1,671 research outputs found

    Generosity and the Emergence of Forgiveness in the Donation Game

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    Employing AI to Better Understand Our Morals

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    We present a summary of research that we have conducted employing AI to better understand human morality. This summary adumbrates theoretical fundamentals and considers how to regulate development of powerful new AI technologies. The latter research aim is benevolent AI, with fair distribution of benefits associated with the development of these and related technologies, avoiding disparities of power and wealth due to unregulated competition. Our approach avoids statistical models employed in other approaches to solve moral dilemmas, because these are “blind” to natural constraints on moral agents, and risk perpetuating mistakes. Instead, our approach employs, for instance, psychologically realistic counterfactual reasoning in group dynamics. The present paper reviews studies involving factors fundamental to human moral motivation, including egoism vs. altruism, commitment vs. defaulting, guilt vs. non-guilt, apology plus forgiveness, counterfactual collaboration, among other factors fundamental in the motivation of moral action. These being basic elements in most moral systems, our studies deliver generalizable conclusions that inform efforts to achieve greater sustainability and global benefit, regardless of cultural specificities in constituents

    Synthesis of Strategies for Non-Zero-Sum Repeated Games

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    There are numerous applications that involve two or more self-interested autonomous agents that repeatedly interact with each other in order to achieve a goal or maximize their utilities. This dissertation focuses on the problem of how to identify and exploit useful structures in agents' behavior for the construction of good strategies for agents in multi-agent environments, particularly non-zero-sum repeated games. This dissertation makes four contributions to the study of this problem. First, this thesis describes a way to take a set of interaction traces produced by different pairs of players in a two-player repeated game, and then find the best way to combine them into a strategy. The strategy can then be incorporated into an existing agent, as an enhancement of the agent's original strategy. In cross-validated experiments involving 126 agents for the Iterated Prisoner's Dilemma, Iterated Chicken Game, and Iterated Battle of the Sexes, my technique was able to make improvement to the performance of nearly all of the agents. Second, this thesis investigates the issue of uncertainty about goals when a goal-based agent situated in a nondeterministic environment. The results of this investigation include the necessary and sufficiency conditions for such guarantee, and an algorithm for synthesizing a strategy from interaction traces that maximizes the probability of success of an agent even when no strategy can assure the success of the agent. Third, this thesis introduces a technique, Symbolic Noise Detection (SND), for detecting noise (i.e., mistakes or miscommunications) among agents in repeated games. The idea is that if we can build a model of the other agent's behavior, we can use this model to detect and correct actions that have been affected by noise. In the 20th Anniversary Iterated Prisoner's Dilemma competition, the SND agent placed third in the "noise" category, and was the best performer among programs that had no "slave" programs feeding points to them. Fourth, the thesis presents a generalization of SND that can be wrapped around any existing strategy. Finally, the thesis includes a general framework for synthesizing strategies from experience for repeated games in both noisy and noisy-free environments

    Affective Adaptation of Social Norms in Workplace Design

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    Open-plan offices are common in today's organisations. These types of workplaces require people to share a common space, where violation of (implicitly or explicitly stated) social norms can cause instances of incivility. If nothing is done to avoid these situations, bad feeling can lead to diminished productivity and cooperation, and, in the long-term, to more serious problems, such as conflict and aggression. A critical review of literature shows the effects of workplace incivility and the need for an internal reparation mechanism. Inspired by convergence of pervasive, adaptive and affective computing, we have designed and developed a self-regulatory platform for successful collective action, based on participatory adaptation and fair information practises, which we called MACS. MACS addresses the problem of incivility and aims at improving the Quality of Experience in shared workplaces. This thesis presents all studies that led to the development of MACS. Through the analysis of an online questionnaire we gathered information about incivility in shared workplaces, how people deal with those situations, and awareness about uncivil self-behaviours. We concluded the main issue while sharing a workplace is noise, and most people will try to change their own behaviour, rather than confronting the person being uncivil. MACS's avatar-based interface was developed with the purpose of heightening self-awareness and cueing the appropriate social norms, while providing a good User Experience (UX). Avatars created to people's image, rather than photos, were used, to keep MACS's tone light and relatively unintrusive, while still creating self-awareness. MACS's final version went through UX testing, where 6 people were filmed while performing tasks in MACS. The intended work-flow and user interfaces to support the smooth passage of the work-flow have been validated by the UX user testing. There is some preliminary evidence suggesting apology will elicit empathic responses in MACS. Finally, this thesis proposes guidelines for workplace design, which are founded on participatory creation and change of social norms, and ways to make sure they are enforced. In this sense, MACS can also be seen as a prototypical example of a socio-technical system being used as platform for successful collective action.Open Acces

    Towards representing human behavior and decision making in Earth system models. An overview of techniques and approaches

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    Today, humans have a critical impact on the Earth system and vice versa, which can generate complex feedback processes between social and ecological dynamics. Integrating human behavior into formal Earth system models (ESMs), however, requires crucial modeling assumptions about actors and their goals, behavioral options, and decision rules, as well as modeling decisions regarding human social interactions and the aggregation of individuals’ behavior. Here, we review existing modeling approaches and techniques from various disciplines and schools of thought dealing with human behavior at different levels of decision making. We demonstrate modelers’ often vast degrees of freedom but also seek to make modelers aware of the often crucial consequences of seemingly innocent modeling assumptions. After discussing which socioeconomic units are potentially important for ESMs, we compare models of individual decision making that correspond to alternative behavioral theories and that make diverse modeling assumptions about individuals’ preferences, beliefs, decision rules, and foresight. We review approaches to model social interaction, covering game theoretic frameworks, models of social influence, and network models. Finally, we discuss approaches to studying how the behavior of individuals, groups, and organizations can aggregate to complex collective phenomena, discussing agent-based, statistical, and representative-agent modeling and economic macro-dynamics. We illustrate the main ingredients of modeling techniques with examples from land-use dynamics as one of the main drivers of environmental change bridging local to global scales

    Per-host DDoS mitigation by direct-control reinforcement learning

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    DDoS attacks plague the availability of online services today, yet like many cybersecurity problems are evolving and non-stationary. Normal and attack patterns shift as new protocols and applications are introduced, further compounded by burstiness and seasonal variation. Accordingly, it is difficult to apply machine learning-based techniques and defences in practice. Reinforcement learning (RL) may overcome this detection problem for DDoS attacks by managing and monitoring consequences; an agent’s role is to learn to optimise performance criteria (which are always available) in an online manner. We advance the state-of-the-art in RL-based DDoS mitigation by introducing two agent classes designed to act on a per-flow basis, in a protocol-agnostic manner for any network topology. This is supported by an in-depth investigation of feature suitability and empirical evaluation. Our results show the existence of flow features with high predictive power for different traffic classes, when used as a basis for feedback-loop-like control. We show that the new RL agent models can offer a significant increase in goodput of legitimate TCP traffic for many choices of host density

    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
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