8,084 research outputs found
Learning and Predicting Dynamic Behavior with Graphical Multiagent Models
Factored models of multiagent systems address the complexity of joint behavior by exploiting locality in agent interactions. History-dependent graphical multiagent models (hGMMs) further capture dynamics by conditioning behavior on history. The challenges of modeling real human behavior motivated us to extend the hGMM representation by distinguishing two types of agent interactions. This distinction opens the opportunity for learning dependence networks that are different from given graphical structures representing observed agent interactions. We propose a greedy algorithm for learning hGMMs from time-series data, inducing both graphical structure and parameters. Our empirical study employs human-subject experiment data for a dynamic consensus scenario, where agents on a network attempt to reach a unanimous vote. We show that the learned hGMMs directly expressing joint behavior outperform alternatives in predicting dynamic human voting behavior, and end-game vote results. Analysis of learned graphical structures reveals patterns of action dependence not directly reflected in the original experiment networks
Analysis and design of multiagent systems using MAS-CommonKADS
This article proposes an agent-oriented methodology called MAS-CommonKADS and develops a case study. This methodology extends the knowledge engineering methodology CommonKADSwith techniquesfrom objectoriented and protocol engineering methodologies. The methodology consists of the development of seven models: Agent Model, that describes the characteristics of each agent; Task Model, that describes the tasks that the agents carry out; Expertise Model, that describes the knowledge needed by the agents to achieve their goals; Organisation Model, that describes the structural relationships between agents (software agents and/or human agents); Coordination Model, that describes the dynamic relationships between software agents; Communication Model, that describes the dynamic relationships between human agents and their respective personal assistant software agents; and Design Model, that refines the previous models and determines the most suitable agent architecture for each agent, and the requirements of the agent network
A survey of agent-oriented methodologies
This article introduces the current agent-oriented methodologies. It discusses what approaches have been followed (mainly extending existing object oriented and knowledge engineering methodologies), the suitability of these approaches for agent modelling, and some conclusions drawn from the survey
Scalable Planning and Learning for Multiagent POMDPs: Extended Version
Online, sample-based planning algorithms for POMDPs have shown great promise
in scaling to problems with large state spaces, but they become intractable for
large action and observation spaces. This is particularly problematic in
multiagent POMDPs where the action and observation space grows exponentially
with the number of agents. To combat this intractability, we propose a novel
scalable approach based on sample-based planning and factored value functions
that exploits structure present in many multiagent settings. This approach
applies not only in the planning case, but also in the Bayesian reinforcement
learning setting. Experimental results show that we are able to provide high
quality solutions to large multiagent planning and learning problems
Learning the Structure and Parameters of Large-Population Graphical Games from Behavioral Data
We consider learning, from strictly behavioral data, the structure and
parameters of linear influence games (LIGs), a class of parametric graphical
games introduced by Irfan and Ortiz (2014). LIGs facilitate causal strategic
inference (CSI): Making inferences from causal interventions on stable behavior
in strategic settings. Applications include the identification of the most
influential individuals in large (social) networks. Such tasks can also support
policy-making analysis. Motivated by the computational work on LIGs, we cast
the learning problem as maximum-likelihood estimation (MLE) of a generative
model defined by pure-strategy Nash equilibria (PSNE). Our simple formulation
uncovers the fundamental interplay between goodness-of-fit and model
complexity: good models capture equilibrium behavior within the data while
controlling the true number of equilibria, including those unobserved. We
provide a generalization bound establishing the sample complexity for MLE in
our framework. We propose several algorithms including convex loss minimization
(CLM) and sigmoidal approximations. We prove that the number of exact PSNE in
LIGs is small, with high probability; thus, CLM is sound. We illustrate our
approach on synthetic data and real-world U.S. congressional voting records. We
briefly discuss our learning framework's generality and potential applicability
to general graphical games.Comment: Journal of Machine Learning Research. (accepted, pending
publication.) Last conference version: submitted March 30, 2012 to UAI 2012.
First conference version: entitled, Learning Influence Games, initially
submitted on June 1, 2010 to NIPS 201
Iterative Online Planning in Multiagent Settings with Limited Model Spaces and PAC Guarantees
Methods for planning in multiagent settings often model other agents ’ possible behaviors. However, the space of these models – whether these are policy trees, finite-state controllers or inten-tional models – is very large and thus arbitrarily bounded. This may exclude the true model or the optimal model. In this paper, we present a novel iterative algorithm for online planning that consid-ers a limited model space, updates it dynamically using data from interactions, and provides a provable and probabilistic bound on the approximation error. We ground this approach in the context of graphical models for planning in partially observable multiagent settings – interactive dynamic influence diagrams. We empirically demonstrate that the limited model space facilitates fast solutions and that the true model often enters the limited model space
Evoplex: A platform for agent-based modeling on networks
Agent-based modeling and network science have been used extensively to
advance our understanding of emergent collective behavior in systems that are
composed of a large number of simple interacting individuals or agents. With
the increasing availability of high computational power in affordable personal
computers, dedicated efforts to develop multi-threaded, scalable and
easy-to-use software for agent-based simulations are needed more than ever.
Evoplex meets this need by providing a fast, robust and extensible platform for
developing agent-based models and multi-agent systems on networks. Each agent
is represented as a node and interacts with its neighbors, as defined by the
network structure. Evoplex is ideal for modeling complex systems, for example
in evolutionary game theory and computational social science. In Evoplex, the
models are not coupled to the execution parameters or the visualization tools,
and there is a user-friendly graphical interface which makes it easy for all
users, ranging from newcomers to experienced, to create, analyze, replicate and
reproduce the experiments.Comment: 6 pages, 5 figures; accepted for publication in SoftwareX [software
available at https://evoplex.org
- …