3,923 research outputs found

    Hypergame Analysis in E-Commerce: A Preliminary Report

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    In usual game theory, it is normally assumed that "all the players see the same game", i.e., they are aware of each other's strategies and preferences. This assumption is very strong for real life where differences in perception affecting the decision making process seem to be the rule rather the exception. Attempts have been made to incorporate misperceptions of various types, but most of these attempts are based on quantities (as probabilities, risk factors, etc.) which are too subjective in general. One approach that seems to be very attractive is to consider that the players are trying to play "different games" in a hypergame. In this paper, we present a hypergame approach as an analysis tool in the context of multiagent environments. Precisely, we first sketch a brief formal introduction to hypergames. Then we explain how agents can interact through communication or through a mediator when they have different views and particularly misperceptions on others' games. After that, we show how agents can take advantage of misperceptions. Finally, we conclude and present some future work. Dans les jeux classiques, il est supposĂ© que "tous les joueurs voient le mĂȘme jeu'', i.e., que les joueurs sont au courant des stratĂ©gies et des prĂ©fĂ©rences des uns et des autres. Aux vu des applications rĂ©elles, cette supposition est trĂšs forte dans la mesure oĂč les diffĂ©rences de perception affectant la prise de dĂ©cision semblent plus relevĂ©es de la rĂšgle que de l'exception. Des tentatives ont Ă©tĂ© faites, par le passĂ©, pour incorporer les distorsions aux niveaux des perceptions, mais la plupart de ces tentatives ont Ă©tĂ© essentiellement basĂ©es sur le "quantitatif" (comme les probabilitĂ©s, les facteurs de risques, etc.) et par consĂ©quent, trop subjectives en gĂ©nĂ©ral. Une approche qui semble ĂȘtre attractive pour pallier Ă  cela, consiste Ă  voir les joueurs comme jouant "diffĂ©rents jeux'' dans une sorte d'hyper-jeu. Dans ce papier, nous prĂ©sentons une approche "hyper-jeu'' comme outil d'analyse entre agents dans le cadre d'un environnement multi-agent. Nous donnons un aperçu (trĂšs succinct) de la formalisation d'un tel hyper-jeux et nous expliquerons ensuite, comment les agents pourraient intervenir via un agent-mĂ©diateur quand ils ont des perceptions diffĂ©rentes. AprĂšs cela, nous expliquerons comment les agents pourraient tirer avantage des perceptions diffĂ©rentes.Game Theory, Hypergame, Mediation, ThĂ©orie des jeux, hyper-jeux, mĂ©diation

    Multi-level agent-based modeling - A literature survey

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    During last decade, multi-level agent-based modeling has received significant and dramatically increasing interest. In this article we present a comprehensive and structured review of literature on the subject. We present the main theoretical contributions and application domains of this concept, with an emphasis on social, flow, biological and biomedical models.Comment: v2. Ref 102 added. v3-4 Many refs and text added v5-6 bibliographic statistics updated. v7 Change of the name of the paper to reflect what it became, many refs and text added, bibliographic statistics update

    Modelling Requirements for Content Recommendation Systems

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    This paper addresses the modelling of requirements for a content Recommendation System (RS) for Online Social Networks (OSNs). On OSNs, a user switches roles constantly between content generator and content receiver. The goals and softgoals are different when the user is generating a post, as opposed as replying to a post. In other words, the user is generating instances of different entities, depending on the role she has: a generator generates instances of a "post", while the receiver generates instances of a "reply". Therefore, we believe that when addressing Requirements Engineering (RE) for RS, it is necessary to distinguish these roles clearly. We aim to model an essential dynamic on OSN, namely that when a user creates (posts) content, other users can ignore that content, or themselves start generating new content in reply, or react to the initial posting. This dynamic is key to designing OSNs, because it influences how active users are, and how attractive the OSN is for existing, and to new users. We apply a well-known Goal Oriented RE (GORE) technique, namely i-star, and show that this language fails to capture this dynamic, and thus cannot be used alone to model the problem domain. Hence, in order to represent this dynamic, its relationships to other OSNs' requirements, and to capture all relevant information, we suggest using another modelling language, namely Petri Nets, on top of i-star for the modelling of the problem domain. We use Petri Nets because it is a tool that is used to simulate the dynamic and concurrent activities of a system and can be used by both practitioners and theoreticians.Comment: 28 pages, 7 figure

    Towards a Model of Open and Reliable Cognitive Multiagent Systems: Dealing with Trust and Emotions

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     Open multiagent systems are those in which the agents can enter or leave the system freely. In these systems any entity with unknown intention can occupy the environment. For this scenario trust and reputation mechanisms should be used to choose partners in order to request services or delegate tasks. Trust and reputation models have been proposed in the Multiagent Systems area as a way to assist agents to select good partners in order to improve interactions between them. Most of the trust and reputation models proposed in the literature take into account their functional aspects, but not how they affect the reasoning cycle of the agent. That is, under the perspective of the agent, a trust model is usually just a “black box” and the agents usually does not take into account their emotional state to make decisions as well as humans often do. As well as trust, agent’s emotions also have been studied with the aim of making the actions and reactions of the agents more like those of humans being in order to imitate their reasoning and decision making mechanisms. In this paper we analyse some proposed models found in the literature and propose a BDI and multi-context based agent model which includes emotional reasoning to lead trust and reputation in open multiagent systems

    From Manifesta to Krypta: The Relevance of Categories for Trusting Others

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    In this paper we consider the special abilities needed by agents for assessing trust based on inference and reasoning. We analyze the case in which it is possible to infer trust towards unknown counterparts by reasoning on abstract classes or categories of agents shaped in a concrete application domain. We present a scenario of interacting agents providing a computational model implementing different strategies to assess trust. Assuming a medical domain, categories, including both competencies and dispositions of possible trustees, are exploited to infer trust towards possibly unknown counterparts. The proposed approach for the cognitive assessment of trust relies on agents' abilities to analyze heterogeneous information sources along different dimensions. Trust is inferred based on specific observable properties (Manifesta), namely explicitly readable signals indicating internal features (Krypta) regulating agents' behavior and effectiveness on specific tasks. Simulative experiments evaluate the performance of trusting agents adopting different strategies to delegate tasks to possibly unknown trustees, while experimental results show the relevance of this kind of cognitive ability in the case of open Multi Agent Systems

    Mixed Initiative Systems for Human-Swarm Interaction: Opportunities and Challenges

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    Human-swarm interaction (HSI) involves a number of human factors impacting human behaviour throughout the interaction. As the technologies used within HSI advance, it is more tempting to increase the level of swarm autonomy within the interaction to reduce the workload on humans. Yet, the prospective negative effects of high levels of autonomy on human situational awareness can hinder this process. Flexible autonomy aims at trading-off these effects by changing the level of autonomy within the interaction when required; with mixed-initiatives combining human preferences and automation's recommendations to select an appropriate level of autonomy at a certain point of time. However, the effective implementation of mixed-initiative systems raises fundamental questions on how to combine human preferences and automation recommendations, how to realise the selected level of autonomy, and what the future impacts on the cognitive states of a human are. We explore open challenges that hamper the process of developing effective flexible autonomy. We then highlight the potential benefits of using system modelling techniques in HSI by illustrating how they provide HSI designers with an opportunity to evaluate different strategies for assessing the state of the mission and for adapting the level of autonomy within the interaction to maximise mission success metrics.Comment: Author version, accepted at the 2018 IEEE Annual Systems Modelling Conference, Canberra, Australi

    Facing Openness with Socio Cognitive Trust and Categories.

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    Typical solutions for agents assessing trust relies on the circulation of information on the individual level, i.e. reputational images, subjective experiences, statistical analysis, etc. This work presents an alternative approach, inspired to the cognitive heuristics enabling humans to reason at a categorial level. The approach is envisaged as a crucial ability for agents in order to: (1) estimate trustworthiness of unknown trustees based on an ascribed membership to categories; (2) learn a series of emergent relations between trustees observable properties and their effective abilities to fulfill tasks in situated conditions. On such a basis, categorization is provided to recognize signs (Manifesta) through which hidden capabilities (Kripta) can be inferred. Learning is provided to refine reasoning attitudes needed to ascribe tasks to categories. A series of architectures combining categorization abilities, individual experiences and context awareness are evaluated and compared in simulated experiments

    Sequential Decision Making with Untrustworthy Service Providers

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    In this paper, we deal with the sequential decision making problem of agents operating in computational economies, where there is uncertainty regarding the trustworthiness of service providers populating the environment. Specifically, we propose a generic Bayesian trust model, and formulate the optimal Bayesian solution to the exploration-exploitation problem facing the agents when repeatedly interacting with others in such environments. We then present a computationally tractable Bayesian reinforcement learning algorithm to approximate that solution by taking into account the expected value of perfect information of an agent's actions. Our algorithm is shown to dramatically outperform all previous finalists of the international Agent Reputation and Trust (ART) competition, including the winner from both years the competition has been run
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