Abstract. This paper presents the language and software environment LEADSTO that has been developed to model and simulate the dynamics of Multi-Agent Systems (MAS) in terms of both qualitative and quantitative concepts. The LEADSTO language is a declarative order-sorted temporal language, extended with quantitative means. Dynamics of MAS can be modelled by specifying the direct temporal dependencies between state properties in successive states. Based on the LEADSTO language, a software environment was developed that performs simulations of LEADSTO specifications, generates simulation traces for further analysis, and constructs visual representations of traces. The approach proved its value in a number of projects within different domains of MAS research.
Coactive Design is a new approach to address the increasingly sophisticated roles that people and robots play as the use of robots expands into new, complex domains. The approach is motivated by the desire for robots to perform less like teleoperated tools or independent automatons and more like interdependent teammates. In this article, we describe what it means to be interdependent, why this is important, and the design implications that follow from this perspective. We argue for a human-robot system model that supports interdependence through careful attention to requirements for observability, predictability, and directability. We present a Coactive Design method and show how it can be a useful approach for developers trying to understand how to translate high-level teamwork concepts into reusable control algorithms, interface elements, and behaviors that enable robots to fulfill their envisioned role as teammates. As an example of the coactive design approach, we present our results from the DARPA Virtual Robotics Challenge, a competition designed to spur development of advanced robots that can assist humans in recovering from natural and man-made disasters. Twenty-six teams from eight countries competed in three different tasks providing an excellent evaluation of the relative effectiveness of different approaches to human-machine system design.
A component-based generic agent architecture for multi-attribute (integrative) negotiation is introduced and its application is described in a prototype system for negotiation about cars, developed in cooperation with, among others, Dutch Telecom KPN. The approach can be characterized as cooperative one-to-one multi-criteria negotiation in which the privacy of both parties is protected as much as desired. We model a mechanism in which agents are able to use any amount of incomplete preference information revealed by the negotiation partner in order to improve the efficiency of the reached agreements. Moreover, we show that the outcome of such a negotiation can be further improved by incorporating a "guessing" heuristic, by which an agent uses the history of the opponent's bids to predict his preferences. Experimental evaluation shows that the combination of these two strategies leads to agreement points close to or on the Pareto-efficient frontier. The main original contribution of this paper is that it shows that it is possible for parties in a cooperative negotiation to reveal only a limited amount of preference information to each other, but still obtain significant joint gains in the outcome.
Abstract. The aim of this paper is to analyse and formalise the dynamics of trust in the light of experiences. A formal framework is introduced for the analysis and specification of models for trust evolution and trust update. Different properties of these models are formally defined.
Within many domains, among which biological, cognitive, and social areas, multiple interacting processes occur among agents with dynamics that are hard to handle. This paper presents the predicate logical Temporal Trace Language (TTL) for the formal specification and analysis of dynamic properties of agents and multi-agent systems. This language supports the specification of both qualitative and quantitative aspects, and therefore subsumes specification languages based on differential equations and qualitative, logical approaches. A software environment has been developed for TTL, which supports editing TTL properties and enables the formal verification of properties against a set of traces. The TTL environment proved its value in a number of projects within different biological, cognitive and social domains.
The design of automated negotiators has been the focus of abundant research in recent years. However, due to difficulties involved in creating generalized agents that can negotiate in several domains and against human counterparts, many automated negotiators are domain specific and their behavior cannot be generalized for other domains. Some of these difficulties arise from the differences inherent within the domains, the need to understand and learn negotiators' diverse preferences concerning issues of the domain and the different strategies negotiators can undertake. In this paper we present a system that enables alleviation of the difficulties in the design process of general automated negotiators termed GENIUS, a General Environment for Negotiation with Intelligent multipurpose Usage Simulation. With the constant introduction of new domains, e-commerce and other applications, which require automated negotiations, generic automated negotiators encompass many benefits and advantages over agents that are designed for a specific domain. Based on experiments conducted with automated agents designed by human subjects using GENIUS we provide both quantitative and qualitative results to illustrate its efficacy. Finally, we also analyze a recent automated bilateral negotiators competition that was based on GENIUS. Our results show the advantages and underlying benefits of using GENIUS and how it can facilitate the design of general automated negotiators.
A negotiation between agents is typically an incomplete information game, where the agents initially do not know their opponent's preferences or strategy. This poses a challenge, as efficient and effective negotiation requires the bidding agent to take the other's wishes and future behavior into account when deciding on a proposal. Therefore, in order to reach better and earlier agreements, an agent can apply learning techniques to construct a model of the opponent. There is a mature body of research in negotiation that focuses on modeling the opponent, but there exists no recent survey of commonly used opponent modeling techniques. This work aims to advance and integrate knowledge of the field by providing a comprehensive survey of currently existing opponent models in a bilateral negotiation setting. We discuss all possible ways opponent modeling has been used to benefit agents so far, and we introduce a taxonomy of currently existing opponent models based on their underlying learning techniques. We also present techniques to measure the success of opponent models and provide guidelines for deciding on the appropriate performance measures for every opponent model type in our taxonomy.
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