362 research outputs found

    Mechanisms for Automated Negotiation in State Oriented Domains

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    This paper lays part of the groundwork for a domain theory of negotiation, that is, a way of classifying interactions so that it is clear, given a domain, which negotiation mechanisms and strategies are appropriate. We define State Oriented Domains, a general category of interaction. Necessary and sufficient conditions for cooperation are outlined. We use the notion of worth in an altered definition of utility, thus enabling agreements in a wider class of joint-goal reachable situations. An approach is offered for conflict resolution, and it is shown that even in a conflict situation, partial cooperative steps can be taken by interacting agents (that is, agents in fundamental conflict might still agree to cooperate up to a certain point). A Unified Negotiation Protocol (UNP) is developed that can be used in all types of encounters. It is shown that in certain borderline cooperative situations, a partial cooperative agreement (i.e., one that does not achieve all agents' goals) might be preferred by all agents, even though there exists a rational agreement that would achieve all their goals. Finally, we analyze cases where agents have incomplete information on the goals and worth of other agents. First we consider the case where agents' goals are private information, and we analyze what goal declaration strategies the agents might adopt to increase their utility. Then, we consider the situation where the agents' goals (and therefore stand-alone costs) are common knowledge, but the worth they attach to their goals is private information. We introduce two mechanisms, one 'strict', the other 'tolerant', and analyze their affects on the stability and efficiency of negotiation outcomes.Comment: See http://www.jair.org/ for any accompanying file

    A Local-Dominance Theory of Voting Equilibria

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    It is well known that no reasonable voting rule is strategyproof. Moreover, the common Plurality rule is particularly prone to strategic behavior of the voters and empirical studies show that people often vote strategically in practice. Multiple game-theoretic models have been proposed to better understand and predict such behavior and the outcomes it induces. However, these models often make unrealistic assumptions regarding voters' behavior and the information on which they base their vote. We suggest a new model for strategic voting that takes into account voters' bounded rationality, as well as their limited access to reliable information. We introduce a simple behavioral heuristic based on \emph{local dominance}, where each voter considers a set of possible world states without assigning probabilities to them. This set is constructed based on prospective candidates' scores (e.g., available from an inaccurate poll). In a \emph{voting equilibrium}, all voters vote for candidates not dominated within the set of possible states. We prove that these voting equilibria exist in the Plurality rule for a broad class of local dominance relations (that is, different ways to decide which states are possible). Furthermore, we show that in an iterative setting where voters may repeatedly change their vote, local dominance-based dynamics quickly converge to an equilibrium if voters start from the truthful state. Weaker convergence guarantees in more general settings are also provided. Using extensive simulations of strategic voting on generated and real preference profiles, we show that convergence is fast and robust, that emerging equilibria are consistent across various starting conditions, and that they replicate widely known patterns of human voting behavior such as Duverger's law. Further, strategic voting generally improves the quality of the winner compared to truthful voting

    The Pricing War Continues: On Competitive Multi-Item Pricing

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    We study a game with \emph{strategic} vendors who own multiple items and a single buyer with a submodular valuation function. The goal of the vendors is to maximize their revenue via pricing of the items, given that the buyer will buy the set of items that maximizes his net payoff. We show this game may not always have a pure Nash equilibrium, in contrast to previous results for the special case where each vendor owns a single item. We do so by relating our game to an intermediate, discrete game in which the vendors only choose the available items, and their prices are set exogenously afterwards. We further make use of the intermediate game to provide tight bounds on the price of anarchy for the subset games that have pure Nash equilibria; we find that the optimal PoA reached in the previous special cases does not hold, but only a logarithmic one. Finally, we show that for a special case of submodular functions, efficient pure Nash equilibria always exist

    Acyclic Games and Iterative Voting

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    We consider iterative voting models and position them within the general framework of acyclic games and game forms. More specifically, we classify convergence results based on the underlying assumptions on the agent scheduler (the order of players) and the action scheduler (which better-reply is played). Our main technical result is providing a complete picture of conditions for acyclicity in several variations of Plurality voting. In particular, we show that (a) under the traditional lexicographic tie-breaking, the game converges for any order of players under a weak restriction on voters' actions; and (b) Plurality with randomized tie-breaking is not guaranteed to converge under arbitrary agent schedulers, but from any initial state there is \emph{some} path of better-replies to a Nash equilibrium. We thus show a first separation between restricted-acyclicity and weak-acyclicity of game forms, thereby settling an open question from [Kukushkin, IJGT 2011]. In addition, we refute another conjecture regarding strongly-acyclic voting rules.Comment: some of the results appeared in preliminary versions of this paper: Convergence to Equilibrium of Plurality Voting, Meir et al., AAAI 2010; Strong and Weak Acyclicity in Iterative Voting, Meir, COMSOC 201

    Compromise in negotiation: exploiting worth functions over states

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    AbstractPrevious work by G. Zlotkin and J.S. Rosenschein (1989, 1990, 1991, 1992) discussed interagent negotiation protocols. One of the main assumptions there was that the agents' goals remain fixed—the agents cannot relax their initial goals, which can be achieved only as a whole and cannot be partially achieved. A goal there was considered a formula that is either satisfied or not satisfied by a given state.We here present a more general approach to the negotiation problem in non-cooperative domains where agents' goals are not expressed as formulas, but rather as worth functions. An agent associates a particular value with each possible final state; this value reflects the degree of satisfaction the agent derives from being in that state.With this new definition of goal as worth function, an agreement may lead to a situation in which one or both goals are only partially achieved (i.e., agents may not reach their most desired state). We present a negotiation protocol that can be used in a general non-cooperative domain when worth functions are available. This multi-plan deal type allows agents to compromise over their degree of satisfaction, and (in parallel) to negotiate over the joint plan that will be implemented to reach the compromise final state. The ability to compromise often results in a better deal, enabling agents to increase their overall utility.Finally, we present more detailed examples of specific worth functions in various domains, and show how they are used in the negotiation process

    Mergers and collusion in all-pay auctions and crowdsourcing contest

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    Strategic voting with incomplete information

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    Classical results in social choice theory on the susceptibility of voting rules to strategic manipulation make the assumption that the manipulator has complete information regarding the preferences of the other voters. In reality, however, voters only have incomplete information, which limits their ability to manipulate. We explore how these limitations affect both the manipulability of voting rules and the dynamics of systems in which voters may repeatedly update their own vote in reaction to the moves made by others. We focus on the Plurality, Veto, Îş-approval, Borda, Copeland, and Maximin voting rules, and consider several types of information that are natural in the context of these rules, namely information on the current front-runner, on the scores obtained by each alternative, and on the majority graph induced by the individual preferences

    C-IPS: Specifying decision interdependencies in negotiations

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    Abstract. Negotiation is an important mechanism of coordination in multiagent systems. Contrary to early conceptualizations of negotiating agents, we believe that decisions regarding the negotiation issue and the negotiation partner are equally important as the selection of negotiation steps. Our C-IPS approach considers these three aspects as separate decision processes. It requires an explicit specification of interdependencies between them. In this article we address the task of specifying the dynamic interdependencies by means of IPS dynamics. Thereby we introduce a new level of modeling negotiating agents that is above negotiation mechanism and protocol design. IPS dynamics are presented using state charts. We define some generally required states, predicates and actions. We illustrate the dynamics by a simple example. The example is first specified for an idealized scenario and is then extended to a more realistic model that captures some features of open multiagent systems. The well-structured reasoning process for negotiating agents enables more comprehensive and hence more flexible architectures. The explicit modeling of all involved decisions and dependencies eases the understanding, evaluation, and comparison of different approaches to negotiating agents.

    The impact of infocenters on e-marketplaces

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