713 research outputs found

    Anytime coalition structure generation on synergy graphs

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    We consider the coalition structure generation (CSG) problem on synergy graphs, which arises in many practical applications where communication constraints, social or trust relationships must be taken into account when forming coalitions. We propose a novel representation of this problem based on the concept of edge contraction, and an innovative branch and bound approach (CFSS), which is particularly efficient when applied to a general class of characteristic functions. This new model provides a non-redundant partition of the search space, hence allowing an effective parallelisation. We evaluate CFSS on two benchmark functions, the edge sum with coordination cost and the collective energy purchasing functions, comparing its performance with the best algorithm for CSG on synergy graphs: DyCE. The latter approach is centralised and cannot be efficiently parallelised due to the exponential memory requirements in the number of agents, which limits its scalability (while CFSS memory requirements are only polynomial). Our results show that, when the graphs are very sparse, CFSS is 4 orders of magnitude faster than DyCE. Moreover, CFSS is the first approach to provide anytime approximate solutions with quality guarantees for very large systems (i.e., with more than 2700 agents

    Real Time Multiagent Decision Making by Simulated Annealing

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    Solving DCOPs with Distributed Large Neighborhood Search

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    The field of Distributed Constraint Optimization has gained momentum in recent years, thanks to its ability to address various applications related to multi-agent cooperation. Nevertheless, solving Distributed Constraint Optimization Problems (DCOPs) optimally is NP-hard. Therefore, in large-scale, complex applications, incomplete DCOP algorithms are necessary. Current incomplete DCOP algorithms suffer of one or more of the following limitations: they (a) find local minima without providing quality guarantees; (b) provide loose quality assessment; or (c) are unable to benefit from the structure of the problem, such as domain-dependent knowledge and hard constraints. Therefore, capitalizing on strategies from the centralized constraint solving community, we propose a Distributed Large Neighborhood Search (D-LNS) framework to solve DCOPs. The proposed framework (with its novel repair phase) provides guarantees on solution quality, refining upper and lower bounds during the iterative process, and can exploit domain-dependent structures. Our experimental results show that D-LNS outperforms other incomplete DCOP algorithms on both structured and unstructured problem instances

    A tutorial on optimization for multi-agent systems

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    Research on optimization in multi-agent systems (MASs) has contributed with a wealth of techniques to solve many of the challenges arising in a wide range of multi-agent application domains. Multi-agent optimization focuses on casting MAS problems into optimization problems. The solving of those problems could possibly involve the active participation of the agents in a MAS. Research on multi-agent optimization has rapidly become a very technical, specialized field. Moreover, the contributions to the field in the literature are largely scattered. These two factors dramatically hinder access to a basic, general view of the foundations of the field. This tutorial is intended to ease such access by providing a gentle introduction to fundamental concepts and techniques on multi-agent optimization. © 2013 The Author.Peer Reviewe

    Leveraging repeated games for solving complex multiagent decision problems

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    Prendre de bonnes décisions dans des environnements multiagents est une tâche difficile dans la mesure où la présence de plusieurs décideurs implique des conflits d'intérêts, un manque de coordination, et une multiplicité de décisions possibles. Si de plus, les décideurs interagissent successivement à travers le temps, ils doivent non seulement décider ce qu'il faut faire actuellement, mais aussi comment leurs décisions actuelles peuvent affecter le comportement des autres dans le futur. La théorie des jeux est un outil mathématique qui vise à modéliser ce type d'interactions via des jeux stratégiques à plusieurs joueurs. Des lors, les problèmes de décision multiagent sont souvent étudiés en utilisant la théorie des jeux. Dans ce contexte, et si on se restreint aux jeux dynamiques, les problèmes de décision multiagent complexes peuvent être approchés de façon algorithmique. La contribution de cette thèse est triple. Premièrement, elle contribue à un cadre algorithmique pour la planification distribuée dans les jeux dynamiques non-coopératifs. La multiplicité des plans possibles est à l'origine de graves complications pour toute approche de planification. Nous proposons une nouvelle approche basée sur la notion d'apprentissage dans les jeux répétés. Une telle approche permet de surmonter lesdites complications par le biais de la communication entre les joueurs. Nous proposons ensuite un algorithme d'apprentissage pour les jeux répétés en ``self-play''. Notre algorithme permet aux joueurs de converger, dans les jeux répétés initialement inconnus, vers un comportement conjoint optimal dans un certain sens bien défini, et ce, sans aucune communication entre les joueurs. Finalement, nous proposons une famille d'algorithmes de résolution approximative des jeux dynamiques et d'extraction des stratégies des joueurs. Dans ce contexte, nous proposons tout d'abord une méthode pour calculer un sous-ensemble non vide des équilibres approximatifs parfaits en sous-jeu dans les jeux répétés. Nous montrons ensuite comment nous pouvons étendre cette méthode pour approximer tous les équilibres parfaits en sous-jeu dans les jeux répétés, et aussi résoudre des jeux dynamiques plus complexes.Making good decisions in multiagent environments is a hard problem in the sense that the presence of several decision makers implies conflicts of interests, a lack of coordination, and a multiplicity of possible decisions. If, then, the same decision makers interact continuously through time, they have to decide not only what to do in the present, but also how their present decisions may affect the behavior of the others in the future. Game theory is a mathematical tool that aims to model such interactions as strategic games of multiple players. Therefore, multiagent decision problems are often studied using game theory. In this context, and being restricted to dynamic games, complex multiagent decision problems can be algorithmically approached. The contribution of this thesis is three-fold. First, this thesis contributes an algorithmic framework for distributed planning in non-cooperative dynamic games. The multiplicity of possible plans is a matter of serious complications for any planning approach. We propose a novel approach based on the concept of learning in repeated games. Our approach permits overcoming the aforementioned complications by means of communication between players. We then propose a learning algorithm for repeated game self-play. Our algorithm allows players to converge, in an initially unknown repeated game, to a joint behavior optimal in a certain, well-defined sense, without communication between players. Finally, we propose a family of algorithms for approximately solving dynamic games, and for extracting equilibrium strategy profiles. In this context, we first propose a method to compute a nonempty subset of approximate subgame-perfect equilibria in repeated games. We then demonstrate how to extend this method for approximating all subgame-perfect equilibria in repeated games, and also for solving more complex dynamic games
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