13,339 research outputs found

    Coalition Formation For Distributed Constraint Optimization Problems

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    This dissertation presents our research on coalition formation for Distributed Constraint Optimization Problems (DCOP). In a DCOP, a problem is broken up into many disjoint sub-problems, each controlled by an autonomous agent and together the system of agents have a joint goal of maximizing a global utility function. In particular, we study the use of coalitions for solving distributed k-coloring problems using iterative approximate algorithms, which do not guarantee optimal results, but provide fast and economic solutions in resource constrained environments. The challenge in forming coalitions using iterative approximate algorithms is in identifying constraint dependencies between agents that allow for effective coalitions to form. We first present the Virtual Structure Reduction (VSR) Algorithm and its integration with a modified version of an iterative approximate solver. The VSR algorithm is the first distributed approach for finding structural relationships, called strict frozen pairs, between agents that allows for effective coalition formation. Using coalition structures allows for both more efficient search and higher overall utility in the solutions. Secondly, we relax the assumption of strict frozen pairs and allow coalitions to form under a probabilistic relationship. We identify probabilistic frozen pairs by calculating the propensity between two agents, or the joint probability of two agents in a k-coloring problem having the same value in all satisfiable instances. Using propensity, we form coalitions in sparse graphs where strict frozen pairs may not exist, but there is still benefit to forming coalitions. Lastly, we present a cooperative game theoretic approach where agents search for Nash stable coalitions under the conditions of additively separable and symmetric value functions

    Evolutionary games on graphs

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    Game theory is one of the key paradigms behind many scientific disciplines from biology to behavioral sciences to economics. In its evolutionary form and especially when the interacting agents are linked in a specific social network the underlying solution concepts and methods are very similar to those applied in non-equilibrium statistical physics. This review gives a tutorial-type overview of the field for physicists. The first three sections introduce the necessary background in classical and evolutionary game theory from the basic definitions to the most important results. The fourth section surveys the topological complications implied by non-mean-field-type social network structures in general. The last three sections discuss in detail the dynamic behavior of three prominent classes of models: the Prisoner's Dilemma, the Rock-Scissors-Paper game, and Competing Associations. The major theme of the review is in what sense and how the graph structure of interactions can modify and enrich the picture of long term behavioral patterns emerging in evolutionary games.Comment: Review, final version, 133 pages, 65 figure

    Reinforcement Learning using Augmented Neural Networks

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    Neural networks allow Q-learning reinforcement learning agents such as deep Q-networks (DQN) to approximate complex mappings from state spaces to value functions. However, this also brings drawbacks when compared to other function approximators such as tile coding or their generalisations, radial basis functions (RBF) because they introduce instability due to the side effect of globalised updates present in neural networks. This instability does not even vanish in neural networks that do not have any hidden layers. In this paper, we show that simple modifications to the structure of the neural network can improve stability of DQN learning when a multi-layer perceptron is used for function approximation.Comment: 7 pages; two columns; 4 figure

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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