Goto

Collaborating Authors

 Technology


Preference Aggregation over Restricted Ballot Languages: Sincerity and Strategy-Proofness

AAAI Conferences

Voting theory can provide useful insights for multiagent preference aggregation. However, the standard setting assumes voters with preferences that are total orders, as well as a ballot language that coincides with the preference language. In typical AI scenarios, these assumptions do not hold: certain alternatives may be incomparable for some agents, and others may have their preferences encoded in a format that is different from how the preference aggregation mechanism wants them. We study the consequences of dropping these assumptions. In particular, we investigate the consequences for the important notion of strategy-proofness. While strategy-proofness cannot be guaranteed in the classical setting, we are able to show that there are situations in our more general framework where this is possible. We also consider computational aspects of the problem.


Learning Graphical Game Models

AAAI Conferences

Graphical games provide compact representation of a multiagent interaction when agents' payoffs depend only on actions of agents in their local neighborhood. We formally describe the problem of learning a graphical game model from limited observation of the payoff function, define three performance metrics for evaluating learned games, and investigate several learning algorithms based on minimizing empirical loss. Our first algorithm is a branch-and-bound search, which takes advantage of the structure of the empirical loss function to derive upper and lower bounds on loss at every node of the search tree. We also examine a greedy heuristic and local search algorithms. Our experiments with directed graphical games show that (i) when only a small sample of profile payoffs is available, branch-and-bound significantly outperforms other methods, and has competitive running time, but (ii) when many profiles are observed, greedy is nearly optimal and considerably better than other methods, at a fraction of branch-and-bound's running time. The results are comparable for undirected graphical games and when payoffs are sampled with noise.


Preference Functions That Score Rankings and Maximum Likelihood Estimation

AAAI Conferences

In social choice, a preference function (PF) takes a set of votes (linear orders over a set of alternatives) as input, and produces one or more rankings (also linear orders over the alternatives) as output. Such functions have many applications, for example, aggregating the preferences of multiple agents, or merging rankings (of, say, webpages) into a single ranking. The key issue is choosing a PF to use. One natural and previously studied approach is to assume that there is an unobserved "correct" ranking, and the votes are noisy estimates of this. Then, we can use the PF that always chooses the maximum likelihood estimate (MLE) of the correct ranking. In this paper, we define simple ranking scoring functions (SRSFs) and show that the class of neutral SRSFs is exactly the class of neutral PFs that are MLEs for some noise model. We also define composite ranking scoring functions (CRSFs) and show a condition under which these coincide with SRSFs. We study key properties such as consistency and continuity, and consider some example PFs. In particular, we study Single Transferable Vote (STV), a commonly used PF, showing that it is a CRSF but not an SRSF, thereby clarifying the extent to which it is an MLE function. This also gives a new perspective on how ties should be broken under STV. We leave some open questions.


How Hard Is It to Control Sequential Elections Via the Agenda?

AAAI Conferences

Voting on multiple related issues is an important and difficult problem. The key difficulty is that the number of alternatives is exponential in the number of issues, and hence it is infeasible for the agents to rank all the alternatives. A simple approach is to vote on the issues one at a time, in sequence; however, a drawback is that the outcome may depend on the order in which the issues are voted upon and decided, which gives the chairperson some control over the outcome of the election because she can strategically determine the order. While this is undeniably a negative feature of sequential voting, in this paper we temper this judgment by showing that the chairperson's control problem is, in most cases, computationally hard.


Compiling the Votes of a Subelectorate

AAAI Conferences

In many practical contexts where a number of agents have to find a common decision, the votes do not come all together at the same time. In such situations, we may want to preprocess the information given by the subelectorate (consisting of the voters who have expressed their votes) so as to ``compile'' the known votes for the time when the latecomers have expressed their votes. We study the amount of space necessary for such a compilation, as a function of the voting rule, the number of candidates, and the number of votes already known. We relate our results to existing work, especially on communication complexity.


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.  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.


Conditional Importance Networks: A Graphical Language for Representing Ordinal, Monotonic Preferences over Sets of Goods

AAAI Conferences

While there are several languages for representing combinatorial preferences over sets of alternatives, none of these are well-suited to the representation of ordinal preferences over sets of goods (which are typically required to be monotonic). We propose such a language, taking inspiration from previous work on graphical languages for preference representation, specifically CP-nets, and introduce conditional importance networks (CI-nets).  A CI-net includes statements of the form "if I have a set A of goods, and I do not have any of the goods from some other set B, then I prefer the set of goods C over the set of goods D." We investigate expressivity and complexity issues for CI-nets. Then we show that CI-nets are well-suited to the description of fair division problems.


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.