8,335 research outputs found
Ordered Preference Elicitation Strategies for Supporting Multi-Objective Decision Making
In multi-objective decision planning and learning, much attention is paid to
producing optimal solution sets that contain an optimal policy for every
possible user preference profile. We argue that the step that follows, i.e,
determining which policy to execute by maximising the user's intrinsic utility
function over this (possibly infinite) set, is under-studied. This paper aims
to fill this gap. We build on previous work on Gaussian processes and pairwise
comparisons for preference modelling, extend it to the multi-objective decision
support scenario, and propose new ordered preference elicitation strategies
based on ranking and clustering. Our main contribution is an in-depth
evaluation of these strategies using computer and human-based experiments. We
show that our proposed elicitation strategies outperform the currently used
pairwise methods, and found that users prefer ranking most. Our experiments
further show that utilising monotonicity information in GPs by using a linear
prior mean at the start and virtual comparisons to the nadir and ideal points,
increases performance. We demonstrate our decision support framework in a
real-world study on traffic regulation, conducted with the city of Amsterdam.Comment: AAMAS 2018, Source code at
https://github.com/lmzintgraf/gp_pref_elici
On the Inducibility of Stackelberg Equilibrium for Security Games
Strong Stackelberg equilibrium (SSE) is the standard solution concept of
Stackelberg security games. As opposed to the weak Stackelberg equilibrium
(WSE), the SSE assumes that the follower breaks ties in favor of the leader and
this is widely acknowledged and justified by the assertion that the defender
can often induce the attacker to choose a preferred action by making an
infinitesimal adjustment to her strategy. Unfortunately, in security games with
resource assignment constraints, the assertion might not be valid; it is
possible that the defender cannot induce the desired outcome. As a result, many
results claimed in the literature may be overly optimistic. To remedy, we first
formally define the utility guarantee of a defender strategy and provide
examples to show that the utility of SSE can be higher than its utility
guarantee. Second, inspired by the analysis of leader's payoff by Von Stengel
and Zamir (2004), we provide the solution concept called the inducible
Stackelberg equilibrium (ISE), which owns the highest utility guarantee and
always exists. Third, we show the conditions when ISE coincides with SSE and
the fact that in general case, SSE can be extremely worse with respect to
utility guarantee. Moreover, introducing the ISE does not invalidate existing
algorithmic results as the problem of computing an ISE polynomially reduces to
that of computing an SSE. We also provide an algorithmic implementation for
computing ISE, with which our experiments unveil the empirical advantage of the
ISE over the SSE.Comment: The Thirty-Third AAAI Conference on Artificial Intelligenc
Motor Resonance as Indicator for Quality of Interaction - Does it Scale to Natural Movements?
This paper is the output of work that is financed by a grant by the Air Force Office for Scientific Research (AFOSR). © 2018 International Foundation for Autonomous Agents and Multiagent Systems (www.ifaamas.org). All rights reserved.Detecting in an automatic manner whether a particular interaction between man and machine “works”, is an unsolved problem in human-machine interaction. No computational technique exists by which the artificial agent could perceive whether the interaction works from the viewpoint of the human or whether interactional breakdown is likely to occur. In human-robot interaction motor resonance has been proposed as a potential candidate for assessing what might be termed “quality of interaction”. Other authors have asserted that “the measure of resonance indicates the extent to which an artificial agent is considered as a social inter-actor” and call it “a plausible foundation for higher-order social cognition”. Motor interference is often used as a metric for resonance. While the above suggests that motor resonance might be suitable as general measure for the potential of an artificial agent to be conceived of as a social entity, the question remains whether it can be used as a measure for the quality of an ongoing interaction
Detecting Possible Manipulators in Elections
Manipulation is a problem of fundamental importance in the context of voting
in which the voters exercise their votes strategically instead of voting
honestly to prevent selection of an alternative that is less preferred. The
Gibbard-Satterthwaite theorem shows that there is no strategy-proof voting rule
that simultaneously satisfies certain combinations of desirable properties.
Researchers have attempted to get around the impossibility results in several
ways such as domain restriction and computational hardness of manipulation.
However these approaches have been shown to have limitations. Since prevention
of manipulation seems to be elusive, an interesting research direction
therefore is detection of manipulation. Motivated by this, we initiate the
study of detection of possible manipulators in an election.
We formulate two pertinent computational problems - Coalitional Possible
Manipulators (CPM) and Coalitional Possible Manipulators given Winner (CPMW),
where a suspect group of voters is provided as input to compute whether they
can be a potential coalition of possible manipulators. In the absence of any
suspect group, we formulate two more computational problems namely Coalitional
Possible Manipulators Search (CPMS), and Coalitional Possible Manipulators
Search given Winner (CPMSW). We provide polynomial time algorithms for these
problems, for several popular voting rules. For a few other voting rules, we
show that these problems are in NP-complete. We observe that detecting
manipulation maybe easy even when manipulation is hard, as seen for example, in
the case of the Borda voting rule.Comment: Accepted in AAMAS 201
Social Network Based Substance Abuse Prevention via Network Modification (A Preliminary Study)
Substance use and abuse is a significant public health problem in the United
States. Group-based intervention programs offer a promising means of preventing
and reducing substance abuse. While effective, unfortunately, inappropriate
intervention groups can result in an increase in deviant behaviors among
participants, a process known as deviancy training. This paper investigates the
problem of optimizing the social influence related to the deviant behavior via
careful construction of the intervention groups. We propose a Mixed Integer
Optimization formulation that decides on the intervention groups, captures the
impact of the groups on the structure of the social network, and models the
impact of these changes on behavior propagation. In addition, we propose a
scalable hybrid meta-heuristic algorithm that combines Mixed Integer
Programming and Large Neighborhood Search to find near-optimal network
partitions. Our algorithm is packaged in the form of GUIDE, an AI-based
decision aid that recommends intervention groups. Being the first quantitative
decision aid of this kind, GUIDE is able to assist practitioners, in particular
social workers, in three key areas: (a) GUIDE proposes near-optimal solutions
that are shown, via extensive simulations, to significantly improve over the
traditional qualitative practices for forming intervention groups; (b) GUIDE is
able to identify circumstances when an intervention will lead to deviancy
training, thus saving time, money, and effort; (c) GUIDE can evaluate current
strategies of group formation and discard strategies that will lead to deviancy
training. In developing GUIDE, we are primarily interested in substance use
interventions among homeless youth as a high risk and vulnerable population.
GUIDE is developed in collaboration with Urban Peak, a homeless-youth serving
organization in Denver, CO, and is under preparation for deployment
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