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Exam
Introduction
- agent
- physical or virtual entity, has its own resources, possibly a representation of its environment
- acts autonomously to satisfy some tendencies (goals) … proactive
- while taking into account its limited resources, perceptions etc. … reactive
- agent architectures
- simple reactive agent
- agent with an internal state
- goal-based agent
- utility-based agent
- in case of conflicting goals or uncertain effects
- properties of environments
- accessibility
- are all the relevant aspects of the environment instantly available to the agent? → we don't need to maintain an internal state
- determinism
- is the next state completely determined by the current state and the actions selected by the agents?
- accessible + deterministic → no uncertainty
- episodic vs. sequential environment
- do future states depend on past actions? → sequential environment
- episodic environments are simpler, agents can make reactive decisions and do not need to remember the history (example: old chatbots)
- static vs. dynamic environment
- dynamic environment can change during deliberation → we need to think fast (example: autonomous car)
- semi-dynamic environment does not change during deliberation but the passage of time is important (e.g. performance score)
- static environment does not change during deliberation, time does not matter
- discrete vs. continuous
- discrete environment – limited number of distinct, clearly defined percepts and actions
- examples
- chess: accessible, deterministic, sequential, static or semi-dynamic (with a clock), discrete
- poker: inaccessible, indeterministic, sequential
- taxi driving: inaccessible, indeterministic, sequential, dynamic, continuous
- MAS applications
- distributed problem solving
- agent-based modelling and simulation
Agent Architectures
- reactive agent vs. cognitive agent
- cognitive agent can reason about the environment
- reactive agent can only move randomly and perform some reactive actions
- practical reasoning
- action-oriented reasoning = process of deciding what to do (not what to believe or what is true)
- human practical reasoning
- deliberation – what state of affairs I want to achieve? (output = intentions)
- means-end reasoning – how do I get there? (output = plans)
- philosophical foundation: Bratman's theory of practical reasoning
- intentions in practical reasoning
- effort and resources put into achieving intention
- no conflict: intentions serve as a filter for adopting new intentions
- success tracking + persistance after failure
- possible – intentions are believed to be possible
- feasibility – not believed to never be reached
- under some circumstances, agents believe they will reach their intention
- agents need not intend all the expected side effects of their intentions
- BDI architecture
- beliefs
- representation of the world
- possible incorrect and incomplete
- but consistent/rational
- desires
- intentions
- how to achieve the goal
- intentions lead to actions
- in a dynamic environment, we need to reconsider the intentions
- constraints: resources, time (in real-time envornments)
- two extreme strategies
- never reconsider
- reconsider constantly
- strategies
- blind commitment – only reconsider after success / total fail (all plans have failed)
- single-minded commitment – also reconsider when intention becomes impossible
- open-minded commitment – explicit meta-level controller that decides if intentions should be reconsidered
- BDI goal-plan diagram (tree)
- list of all plans we can use to achieve the goal
- each plan consists of several atomic actions
- example: gold miners
- goal: earn money
- plans: sell gold | other job
- how to sell gold: have gold & go to market & sell
- how to have gold: steal gold | pick gold
- on every level of the tree, we switch between AND and OR
- BDI pros & cons
- grounded in philosophy, formal logic
- high level of abstraction, captures folk psychology
- explains why an agent does something
- extensible, flexible, robust, failure recovery
- dedicated programming frameworks (example: GAMA)
- but complex, may be computationally slow
- reflex architecture
- stimulus-action rules
- directly triggered by stimuli in the environment
- less complex than symbolic AI
- example: ants
- go back to nest = follow pheromones the other way
- finite-state machines
- subsumption architecture
- hierarchy of competence modules (CM)
- each module is responsible for a concrete, clearly defined, simple task
- all modules operate in parallel
- rather simple rule-like structure
- lower layers can inhibit higher layers
- by suppressing input signals or inhibiting output signals
- example: Mars explorer (Steels)
- highest priority: obstacle avoidance
- drop carried samples at base
- return to base when carrying sample
- collect found samples
- lowest priority: exploration
- how can reactive agent locate the base?
- gradient field – the base emits radio signal
- how can robots communicate together?
- for reactive agents, the environment has to be accessible
- hybrid architectures
- reactive and deliberative layers
- obstacle avoidance can be reactive
- how to handle interaction between layers?
- horizontal layers – each layer produces output, they are merged
- vertical layers – layers pass inputs in one direction and outputs in the other
- Ferguson – TouringMachines
- three control layers: reactive, planning, modelling
Game Theory
- applications
- biology – survival of the fittest (winners)
- political sciences – military strategy, Cold War
- typology of games
- zero-sum games
- cooperative vs. competitive
- simultaneous vs. sequential
- information available – complete information, incomplete information (Bayesian games), imperfect information
- examples
- shifumi (rock-paper-scissors)
- chicken game
- notation
- players i,j
- results W={w1,…,wn}
- agents maximize utility
- absolute values of utility does not convey much meaning, we are more interested in relative comparison (which action has more utility for the agent)
- simplified environment model
- possible actions Ac={C,D}
- cooperate (C), defect (D)
- the environment is…
- sensitive – if each combination of actions leads to a different result
- insensitive
- controlled – if one player can influence the result
- representation
- extensive form – decision tree
- strategic form – matrix
- notions
- pure or mixed strategy
- equilibria
- Nash equilibrium – no agent can improve his payoff by changing his own strategy
- Bayesian equilibrium – extension of NE to incomplete information games
- dominant strategy – s1 dominates s2 if s1 always leads to a better utility (regardles of the other players' strategies)
- Pareto optimality – outcome cannot be improved without hurting at least one player
- social vs. individual benefit
- prisoners' dilemma
- happens in every situation where T>R>P>S
- T … temptation (successful betrayal)
- R … reward (we both cooperated)
- P … punishment
- S … sucker (I was betrayed)
- how can we establish cooperation in multi-agent systems?
- iterated prisoners' dilemma
- Axelrod's tournament
- tragedy of the commons, free riders
- shared resources
- benefits are individual, costs are shared
- humans are not always economically rational
Communication
- Shannon's model
- source
- transmitter
- channel
- receiver
- destination
- Berlo's model
- sender
- message
- channel
- receiver
- types
- point to point × broadcast
- broker
- propagation in environment
- message meaning
- intentional – sender intends the meaning of the message
- incident – receiver interprets (gives a meaning to the message)
- 7 steps
- speaker
- intention – what information is the speaker trying to communicate
- generation – generate the message
- synthesis – send the message (say it…)
- hearer
- perception – receive the signal
- analysis – infer possible meanings
- disambiguation – try to choose the most probable meaning
- incorporation – decide to believe the communicated information (or not)
- communication problems
- technical – message does not arrive at all
- semantic – hearer does not understand the meaning
- efficiency – message does not have the intended effect (the hearer chooses not to believe it…)
- misunderstading, potential meanings
- M1 … original intention (meaning)
- M2 … meaning that the hearer infers
- M3 … what the speaker believes that the hearer inferred
- speech acts theory: Austin
- locutionary act – utterance
- illocutionary act – intent
- perlocutionary act – result
- Searle: categories of illocutionary acts
- assertives – commit the speaker to the truth of the proposition
- commissives – commit the speaker to a future action
- directives – cause the hearer to take an action
- declaratives – change the reality in accord with the content of the declaration
- expressives – express the speaker's attitudes/emotions
- Vanderveken
- decomposition into illocutionary force (F) and propositional content (P)
- F … general intent (inform, ask-to-do, request, answer, …)
- P … specific content
- success and satisfaction conditions
- success if the hearer recognizes the intention
- satisfaction if the speaker's intention is achieved
- we need to know the preconditions and the effects of each speech act
- we also need boolean conditions to see if a speech act is successful and/or satisfied
- agent communication languages
- human languages are ambiguous → agents use interaction languages
- approaches
- mentalist(ic) approach
- based on beliefs
- FIPA-ACL
- some strong assumptions/hypotheses – agents are sincere and willing to cooperate
- social approach
- based on commitment
- commitments are public
- are there two contradictory commitments?
- public approach – based on grounding
- deontic approach – based on norms
- interaction protocols
- shown on KQML
- direct (point to point)
- through a matchmaker
- through a broker
- through a feeder
- example: typical request protocol (agents are taking turns)
- request → accept, refuse, or modify
- accept → inform-done or inform-failure
- modify → accept, refuse, or modify
- contract net
- “I need help for a task”
- 5 stages
- bidding, contracts
- dependence based coalition (DBC), social reasoning
- programming communication
- keyword-based chatbots
- logical programming
- LLMs
- simulating communication
- with neighbours vs. with acquaintances
Modelling
- agent-based modelling and simulation
- model – simplified abstraction of reality
- macro patterns emerge from individual decisions
- 7 goals of simulation (Axelrod)
- prediction – e.g. weather
- task performance – we want to mimic a human performing the task
- training – e.g. flight simulator
- entertainment – imaginary virtual world, for amusement
- education – users can learn what happens if they do this or that in the simulation
- proof – prove existence/conjecture
- discovery – discover new knowledge
- social simulation
- model should be valid (faithful to reality)
- how to build a model
- preparation
- define research question
- formulate hypothesis
- define (input) parameters and output indicators
- find relevant literature/insights describing the modelled behaviour
- define rules of the system
- formulate what is important (and what is not) – start simple
- who are the agents? what is the environment?
- simulator
- inputs
- outputs
- what we show?
- implementation
- examples
- boid simulation in movies
- Game of Life
- Schelling's segregation model
- crowd simulation
- traffic simulation
- urban planning
- Acteur project, multi-level decision-making
- strategical – establish list of destinations and try to reach them
- tactical – adjust plans to implement strategy
- ordinary situation – adjust to traffic, choose best trajectory, less populated roads, …
- extraordinary situation – escaper (flee danger), bystander, random wanderer, road runner (less congested), sheep (follow crowd), …
- operational
- HIANIC project
- shared space (cars, pedestrians, bikes)
- autonomous car navigation
- Switch project
- car → bike?
- 4 mobility modes (walk, bike, bus, car)
- 6 criteria (comfort, ecology, price, simplicity, safety, time)
- every agent has priorities
- decision model with habits
- with some probability, we rationally reevaluate (if the context has changed – price of gas went up…)
- otherwise, we stick to our habit
- evacuation modelling, crisis management
- evacuation – zigzag stairs may be better
- flood risk management, communication
- epidemics
- earthquake
- Solace – testing the role of social attachment
- you need realistic cognitive agents
- take human factors into account
- not all models require the same level of realism
- entertainment models do not have to be that much realistic
- human factors
- emotions, empathy, mood, personality
- trust, moral values, ethics
- cognitive biases
- motivation, engagement
- memory, attention, distraction, tiredness, focus, stress
- social links, attachment, altruism, cohesion
- we need to simulate emotions
- BDI logical model of emotions
- book: The Cognitive Structure of Emotions
- example: distress … agent believes that φ, but desires ¬φ
- biases – confirmation bias, …