Session R – Red Session
R1
Computational models of motivation are tools that artificial agents can use to autonomously identify, prioritize, and select the goals they will pursue. Previous research has focused on developing computational models of arousal-based theories of motivation, including novelty, curiosity and interest. However, arousal-based theories represent only one aspect of motivation. In humans, for example, curiosity is tempered by other motivations such as the need for health, safety, competence, a sense of belonging, esteem from others or influence over others. To create artificial agents that can identify and prioritize their goals according to this broader range of needs, new kinds of computational models of motivation are required. This paper expands our `motivation toolbox' with a new computational model of achievement motivation for artificial agents. The model uses sigmoid curves to model approach of success and avoidance of failure. An experiment from human psychology is simulated to test the new model in virtual agents. The results are compared to human results and existing theoretical and computational models. Results show that virtual agents using our model exhibit statistically similar goal-selection characteristics to humans with corresponding motive profiles. In addition, our model outperforms existing models of achievement motivation in this respect.
A Computational Model of Achievement Motivation for Artificial Agents
Kathryn E. Merrickhas 2 papers
R16
Bayesian games have been traditionally employed to describe and analyze situations in which players have private information or are uncertain about the game being played. However, computing Bayes-Nash equilibria can be costly, and becomes even more so if the common prior assumption (CPA) has to be abandoned, which is sometimes necessary for a faithful representation of real-world systems. We propose using the theory of reasoning patterns in Bayesian games to circumvent some of these difficulties. The theory has been used successfully in common knowledge (non-Bayesian) games, both to reduce the computational cost of finding an equilibrium and to aid human decision-makers in complex decisions. In this paper, we first show that reasoning patterns exist for every decision of every Bayesian game, in which the acting agent has a reason to deliberate. This implies that reasoning patterns are a complete characterization of the types of reasons an agent might have for making a decision. Second, we illustrate practical applications of reasoning patterns in Bayesian games, which allow us to answer questions that would otherwise not be easy in traditional analyses, or would be extremely costly. We thus show that the reasoning patterns can be a useful framework in analyzing complex social interactions.
Reasoning Patterns in Bayesian Games
Dimitrios Antoshas 2 papers, Avi Pfeffer
R19
In the problem of multiagent patrol, a team of agents is required to repeatedly visit a target area in order to monitor possible changes in state. The growing popularity of this problem comes mainly from its immediate applicability to a wide variety of domains. In this paper we concentrate on frequency-based patrol, in which the agents' goal is to optimize a frequency criterion, namely, minimizing the time between visits to a set of interest points. In situations with varying environmental conditions, the influence of changes in the conditions on the cost of travel may be immense. For example, in marine environments, the travel time of ships depends on parameters such as wind, water currents, and waves. Such environments raise the need to consider a new multiagent patrol strategy which divides the given area into regions in which more than one agent is active, for improving frequency. We prove that in general graphs this problem is intractable, therefore we focus on simplified (yet realistic) cyclic graphs with possible inner edges. Although the problem remains generally intractable in such graphs, we provide a heuristic algorithm that is shown to significantly improve point-visit frequency compared to other patrol strategies.
Ship Patrol: Multiagent Patrol under Complex Environmental Conditions
Noa Agmonhas 2 papers, Daniel Urielihas 2 papers, Peter Stonehas 5 papers
R22
Institutions offer the promise of a means to govern open systems, in particular, open multi-agent systems. Research in logics and their derived tools now support the specification, verification and enactment of institutions (or organizations, depending on the terminology of the tool). Most effort to date has tended to focus on the static properties of institutions, such as whether a particular state of affairs is reachable or not from a given set of initial conditions. Such models are useful in forcing the designer to state their intentions precisely, and for testing (static) properties. We call this off-line reasoning. We identify two problems in the direct utilization of off-line models in the governance of live systems: (i) static model artefacts that are typically aspects of agent behaviour in the dynamic model (ii) over-specification of constraints on actions, leading to undue limitation of agent autonomy. Agents need to be able to query an institution for (dynamic) properties. We call this on-line reasoning. In this paper we present a methodology to extract the on-line specification from an off-line one and use it to support BDI agents to realize a norm-governed multi-agent system.
On-line Reasoning for Institutionally-Situated BDI agents
Tina Balke, Marina De Vos, Julian Padget, Dimitris Traskas
R36
In the context of multi-agent hypothetical reasoning, agents typically have partial knowledge about their environments, and the union of such knowledge is still incomplete to represent the whole world. Thus, given a global query they need to collaborate with each other to make correct inferences and hypothesis, whilst maintaining global constraints. There are many real world applications in which the confidentiality of agent knowledge is of primary concern, and hence the agents may not share or communicate all their information during the collaboration. This extra constraint gives a new challenge to multi-agent reasoning. This paper shows how this dichotomy between “open communication” in collaborative reasoning and protection of confidentiality can be accommodated, by extending a general-purpose distributed abductive logic programming system for multi-agent hypothetical reasoning with confidentiality. Specifically, the system computes consistent conditional answers for a query over a set of distributed normal logic programs with possibly unbound domains and arithmetic constraints, preserving the private information within the logic programs.
Multi-Agent Abductive Reasoning with Confidentiality
Jiefei Ma, Alessandra Russo, Krysia Broda, Emil Lupu
Session B – Blue Session
B3
This research is motivated by problems in urban transportation and labor mobility, where the agent flow is dynamic, non-deterministic and on a large scale. In such domains, even though the individual agents do not have an identity of their own and do not explicitly impact other agents, they have implicit interactions with other agents. While there has been much research in handling such implicit effects, it has primarily assumed controlled movements of agents in static environments. We address the issue of decision support for individual agents having involuntary movements in dynamic environments. For instance, in a taxi fleet serving a city: (i) Movements of a taxi are uncontrolled when it is hired by a customer. (ii) Depending on movements of other taxis in the fleet, the environment and hence the movement model for the current taxi changes. Towards addressing this problem, we make three key contributions: (a) A framework to represent the decision problem for individuals in a dynamic population, where there is uncertainty in movements; (b) A novel heuristic technique called Iterative Sampled OPtimization (ISOP) and greedy heuristics to solve large scale problems in domains of interest; and (c) Analyze the solutions provided by our techniques on problems inspired from a real world data set of a taxi fleet operator in Singapore. As shown in the experimental results, our techniques are able to provide strategies that outperform “driver” strategies with respect to: (i) overall availability of taxis; and (ii) the revenue obtained by the taxi drivers.
Decentralized Decision Support for an Agent Population in Dynamic and Uncertain Domains
Pradeep Varakanthamhas 4 papers, Shih-Fen Cheng, Nguyen Thi Duong
B8
In the near future, there is potential for a tremendous expansion in the number of Earth-orbiting CubeSats, due to reduced cost associated with platform standardization, availability of standardized parts for CubeSats, and reduced launching costs due to improved packaging methods and lower cost launchers. However, software algorithms capable of efficiently coordinating CubeSats have not kept up with their hardware gains, making it likely that these CubSats will be severely underutilized. Fortunately, these coordination issues can be addressed with multiagent algorithms. In this paper, we show how a multiagent system can be used to address the particular problem of how a third party should bid for use of existing Earth-observing CubeSats so that it can achieve optical coverage over a key geographic region of interest. In this model, an agent is assigned to every CubeSat from which observations may be purchased, and agents must decide how much to offer for these services. We address this problem by having agents use reinforcement learning algorithms with agent-specific shaped rewards. The results show an eight fold improvement over a simple strawman allocation algorithm and a two fold improvement over a multiagent system using standard reward functions.
Agent-Based Resource Allocation in Dynamically Formed CubeSat Constellations
Chris HolmesParker, Adrian Agogino
B12
Consumers of resources in realistic applications (e.g., web, multimedia) typically derive diminishing-return utilities from the amount of resource they receive. A resource provider who is deriving an equal amount of revenue from each satisfied user (e.g., by online advertising), can maximize the number of users by identifying a satisfaction threshold for each user, i.e., the minimal amount of resource the user requires in order to use the service (rather than drop out). A straightforward approach is to ask users to submit their minimal demands (direct revelation). Unfortunately, self-interested users may try to manipulate the system by submitting untruthful requirements.
We propose an incentive-compatible mechanism for maximizing revenue in a resource allocation system where users are ex-ante symmetric (same amount of revenue for any satisfied user) and have diminishing-return utility functions. Users are encouraged by the mechanism to submit their true requirements and the system aims to satisfy as many users as possible. Unlike previous solutions, our mechanism does not require monetary payments from users or downgrading of service.
Our mechanism satisfies the number of users within a constant factor of the optimum. Our empirical evaluation demonstrates that in practice, our mechanism can be significantly closer to the optimum than implied by the worst-case analysis.
Our mechanism can be generalized to settings when revenue from each user can differ. Also, under some assumptions and adjustments, our mechanism can be used to allocate resource periodically over time.
Maximizing Revenue in Symmetric Resource Allocation Systems When User Utilities Exhibit Diminishing Returns
Roie Zivanhas 2 papers, Miroslav Dudík, Praveen Paruchuri, Katia Sycarahas 7 papers
B34
The stable marriage problem is a well-known problem of matching men to women so that no man and woman, who are not married to each other, both prefer each other. It has a wide variety of practical applications, ranging from matching resident doctors to hospitals, to matching students to schools, or more generally to any two-sided market. Given a stable marriage problem, it is possible to find a male-optimal (resp., female-optimal) stable marriage in polynomial time. However, it is sometimes desirable to find stable marriages without favoring one group at the expenses of the other one. To achieve this goal, we consider a local search approach to find stable marriages with the aim of exploiting the nondeterminism of local search to give a fair procedure. We test our algorithm on classes of stable marriage problems, showing both its efficiency and its sampling capability over the set of all stable marriages, and we compare it to a Markov chain approach.
Procedural Fairness in Stable Marriage Problems
Mirco Gelain, Maria Silvia Pinihas 2 papers, Francesca Rossihas 2 papers, Kristen Brent Venablehas 2 papers, Toby Walshhas 2 papers
Session G – Green Session
G13
For an interesting class of emerging applications, a large robot team will need to distributedly allocate many more tasks than there are robots, with dynamically appearing tasks and a limited ability to communicate. The LA-DCOP algorithm can conceptually handle both large-scale problems and multiple tasks per robot, but has key limitations when allocating spatially distributed tasks. In this paper, we extend LA-DCOP with several alternative acceptance rules for robots to determine whether to take on an additional task, given the interaction with the tasks it has already committed to. We show that these acceptance rules dramatically outperform a naive LA-DCOP implementation. In addition, we developed a technique that lets the robots use completely local knowledge to adjust their task acceptance criteria to get the best possible performance at a given communication bandwidth level.
Allocating Spatially Distributed Tasks in Large, Dynamic Robot Teams
Steven Okamoto, Nathan Brooks, Sean Owens, Katia Sycarahas 7 papers, Paul Scerrihas 3 papers
G26
Forming effective coalitions is a major research challenge in AI and multi-agent systems. Thus, coalitional games, including coalition structure generation, have been attracting considerable attention from the AI research community. Traditionally, the input of a coalitional game is a black-box function called a characteristic function. In this paper, we develop a new concise representation scheme for a characteristic function, which is based on the idea of agent types. This representation can be exponentially more concise than existing concise representation schemes. Furthermore, this idea can be used in conjunction with existing schemes to further reduce the representation size.
Concise Characteristic Function Representations in Coalitional Games Based on Agent Types
Suguru Uedahas 2 papers, Makoto Kitaki, Atsushi Iwasakihas 5 papers, Makoto Yokoohas 5 papers
G27
A number of real-world security scenarios can be cast as a problem of transiting an area patrolled by a mobile adversary, where the transiting agent aims to choose its route so as to minimize the probability of encountering the patrolling agent, and vice versa. We model this problem as a twoplayer zero-sum game on a graph, termed the transit game. In contrast to the existing models of area transit, where one of the players is stationary, we assume both players are mobile. We also explicitly model the limited endurance of the patroller and the notion of a base to which the patroller has to repeatedly return. Noting the prohibitive size of the strategy spaces of both players, we employ iterative oracle-based algorithms including a newly proposed accelerated scheme, to obtain optimum route selection strategies for both players. We evaluate the developed approach on a range of transit game instances inspired by real-world security problems in the urban and naval security domains.
Iterative Game-theoretic Route Selection for Hostile Area Transit and Patrolling
Ondřej Vaněkhas 4 papers, Michal Jakobhas 3 papers, Viliam Lisýhas 2 papers, Branislav Bošanskýhas 3 papers, Michal Pěchoučekhas 5 papers
G32
In the application of multi-agent systems to real-world problems, agents often suffer from bounded rationality where agent reasoning is limited by 1) a lack of knowledge about choices, and 2) a lack of resources required for reasoning. To overcome the former, the agent uses sensing to refine its knowledge. However, sensing can also require limited resources, leading to inaccurate environment modeling and poor decision making. In this paper, we consider a novel and difficult class of this problem where agents must use stateful resources during sensing, which we define as resources whose state-dependent behavior changes over time based on usage. Specifically, such sensing changes the state of a resource, and thus its behavior, producing a phenomenon where the sensing activity can and will distort its own outcome. We term this the Observer Effect after the similar phenomenon in the physical sciences. Given this effect, the agent faces a strategic tradeoff between satisfying the need for 1) knowledge refinement, and 2) avoiding corruption of knowledge due to distorted sensing outcomes. To address this tradeoff, we use active perception to select sensing activities and model activity selection as a Markov decision process (MDP) solved through reinforcement learning where an agent optimizes knowledge refinement while considering the state of the resource used during sensing.
Agent Sensing with Stateful Resources
Adam Eck, Leen-Kiat Soh