8,172 research outputs found
Evolution of a supply chain management game for the trading agent competition
TAC SCM is a supply chain management game for the Trading Agent Competition (TAC). The purpose of TAC is to spur high quality research into realistic trading agent problems. We discuss TAC and TAC SCM: game and competition design, scientific impact, and lessons learnt
A Collaborative Mechanism for Crowdsourcing Prediction Problems
Machine Learning competitions such as the Netflix Prize have proven
reasonably successful as a method of "crowdsourcing" prediction tasks. But
these competitions have a number of weaknesses, particularly in the incentive
structure they create for the participants. We propose a new approach, called a
Crowdsourced Learning Mechanism, in which participants collaboratively "learn"
a hypothesis for a given prediction task. The approach draws heavily from the
concept of a prediction market, where traders bet on the likelihood of a future
event. In our framework, the mechanism continues to publish the current
hypothesis, and participants can modify this hypothesis by wagering on an
update. The critical incentive property is that a participant will profit an
amount that scales according to how much her update improves performance on a
released test set.Comment: Full version of the extended abstract which appeared in NIPS 201
The first automated negotiating agents competition (ANAC 2010)
Motivated by the challenges of bilateral negotiations between people and automated agents we organized the first automated negotiating agents competition (ANAC 2010). The purpose of the competition is to facilitate the research in the area bilateral multi-issue closed negotiation. The competition was based on the Genius environment, which is a General Environment for Negotiation with Intelligent multi-purpose Usage Simulation. The first competition was held in conjunction with the Ninth International Conference on Autonomous Agents and Multiagent Systems (AAMAS-10) and was comprised of seven teams. This paper presents an overview of the competition, as well as general and contrasting approaches towards negotiation strategies that were adopted by the participants of the competition. Based on analysis in post--tournament experiments, the paper also attempts to provide some insights with regard to effective approaches towards the design of negotiation strategies
The Design of the Fifth Answer Set Programming Competition
Answer Set Programming (ASP) is a well-established paradigm of declarative
programming that has been developed in the field of logic programming and
nonmonotonic reasoning. Advances in ASP solving technology are customarily
assessed in competition events, as it happens for other closely-related
problem-solving technologies like SAT/SMT, QBF, Planning and Scheduling. ASP
Competitions are (usually) biennial events; however, the Fifth ASP Competition
departs from tradition, in order to join the FLoC Olympic Games at the Vienna
Summer of Logic 2014, which is expected to be the largest event in the history
of logic. This edition of the ASP Competition series is jointly organized by
the University of Calabria (Italy), the Aalto University (Finland), and the
University of Genova (Italy), and is affiliated with the 30th International
Conference on Logic Programming (ICLP 2014). It features a completely
re-designed setup, with novelties involving the design of tracks, the scoring
schema, and the adherence to a fixed modeling language in order to push the
adoption of the ASP-Core-2 standard. Benchmark domains are taken from past
editions, and best system packages submitted in 2013 are compared with new
versions and solvers.
To appear in Theory and Practice of Logic Programming (TPLP).Comment: 10 page
Hacker Combat: A Competitive Sport from Programmatic Dueling & Cyberwarfare
The history of humanhood has included competitive activities of many
different forms. Sports have offered many benefits beyond that of
entertainment. At the time of this article, there exists not a competitive
ecosystem for cyber security beyond that of conventional capture the flag
competitions, and the like. This paper introduces a competitive framework with
a foundation on computer science, and hacking. This proposed competitive
landscape encompasses the ideas underlying information security, software
engineering, and cyber warfare. We also demonstrate the opportunity to rank,
score, & categorize actionable skill levels into tiers of capability.
Physiological metrics are analyzed from participants during gameplay. These
analyses provide support regarding the intricacies required for competitive
play, and analysis of play. We use these intricacies to build a case for an
organized competitive ecosystem. Using previous player behavior from gameplay,
we also demonstrate the generation of an artificial agent purposed with
gameplay at a competitive level
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