cooperative pathfinding problems can be exploited. Next, we take the idea of exploiting independent subproblems further by adding improvements that allow the algorithm to recognize many more cases of such independence. Finally, we show empirically that these techniques drastically improve the performance of the standard admissible algorithm for the cooperative pathfinding problem, and that their combination results in a complete algorithm capable of optimally solving relatively large problems in milliseconds.


Approximate Coalition Structure Generation

AAAI Conferences

Coalition formation is a fundamental problem in multi-agent systems. In characteristic function games (CFGs), each coalition C of agents is assigned a value indicating the joint utility those agents will receive if C is formed. CFGs are an important class of cooperative games; however, determining the optimal coalition structure, partitioning of the agents into a set of coalitions that maximizes the social welfare, currently requires O (3 n ) time for n agents. In light of the high computational complexity of the coalition structure generation problem, a natural approach is to relax the optimality requirement and attempt to find an approximate solution that is guaranteed to be close to optimal. Unfortunately, it has been shown that guaranteeing a solution within any factor of the optimal requires ฮฉ(2 n ) time. Thus, the best that can be hoped for is to find an algorithm that returns solutions that are guaranteed to be as close to the optimal as possible, in as close to O (2 n ) time as possible. This paper contributes to the state-of-the-art by presenting an algorithm that achieves better quality guarantees with lower worst case running times than all currently existing algorithms. Our approach is also the first algorithm to guarantee a constant factor approximation ratio, 1/8, in the optimal time of O (2 n . The previous best ratio obtainable in O (2 n ) was 2/ n .


Envy Quotes and the Iterated Core-Selecting Combinatorial Auction

AAAI Conferences

Using a model of agent behavior based around envy-reducing strategies, we describe an iterated combinatorial auction in which the allocation and prices converge to a solution in the core of the agents' true valuations. In each round of the iterative auction mechanism, agents act on envy quotes produced by the mechanism: hints that suggest the prices of the bundles they are interested in. We describe optimal methods of generating envy quotes for various core-selecting mechanisms. Prior work on core-selecting combinatorial auctions has required agents to have perfect information about every agent's valuations to achieve a solution in the core. In contrast, here a core solution is reached even in the private information setting.


On the Reputation of Agent-Based Web Services

AAAI Conferences

Maintaining a sound reputation mechanism requires a robust control and investigation. In this paper, we propose a game-theoretic analysis of a reputation mechanism that objectively maintains accurate reputation evaluation of selfish agent-based web services. In this framework, web services are ranked using their reputation as a result of provided feedback reflecting consumers' satisfaction about the offered services. However, selfish web services may alter their public reputation level by managing to get fake feedback. In this paper, game-theoretic analysis investigates the payoffs of different situations and elaborates on the facts that discourage web services to act maliciously.


Coalition Structure Generation based on Distributed Constraint Optimization

AAAI Conferences

Forming effective coalitions is a major research challenge in AI and multi-agent systems (MAS). Coalition Structure generation (CSG) involves partitioning a set of agents into coalitions so that social surplus (the sum of the rewards of all coalitions) is maximized. A partition is called a Coalition Structure (CS). In traditional works, the value of a coalition is given by a black box function called a characteristic function. In this paper, we propose a novel formalization of CSG, i.e., we assume the value of a characteristic function is given by an optimal solution of a distributed constraint optimization problem (DCOP) among the agents of a coalition. A DCOP is a popular approach for modeling cooperative agents, since it is quite general and can formalize various application problems in MAS. At first glance, one might assume that the computational costs required in this approach would be too expensive, since we need to solve an NP-hard problem just to obtain the value of a single coalition. To optimally solve a CSG, we might need to solve n-th power of 2 DCOP problem instances, where n is the number of agents. However, quite surprisingly, we show that an approximation algorithm, whose computational cost is about the same as solving just one DCOP, can find a CS with quality guarantees. More specifically, we develop an algorithm with parameter k that can find a CS whose social surplus is at least max(k/(w*+1), 2k/n) of the optimal CS, where w* is the tree width of a constraint graph. When k=1, the complexity of this algorithm is about the same as solving just one DCOP. These results illustrate that the locality of interactions among agents, which is explicitly modeled in the DCOP formalization, is quite useful in developing an efficient CSG algorithm with quality guarantees.