Agents
Issues in Designing Physical Agents for Dynamic Real-Time Environments World Modeling, Planning, Learning, and Communicating
Visser, Ubbo, Doherty, Patrick
Ohio State University) focused on the use of case-based reasoning for both planning and world modeling. Nicola Muscettola (NASA Ames) focused on reactive behaviors. Laboratory) described an approach Within this general theme, to planning with multiagent the aim was to bring together researchers execution. The presentation ecent developments in multiagent shown promising results in the robotics, intelligent autonomous of Thomas Wagner (University of modeling of autonomous, collaborative vehicles). The common denominator Brement), Christoph Schlieder (University behavior between agents in different that these groups share is the pragmatic of Bamberg), and Ubbo Visser environments.
The St. Thomas Common Sense Symposium: Designing Architectures for Human-Level Intelligence
Minsky, Marvin L., Singh, Push, Sloman, Aaron
To build a machine that has "common sense" was once a principal goal in the field of artificial intelligence. But most researchers in recent years have retreated from that ambitious aim. Instead, each developed some special technique that could deal with some class of problem well, but does poorly at almost everything else. We are convinced, however, that no one such method will ever turn out to be "best," and that instead, the powerful AI systems of the future will use a diverse array of resources that, together, will deal with a great range of problems. To build a machine that's resourceful enough to have humanlike common sense, we must develop ways to combine the advantages of multiple methods to represent knowledge, multiple ways to make inferences, and multiple ways to learn. We held a two-day symposium in St. Thomas, U.S. Virgin Islands, to discuss such a project -- - to develop new architectural schemes that can bridge between different strategies and representations. This article reports on the events and ideas developed at this meeting and subsequent thoughts by the authors on how to make progress.
PHA*: Finding the Shortest Path with A* in An Unknown Physical Environment
Felner, A., Stern, R., Ben-Yair, A., Kraus, S., Netanyahu, N.
We address the problem of finding the shortest path between two points in an unknown real physical environment, where a traveling agent must move around in the environment to explore unknown territory. We introduce the Physical-A* algorithm (PHA*) for solving this problem. PHA* expands all the mandatory nodes that A* would expand and returns the shortest path between the two points. However, due to the physical nature of the problem, the complexity of the algorithm is measured by the traveling effort of the moving agent and not by the number of generated nodes, as in standard A*. PHA* is presented as a two-level algorithm, such that its high level, A*, chooses the next node to be expanded and its low level directs the agent to that node in order to explore it. We present a number of variations for both the high-level and low-level procedures and evaluate their performance theoretically and experimentally. We show that the travel cost of our best variation is fairly close to the optimal travel cost, assuming that the mandatory nodes of A* are known in advance. We then generalize our algorithm to the multi-agent case, where a number of cooperative agents are designed to solve the problem. Specifically, we provide an experimental implementation for such a system. It should be noted that the problem addressed here is not a navigation problem, but rather a problem of finding the shortest path between two points for future usage.
Concurrent Auctions Across The Supply Chain
With the recent technological feasibility of electronic commerce over the Internet, much attention has been given to the design of electronic markets for various types of electronically-tradable goods. Such markets, however, will normally need to function in some relationship with markets for other related goods, usually those downstream or upstream in the supply chain. Thus, for example, an electronic market for rubber tires for trucks will likely need to be strongly influenced by the rubber market as well as by the truck market. In this paper we design protocols for exchange of information between a sequence of markets along a single supply chain. These protocols allow each of these markets to function separately, while the information exchanged ensures efficient global behavior across the supply chain. Each market that forms a link in the supply chain operates as a double auction, where the bids on one side of the double auction come from bidders in the corresponding segment of the industry, and the bids on the other side are synthetically generated by the protocol to express the combined information from all other links in the chain. The double auctions in each of the markets can be of several types, and we study several variants of incentive compatible double auctions, comparing them in terms of their efficiency and of the market revenue.
Report on the Second International Joint Conference on Autonomous Agents and Multiagent Systems
Rosenschein, Jeffrey S., Wooldridge, Michael
The Second International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS-03) was held in Melbourne, Australia, in July 2003. Attracting nearly 500 delegates, the event confirmed AAMAS as the academic main event for researchers with an interest in multiagent systems. We summarize the conference highlights and report on the associated workshops, tutorials, and emerging trends.
Report on the Second International Joint Conference on Autonomous Agents and Multiagent Systems
Rosenschein, Jeffrey S., Wooldridge, Michael
The Second International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS-03) was held in Melbourne, Australia, in July 2003. Attracting nearly 500 delegates, the event confirmed AAMAS as the academic main event for researchers with an interest in multiagent systems. We summarize the conference highlights and report on the associated workshops, tutorials, and emerging trends.
K-Implementation
This paper discusses an interested party who wishes to influence the behavior of agents in a game (multi-agent interaction), which is not under his control. The interested party cannot design a new game, cannot enforce agents' behavior, cannot enforce payments by the agents, and cannot prohibit strategies available to the agents. However, he can influence the outcome of the game by committing to non-negative monetary transfers for the different strategy profiles that may be selected by the agents. The interested party assumes that agents are rational in the commonly agreed sense that they do not use dominated strategies. Hence, a certain subset of outcomes is implemented in a given game if by adding non-negative payments, rational players will necessarily produce an outcome in this subset. Obviously, by making sufficiently big payments one can implement any desirable outcome. The question is what is the cost of implementation? In this paper we introduce the notion of k-implementation of a desired set of strategy profiles, where k stands for the amount of payment that need to be actually made in order to implement desirable outcomes. A major point in k-implementation is that monetary offers need not necessarily materialize when following desired behaviors. We define and study k-implementation in the contexts of games with complete and incomplete information. In the latter case we mainly focus on the VCG games. Our setting is later extended to deal with mixed strategies using correlation devices. Together, the paper introduces and studies the implementation of desirable outcomes by a reliable party who cannot modify game rules (i.e. provide protocols), complementing previous work in mechanism design, while making it more applicable to many realistic CS settings.
Price Prediction in a Trading Agent Competition
Wellman, M. P., Reeves, D. M., Lochner, K. M., Vorobeychik, Y.
The 2002 Trading Agent Competition (TAC) presented a challenging market game in the domain of travel shopping. One of the pivotal issues in this domain is uncertainty about hotel prices, which have a significant influence on the relative cost of alternative trip schedules. Thus, virtually all participants employ some method for predicting hotel prices. We survey approaches employed in the tournament, finding that agents apply an interesting diversity of techniques, taking into account differing sources of evidence bearing on prices. Based on data provided by entrants on their agents' actual predictions in the TAC-02 finals and semifinals, we analyze the relative efficacy of these approaches. The results show that taking into account game-specific information about flight prices is a major distinguishing factor. Machine learning methods effectively induce the relationship between flight and hotel prices from game data, and a purely analytical approach based on competitive equilibrium analysis achieves equal accuracy with no historical data. Employing a new measure of prediction quality, we relate absolute accuracy to bottom-line performance in the game.
Learning in Zero-Sum Team Markov Games Using Factored Value Functions
Lagoudakis, Michail G., Parr, Ronald
We present a new method for learning good strategies in zero-sum Markov games in which each side is composed of multiple agents collaborating against an opposing team of agents. Our method requires full observability and communication during learning, but the learned policies can be executed in a distributed manner. The value function is represented as a factored linear architecture and its structure determines the necessary computational resources and communication bandwidth. This approach permits a tradeoff between simple representations with little or no communication between agents and complex, computationally intensive representations with extensive coordination between agents. Thus, we provide a principled means of using approximation to combat the exponential blowup in the joint action space of the participants. The approach is demonstrated with an example that shows the efficiency gains over naive enumeration.
Learning in Zero-Sum Team Markov Games Using Factored Value Functions
Lagoudakis, Michail G., Parr, Ronald
We present a new method for learning good strategies in zero-sum Markov games in which each side is composed of multiple agents collaborating against an opposing team of agents. Our method requires full observability and communication during learning, but the learned policies can be executed in a distributed manner. The value function is represented as a factored linear architecture and its structure determines the necessary computational resources and communication bandwidth. This approach permits a tradeoff between simple representations with little or no communication between agents and complex, computationally intensive representations with extensive coordination between agents. Thus, we provide a principled means of using approximation to combat the exponential blowup in the joint action space of the participants. The approach is demonstrated with an example that shows the efficiency gains over naive enumeration.