12,994 research outputs found

    Bridging Contested Terrain: Linking Incentive-Based and Learning Perspectives on Organizational Evolution

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    In this paper we present a general model of organizational problem-solving in which we explore the relationship between problem complexity, decentralization of tasks and reward schemes. When facing complex problems which require the coordination of large numbers of interdependent elements, organization face a decomposition problem which has both a cognitive dimension and a reward and incentive dimension. The former relates to the decomposition and allocation of the process of generation of new solutions: since the search space is too vast to be searched extensively, organizations employ heuristics for reducing it. The decomposition heuristic takes the form of division of cognitive labor and determines which solutions are generated and become candidates for selection. The reward and incentive dimension defines the selection environment which chooses over alternative solutions. The model we present studies the interrelationships between these two dimensions, in particular we compare the problem solving performance of organizations characterized by various decompositions (of coarser of finer grain) and various reward schemes (at the level of the entire organization, team and individual). Moreover we extend our model in a still tentative fashion - in order to account for such power and authority relationships (giving some parts of the organization the power to stop changes in other parts), and to discuss the co-evolution of problem representations and incentive mechanisms.-

    Robust Cooperative Manipulation without Force/Torque Measurements: Control Design and Experiments

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    This paper presents two novel control methodologies for the cooperative manipulation of an object by N robotic agents. Firstly, we design an adaptive control protocol which employs quaternion feedback for the object orientation to avoid potential representation singularities. Secondly, we propose a control protocol that guarantees predefined transient and steady-state performance for the object trajectory. Both methodologies are decentralized, since the agents calculate their own signals without communicating with each other, as well as robust to external disturbances and model uncertainties. Moreover, we consider that the grasping points are rigid, and avoid the need for force/torque measurements. Load distribution is also included via a grasp matrix pseudo-inverse to account for potential differences in the agents' power capabilities. Finally, simulation and experimental results with two robotic arms verify the theoretical findings

    Predicting Human Cooperation

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    The Prisoner's Dilemma has been a subject of extensive research due to its importance in understanding the ever-present tension between individual self-interest and social benefit. A strictly dominant strategy in a Prisoner's Dilemma (defection), when played by both players, is mutually harmful. Repetition of the Prisoner's Dilemma can give rise to cooperation as an equilibrium, but defection is as well, and this ambiguity is difficult to resolve. The numerous behavioral experiments investigating the Prisoner's Dilemma highlight that players often cooperate, but the level of cooperation varies significantly with the specifics of the experimental predicament. We present the first computational model of human behavior in repeated Prisoner's Dilemma games that unifies the diversity of experimental observations in a systematic and quantitatively reliable manner. Our model relies on data we integrated from many experiments, comprising 168,386 individual decisions. The computational model is composed of two pieces: the first predicts the first-period action using solely the structural game parameters, while the second predicts dynamic actions using both game parameters and history of play. Our model is extremely successful not merely at fitting the data, but in predicting behavior at multiple scales in experimental designs not used for calibration, using only information about the game structure. We demonstrate the power of our approach through a simulation analysis revealing how to best promote human cooperation.Comment: Added references. New inline citation style. Added small portions of text. Re-compiled Rmarkdown file with updated ggplot2 so small aesthetic changes to plot

    The WorkPlace distributed processing environment

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    Real time control problems require robust, high performance solutions. Distributed computing can offer high performance through parallelism and robustness through redundancy. Unfortunately, implementing distributed systems with these characteristics places a significant burden on the applications programmers. Goddard Code 522 has developed WorkPlace to alleviate this burden. WorkPlace is a small, portable, embeddable network interface which automates message routing, failure detection, and re-configuration in response to failures in distributed systems. This paper describes the design and use of WorkPlace, and its application in the construction of a distributed blackboard system

    Analyzing Social Network Structures in the Iterated Prisoner's Dilemma with Choice and Refusal

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    The Iterated Prisoner's Dilemma with Choice and Refusal (IPD/CR) is an extension of the Iterated Prisoner's Dilemma with evolution that allows players to choose and to refuse their game partners. From individual behaviors, behavioral population structures emerge. In this report, we examine one particular IPD/CR environment and document the social network methods used to identify population behaviors found within this complex adaptive system. In contrast to the standard homogeneous population of nice cooperators, we have also found metastable populations of mixed strategies within this environment. In particular, the social networks of interesting populations and their evolution are examined.Comment: 37 pages, uuencoded gzip'd Postscript (1.1Mb when gunzip'd) also available via WWW at http://www.cs.wisc.edu/~smucker/ipd-cr/ipd-cr.htm

    The Logic of Joint Ability in Two-Player Tacit Games

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    Logics of joint strategic ability have recently received attention, with arguably the most influential being those in a family that includes Coalition Logic (CL) and Alternating-time Temporal Logic (ATL). Notably, both CL and ATL bypass the epistemic issues that underpin Schelling-type coordination problems, by apparently relying on the meta-level assumption of (perfectly reliable) communication between cooperating rational agents. Yet such epistemic issues arise naturally in settings relevant to ATL and CL: these logics are standardly interpreted on structures where agents move simultaneously, opening the possibility that an agent cannot foresee the concurrent choices of other agents. In this paper we introduce a variant of CL we call Two-Player Strategic Coordination Logic (SCL2). The key novelty of this framework is an operator for capturing coalitional ability when the cooperating agents cannot share strategic information. We identify significant differences in the expressive power and validities of SCL2 and CL2, and present a sound and complete axiomatization for SCL2. We briefly address conceptual challenges when shifting attention to games with more than two players and stronger notions of rationality
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