Today within the multiagent community, we see at least four competing methods to building multiagent systems: beliefdesire-intention (BDI), distributed constraint optimization (DCOP), distributed POMDPs, and auctions or game-theoretic methods. While there is exciting progress within each approach, there is a lack of cross-cutting research. This article highlights the various hybrid techniques for multiagent teamwork developed by the teamcore group. In particular, for the past decade, the TEAMCORE research group has focused on building agent teams in complex, dynamic domains. While our early work was inspired by BDI, we will present an overview of recent research that uses DCOPs and distributed POMDPs in building agent teams. While DCOP and distributed POMDP algorithms provide promising results, hybrid approaches allow us to use the complementary strengths of different techniques to create algorithms that perform better than either of their component algorithms alone. For example, in the BDI-POMDP hybrid approach, BDI team plans are exploited to improve POMDP tractability, and POMDPs improve BDI team plan performance.
Recent work has shown that diverse teams can outperform a uniform team made of copies of the best agent. However, there are fundamental questions that were never asked before. When should we use diverse or uniform teams? How does the performance change as the action space or the teams get larger? Hence, we present a new model of diversity, where we prove that the performance of a diverse team improves as the size of the action space increases. Moreover, we show that the performance converges exponentially fast to the optimal one as we increase the number of agents. We present synthetic experiments that give further insights: even though a diverse team outperforms a uniform team when the size of the action space increases, the uniform team will eventually again play better than the diverse team for a large enough action space. We verify our predictions in a system of Go playing agents, where a diverse team improves in performance as the board size increases, and eventually overcomes a uniform team.
Recent work has shown that diverse teams can outperform a uniform team made of copies of the best agent. However, there are fundamental questions that were not asked before. When should we use diverse or uniform teams? How does the performance change as the action space or the teams get larger? Hence, we present a new model of diversity for teams, that is more general than previous models. We prove that the performance of a diverse team improves as the size of the action space gets larger. Concerning the size of the diverse team, we show that the performance converges exponentially fast to the optimal one as we increase the number of agents. We present synthetic experiments that allow us to gain further insights: even though a diverse team outperforms a uniform team when the size of the action space increases, the uniform team will eventually again play better than the diverse team for a large enough action space. We verify our predictions in a system of Go playing agents, where we show a diverse team that improves in performance as the board size increases, and eventually overcomes a uniform team.
Recent work has shown that diverse teams can outperform a uniform team made of copies of the best agent. However, there are fundamental questions that were not asked before. When should we use diverse or uniform teams? How does the performance change as the action space or the teams get larger? Hence, we present a new model of diversity for teams, that is more general than previous models. We prove that the performance of a diverse team improves as the size of the action space gets larger. Concerning the size of the diverse team, we show that the performance converges exponentially fast to the optimal one as we increase the number of agents. We present synthetic experiments that allow us to gain further insights: even though a diverse team outperforms a uniform team when the size of the action space increases, the uniform team will eventually again play better than the diverse team for a large enough action space. We verify our predictions in a system of Go playing agents, where we show a diverse team that improves in performance as the board size increases, and eventually overcomes a uniform team.
In social psychology, emotional contagion describes the widely observed phenomenon of one person’s emotions mimicking surrounding people’s emotions [10]. In this paper, we perform a battery of experiments to explore the existence of agent-human emotional contagion. The first study is a between-subjects design, wherein subjects were shown an image of a character’s face with either a neutral or happy expression. Findings indicate that even a still image induces a very strong increase in self-reported happiness between Neutral and Happy conditions with all characters tested. In a second study, we examine the effect of a virtual character’s presence in a strategic decision by presenting subjects with a modernized Stag Hunt game. Our experiments show that the contagion effect is substantially dampened and does not cause a consistent impact on behavior. A third study explores the impact of the strategic situation within the Stag Hunt and conducts the same experiment using a description of the same strategic situation with the decision already made. We find that the emotional impact returns, implying that the contagion effect is substantially lessened in the presence of a strategic decision.
In social psychology, emotional contagion describes the widely observed phenomenon of one person’s emotions mimicking surrounding people’s emotions [8]. While it has been observed in humanhuman interactions, no known studies have examined its existence in agent-human interactions. As virtual characters make their way into high-risk, high-impact applications such as psychotherapy and military training with increasing frequency, the emotional impact of the agents’ expressions must be accurately understood to avoid undesirable repercussions.
In social psychology, emotional contagion describes the widely observed phenomenon of one person's emotions mimicking surrounding people's emotions [8]. While it has been observed in humanhuman interactions, no known studies have examined its existence in agent-human interactions. As virtual characters make their way into high-risk, high-impact applications such as psychotherapy and military training with increasing frequency, the emotional impact of the agents' expressions must be accurately understood to avoid undesirable repercussions.
Many real-world problems exhibit competitive situations in which a defender (a defending agent, agency, or organization) has to address misinformation spread by its adversary, e.g., health organizations cope with vaccination-related misinformation provided by anti-vaccination groups. The rise of social networks has allowed misinformation to be easily and quickly diffused to a large community. Taking into account knowledge of its adversary’s actions, the defender has to seek efficient strategies to limit the influence of the spread of misinformation by the opponent. In this paper, we address this problem as a blocking influence maximization problem using a game-theoretic approach. Two players strategically select a number of seed nodes in the social network that could initiate their own influence propagation. While the adversary attempts to maximize its negative influence, the defender tries to minimize this influence. We represent the problem as a zero-sum game and apply the Double Oracle algorithm to solve the game in combination with various heuristics for oracle phases. Our experimental results reveal that by using the game theoretic approach, we are able to significantly reduce the negative influence in comparison to when the defender does not do anything. In addition, we propose using an approximation of the payoff matrix, making the algorithms scalable to large real-world networks.
In social psychology, emotional contagion describes the widely observed phenomenon of one person’s emotions mimicking surrounding people’s emotions [13]. While it has been observed in humanhuman interactions, no known studies have examined its existence in agent-human interactions. As virtual characters make their way into high-risk, high-impact applications such as psychotherapy and military training with increasing frequency, the emotional impact of the agents’ expressions must be accurately understood to avoid undesirable repercussions. In this paper, we perform a battery of experiments to explore the existence of agent-human emotional contagion. The first study is a between-subjects design, wherein subjects were shown an image of a character’s face with either a neutral or happy expression. Findings indicate that even a still image induces a very strong increase in self-reported happiness between Neutral and Happy conditions with all characters tested and, to our knowledge, is the first ever study explicitly showing emotional contagion from a virtual agent to a human. We also examine the effects of participant gender, participant ethnicity, character attractiveness, and perceived character happiness and find that only perceived character happiness has a substantial impact on emotional contagion. In a second study, we examine the effect of a virtual character’s presence in a strategic situation by presenting subjects with a modernized Stag Hunt game. Our experiments show that the contagion effect is substantially dampened and does not cause a consistent impact on behavior. A third study explores the impact of the strategic decision within the Stag Hunt and conducts the same experiment using a description of the same strategic situation with the decision already made. We find that the emotional impact returns again, particularly for women, implying that the contagion effect is substantially lessened in the presence of a strategic decision.
In creating an evacuation simulation for training and planning, realistic agents that reproduce known phenomenon are required. Evacuation simulation in the airport domain requires additional features beyond most simulations, including the unique behaviors of first-time visitors who have incomplete knowledge of the area and families that do not necessarily adhere to often-assumed pedestrian behaviors. Evacuation simulations not customized for the airport domain do not incorporate the factors important to it, leading to inaccuracies when applied to it. In this paper, we describe ESCAPES, a multiagent evacuation simulation tool that incorporates four key features: (i) different agent types; (ii) emotional interactions; (iii) informational interactions; (iv) behavioral interactions. Our simulator reproduces phenomena observed in existing studies on evacuation scenarios and the features we incorporate substantially impact escape time. We use ESCAPES to model the International Terminal at Los Angeles International Airport (LAX) and receive high praise from security officials.
k- and t-optimality algorithms [9, 6] provide solutions to DCOPs that are optimal in regions characterized by its size and distance respectively. Moreover, they provide quality guarantees on their solutions. Here we generalise the k- and t-optimal framework to introduce C-optimality, a flexible framework that provides reward-independent quality guarantees for optima in regions characterised by any arbitrary criterion. Therefore, C-optimality allows us to explore the space of criteria (beyond size and distance) looking for those that lead to better solution qualities. We benefit from this larger space of criteria to propose a new criterion, the so-called size-bounded-distance criterion, which outperforms k-and t-optimality.
Each year, cancer is responsible for 13% of all deaths worldwide. In the United States, that percentage increases to 25%, translating to an estimated 569,490 deaths in 2010 [1]. Despite significant advances in the fight against cancer, these statistics make clear the need for additional research into new treatments. As such, there has been growing interest in the use of computer simulations as a tool to aid cancer researchers. We propose an innovative multi-agent approach in which healthy cells and cancerous cells are modeled as opposing teams of agents using a decentralized Markov decision process (DEC-MDP). We then describe changes made to traditional DEC-MDP algorithms in order to better handle the complexity and scale of our domain. We conclude by presenting and analyzing preliminary simulation results. This paper is intended to introduce the cancer modeling domain to the multi-agent community with the hope of fostering a discussion about the opportunities and challenges it presents. Given the complexity of the domain, we do not claim our approach to be a definitive solution but rather a first step toward the larger goal of creating realistic simulations of cancer.
Distributed constraint optimization (DCOP) is a promising approach to coordination, scheduling and task allocation in multi-agent networks. DCOP is NP-hard [6], so an important line of work focuses on developing fast incomplete solution algorithms that can provide guarantees on the quality of their local optimal solutions. Region optimality [11] is a promising approach along this line: it provides quality guarantees for region optimal solutions, namely solutions that are optimal in a specific region of the DCOP. Region optimality generalises kand t-optimality [7, 4] by allowing to explore the space of criteria that define regions to look for solutions with better quality guarantees. Unfortunately, previous work in region-optimal quality guarantees fail to exploit any a-priori knowledge of the reward structure of the problem. This paper addresses this shortcoming by defining reward-dependent region optimal quality guarantees that exploit two different levels of knowledge about rewards, namely: (i) a ratio between the least minimum reward to the maximum reward among relations; and (ii) the minimum and maximum rewards per relation.
This technical report is written as a support material for the reader in [1], detailing the transformations to simplify an initial program to compute a tight bound for a C-optimal assignment into a linear program (LP). In this technical report we show how the initial program to compute a tight bound for a C-optimal assignment, can be transformed into a linear program. Our departure point is the following program. Find R, xC and x∗ that minimize R(x C) R(x∗) subject to xC being a C-optimal for R We start by analyzing what exactly means saying that xC is C-optimal. The condition can be expressed as: for each x inside region C of xC we have that R(x) ≥ R(x). However, instead of considering all the assignments for which x is guaranteed to be optimal, we consider only the subset of assignments such that the set of variables that deviate with respect to x take the same value than in the optimal assignment. If we restrict to this subset of assignments, then each neighborhood covers a 2|C | assignments, one for each subset of variables in the neighborhood. Let 2 α stand for the set of all subsets of the neighborhood C. Then for each A ∈ 2Cα we can define an assignment xk such that for every variable xi in a relation completely covered by A we have that xk i = x ∗ i , and
In social psychology, emotional contagion describes the widely observed phenomenon of one person’s emotions being influenced by surrounding people’s emotions. While the overall effect is agreed upon, the underlying mechanism of the spread of emotions has seen little quantification and application to computational agents despite extensive evidence of its impacts in everyday life. In this paper, we examine computational models of emotional contagion by implementing two models ([2] and [8]) that draw from two separate lines of contagion research: thermodynamics-based and epidemiological-based. We first perform sensitivity tests on each model in an evacuation simulation, ESCAPES, showing both models to be reasonably robust to parameter variations with certain exceptions. We then compare their ability to reproduce a real crowd panic scene in simulation, showing that the thermodynamics-style model ([2]) produces superior results due to the ill-suited contagion mechanism at the core of epidemiological models. We also identify that a graduated effect of fear and proximity-based contagion effects are key to producing the superior results. We then reproduce the methodology on a second video, showing that the same results hold, implying generality of the conclusions reached in the first scene.
In social psychology, emotional contagion describes the widely observed phenomenon of one person’s emotions being influenced by surrounding people’s emotions. While the overall effect is agreed upon, the underlying mechanism of the spread of emotions has seen little quantification and application to computational agents. In this paper, we explore computational models of emotional contagion by implementing two models (Bosse et al., Durupinar et al.) and augmenting them to better model real world observations. Our additions include examining the impact of physical proximity and authority figures. We show that these additions provide substantial improvements to the qualitative trends of emotion spreading, more in line with expectations than either of the two previous models. We also evaluate their impact on evacuation safety in an evacuation simulation, ESCAPES, showing substantial differences in predicted safety based on the contagion model.
This technical report is written as a support material for the reader in [1], detailing the transformations to simplify an initial program to compute a tight bound for a C-optimal assignment into a linear program (LP).
The field of “intelligent agents and multi-agent systems” is maturing; no longer is it a special topic to be introduced to graduate students after years of training in computer science and many introductory courses in artificial intelligence. Instead, the time is ripe to introduce agents and multi-agents directly to undergraduate students, whether majoring in computer science or not. This chapter focuses on exactly this challenge, drawing on the co-authors’ experience of teaching several such undergraduate courses on agents and multi-agents, over the last three years at two different universities. The chapter outlines three key issues that must be addressed. The first issue is facilitating students’ intuitive understanding of fundamental concepts of multi-agent systems; the authors illustrate uses of science fiction materials and classroom games to not only provide students with the necessary intuitive understanding but with the excitement and motivation for studying multi-agent systems. The second is in selecting the right material — either science-fiction material or games — for providing students the necessary motivation and intuition; we outline several criteria that have been useful in selecting such material. The third issue is in educating students about the fundamental philosophical, ethical and social issues surrounding agents and multi-agent systems:they outline course materials and classroom activities that allow students to obtain this “big picture” futuristic vision of our science. The authors conclude with feedback received, lessons learned and impact on both the computer science students and non computer-science students.
Distributed constraint optimization (DCOP) is a useful framework for cooperative multiagent coordination. DCOP focuses on optimizing a single team objective. However, in many domains, agents must satisfy constraints on resources consumed locally while optimizing the team goal. Yet, these resource constraints may need to be kept private. Designing DCOP algorithms for these domains requires managing complex trade-offs in completeness, scalability, privacy and efficiency. This article defines the multiply-constrained DCOP (MC-DCOP) framework and provides complete (globally optimal) and incomplete (locally optimal) algorithms for solving MC-DCOP problems. Complete algorithms find the best allocation of scarce resources while optimizing the team objective, while incomplete algorithms are more scalable. The algorithms use four main techniques: (i) transforming constraints to maintain privacy; (ii) dynamically setting upper bounds on resource consumption; (iii) identifying the extent to which the local graph structure allows agents to compute exact bounds; and (iv) using a virtual assignment to flag problems rendered unsatisfiable by resource constraints. Proofs of correctness are presented for all algorithms. Experimental results illustrate the strengths and weaknesses of both the complete and incomplete algorithms.
Jesus Cerquides合作论文数Departament de Matematica Aplicada y Analisi
Universitat de Barcelona5
Praveen Paruchuri合作论文数Carnegie Mellon University2
Rachel Greenstadt合作论文数Drexel University1
Bart Peintner合作论文数Artificial Intelligence Center1