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An Efficient Majority-Rule-Based Approach for Collective Decision Making with CP-Nets

AAAI Conferences

This paper addresses the problem of collective decision making in the case where the agents' preferences are represented by CP-nets (Conditional Preference Networks). Most existing works either do not consider the computational issues, or depend on a strong assumption that all the agents share a common preferential independence structure. To this end, this paper proposes an efficient approach, called CDMCP (Collective Decision Making with CP-nets), for aggregating multiple agentsโ€™ preferences according to majority rule. The proposed approach allows the agents to have different preferential independence structures and is computationally efficient.


Integrating Action Calculi and AgentSpeak: Closing the Gap

AAAI Conferences

Existing action calculi provide rich, declarative formalisms for reasoning about actions. BDI-based programming languages like AgentSpeak, on the other hand, are procedural and geared towards practical applications of cognitive agents. In this paper, we close the gap between these two lines of research by integrating action calculi and AgentSpeak programs. Specifically, we develop a new and purely declarative semantics for AgentSpeak, which paves the way for combining this language with any suitable action calculus in a strictly modular fashion. As the main technical result, we prove that the new declarative semantics is correct wrt. the standard operational semantics for AgentSpeak. This provides the basis for a modular integration of a BDI-based agent programming language with sophisticated methods for reasoning about actions.


Situation Calculus Based Programs for Representing and Reasoning about Game Structures

AAAI Conferences

A wide range of problems, from contingent and multiagent planning to process/service orchestration, can be viewed as games. In many of these, it is natural to spec- ify the possible behaviors procedurally. In this paper, we develop a logical framework for specifying these types of problems/games based on the situation calculus and ConGolog. The framework incorporates game-theoretic path quantifiers as in ATL. We show that the framework can be used to model such problems in a natural way. We also show how verification/synthesis techniques can be used to solve problems expressed in the framework. In particular, we develop a method for dealing with infinite state settings using fixpoint approximation and โ€œcharacteristic graphsโ€.


A Comparison of Algorithms for Solving the Multiagent Simple Temporal Problem

AAAI Conferences

The Simple Temporal Problem (STP) is a popular representation for solving centralized scheduling and planning problems. When scheduling agents are associated with different users who need to coordinate some of their activities, however, considerations such as privacy and scalability suggest solving the joint STP in a more distributed manner. Building on recent advances in STP algorithms that exploit loosely-coupled problem structure, this paper develops and evaluates algorithms for solving the multiagent STP. We define a partitioning of the multiagent STP with provable privacy guarantees, and show that our algorithms can exploit this partitioning while still finding the tightest consistent bounds on timepoints that must be coordinated across agents. We also demonstrate empirically that our algorithms can exploit concurrent computation, leading to solution time speed-ups over state-of-the-art centralized approaches, and enabling scalability to problems involving larger numbers of loosely-coupled agents.


Multiattribute Auctions Based on Generalized Additive Independence

Journal of Artificial Intelligence Research

We develop multiattribute auctions that accommodate generalized additive independent (GAI) preferences. We propose an iterative auction mechanism that maintains prices on potentially overlapping GAI clusters of attributes, thus decreases elicitation and computational burden, and creates an open competition among suppliers over a multidimensional domain. Most significantly, the auction is guaranteed to achieve surplus which approximates optimal welfare up to a small additive factor, under reasonable equilibrium strategies of traders. The main departure of GAI auctions from previous literature is to accommodate non-additive trader preferences, hence allowing traders to condition their evaluation of specific attributes on the value of other attributes. At the same time, the GAI structure supports a compact representation of prices, enabling a tractable auction process. We perform a simulation study, demonstrating and quantifying the significant efficiency advantage of more expressive preference modeling. We draw random GAI-structured utility functions with various internal structures, generate additive functions that approximate the GAI utility, and compare the performance of the auctions using the two representations. We find that allowing traders to express existing dependencies among attributes improves the economic efficiency of multiattribute auctions.


Reasoning About the Transfer of Control

Journal of Artificial Intelligence Research

We present DCL-PC: a logic for reasoning about how the abilities of agents and coalitions of agents are altered by transferring control from one agent to another. The logical foundation of DCL-PC is CL-PC, a logic for reasoning about cooperation in which the abilities of agents and coalitions of agents stem from a distribution of atomic Boolean variables to individual agents -- the choices available to a coalition correspond to assignments to the variables the coalition controls. The basic modal constructs of DCL-PC are of the form `coalition C can cooperate to bring about phi'. DCL-PC extends CL-PC with dynamic logic modalities in which atomic programs are of the form `agent i gives control of variable p to agent j'; as usual in dynamic logic, these atomic programs may be combined using sequence, iteration, choice, and test operators to form complex programs. By combining such dynamic transfer programs with cooperation modalities, it becomes possible to reason about how the power of agents and coalitions is affected by the transfer of control. We give two alternative semantics for the logic: a `direct' semantics, in which we capture the distributions of Boolean variables to agents; and a more conventional Kripke semantics. We prove that these semantics are equivalent, and then present an axiomatization for the logic. We investigate the computational complexity of model checking and satisfiability for DCL-PC, and show that both problems are PSPACE-complete (and hence no worse than the underlying logic CL-PC). Finally, we investigate the characterisation of control in DCL-PC. We distinguish between first-order control -- the ability of an agent or coalition to control some state of affairs through the assignment of values to the variables under the control of the agent or coalition -- and second-order control -- the ability of an agent to exert control over the control that other agents have by transferring variables to other agents. We give a logical characterisation of second-order control.


LEXSYS: Architecture and Implication for Intelligent Agent systems

arXiv.org Artificial Intelligence

LEXSYS, (Legume Expert System) was a project conceived at IITA (International Institute of Tropical Agriculture) Ibadan Nigeria. It was initiated by the COMBS (Collaborative Group on Maize-Based Systems Research in the 1990. It was meant for a general framework for characterizing on-farm testing for technology design for sustainable cereal-based cropping system. LEXSYS is not a true expert system as the name would imply, but simply a user-friendly information system. This work is an attempt to give a formal representation of the existing system and then present areas where intelligent agent can be applied.


Dynamic Execution of Temporal Plans for Temporally Fluid Human-Robot Teaming

AAAI Conferences

Introducing robots as teammates in medical, space, and military domains raises interesting and challenging human factors issues that do not necessarily arise in multi-robot coordination. For example, we must consider how to design robots that integrate seamlessly with human group dynamics. An essential quality of a good human partner is her ability to robustly anticipate and adapt to other team members and the environment. Robots should preserve this ability and avoid constraining their human partnersโ€™ flexibility to act. This requires that the robot partner be capable of reasoning quickly online, and adapting to the humansโ€™ actions in a temporally fluid way. This paper describes recent advances in dynamic plan execution, and argues that these advances provide a potentially powerful framework for explicitly modeling and efficiently reasoning on temporal information for human-robot interaction. We describe an executive named Chaski that enables a robot to coordinate with a human to execute a shared plan under different models of teamwork. We have applied Chaski to demonstrate teamwork using two Barrett Whole Arm Manipulators, and describe our ongoing work to demonstrate temporally fluid human-robot teaming using the Mobile-Dexterous-Social (MDS) robot.


Complex AI on Small Embedded Systems: Humanoid Robotics using Mobile Phones

AAAI Conferences

Until recent years, the development of real-world humanoid robotics applications has been hampered by a lack of available mobile computational power. Unlike wheeled platforms, which can reasonably easily be expected to carry a payload of computers and batteries, humanoid robots couple a need for complex control over many degrees of freedom with a form where any significant payload complicates the balancing and control problem itself. In the last few years, however, an significant number of options for embedded processing suitable for humanoid robots have appeared (e.g. miniaturized motherboards such as beagle boards), along with ever-smaller and more powerful battery technology. Part of the drive for these embedded hardware breakthroughs has been the increasing demand by consumers for more sophisticated mobile phone applications, and these modern devices now supply much in the way of sensor technology that is also potentially of use to roboticists (e.g. accelerometers, cameras, GPS). In this paper, we explore the use of modern mobile phones as a vehicle for the sophisticated AI necessary for autonomous humanoid robots.


Exploring the Implications of Time in Discrete Event Social Simulations

AAAI Conferences

Representing human behavior and cognition, from individuals to societies, presents a range of challenges to the modeling and simulation community. A common thread through many of these challenges is formulating an authentic representation of time. Many of the issues related to time representation, from the sequencing of cognitive decision processes and information processing, to communication and interaction between agents, to the longer term time scales associated with ideas such as belief revision, remain open research areas throughout the community. The inherent variability between human subjects makes generalization difficult even with data from designed experiments. Discrete event simulation (DES) provides a well-documented alternative to time-step simulation and shows potential for applications across the domain of human behavior representation. This paper provides an overview of a modular discrete event framework for social simulation, along with the social and behavioral theories underlying the currently implemented modules. We discuss the practical challenges presented by time in the representation of human cognition, and provide a case study analysis of the output of the discrete event social simulation.