LNAI 8732 Jörg P. Müller Michael Weyrich Ana L.C. Bazzan (Eds.) Multiagent System Technologies 12th German Conference, MATES 2014 Stuttgart, Germany, September 23–25, 2014 Proceedings 123 Lecture Notes in Artificial Intelligence Subseries of Lecture Notes in Computer Science LNAI Series Editors Randy Goebel University of Alberta, Edmonton, Canada Yuzuru Tanaka Hokkaido University, Sapporo, Japan Wolfgang Wahlster DFKI and Saarland University, Saarbrücken, Germany LNAI Founding Series Editor Joerg Siekmann DFKI and Saarland University, Saarbrücken, Germany 8732 Jörg P. Müller Michael Weyrich Ana L.C. Bazzan (Eds.) Multiagent System Technologies 12th German Conference, MATES 2014 Stuttgart, Germany, September 23-25, 2014 Proceedings 13 Volume Editors Jörg P. Müller Technische Universität Clausthal Institut für Informatik Julius-Albert-Str. 4, 38678 Clausthal-Zellerfeld, Germany E-mail: [email protected] Michael Weyrich Universität Stuttgart Institut für Automatisierungs- und Softwaretechnik Pfaffenwaldring 47, 70550 Stuttgart, Germany E-mail: [email protected] Ana L.C. Bazzan Universidade Federal do Rio Grande do Sul (UFRGS) Instituto de Informática Caixa Postal 15064, 91501-970 Porto Alegre, Rio Grande do Sul, Brazil E-mail: [email protected] ISSN 0302-9743 e-ISSN 1611-3349 ISBN 978-3-319-11583-2 e-ISBN 978-3-319-11584-9 DOI 10.1007/978-3-319-11584-9 Springer Cham Heidelberg New York Dordrecht London Library of Congress Control Number: 2014948672 LNCS Sublibrary: SL 7 – Artificial Intelligence © Springer International Publishing Switzerland 2014 This work is subject to copyright. 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Typesetting: Camera-ready by author, data conversion by Scientific Publishing Services, Chennai, India Printed on acid-free paper Springer is part of Springer Science+Business Media (www.springer.com) Preface This book contains the proceedings of the 12th German conference on Multiagent System Technologies (MATES 2014) which was held during September 23–25, 2014, in Stuttgart, Germany. The MATES conference series aims at the promotion of and the cross-fertilization between theory and application of intelligent agents and multiagent systems. It provides an interdisciplinary forum for researchers and members of business and industry to present and discuss latest advances in agent-based computing with prototyped or fielded systems in various application domains. The MATES 2014 conference was organized in cooperation with the Distributed Artificial Intelligence chapter of the German Society for Informatics (GI), and sponsored by the GI. Moreover, it was co-located with the 37th German Conference on Artificial Intelligence and the 44th Symposium of the German Society for Informatics (INFORMATIK 2014). It also contained a joint session on “Electric Mobility, Agents, and Smart Grids” in cooperation with the GI Special Interest Group on energy information systems. The set of regular MATES 2014 conference talks covered a broad area of topics of interest including market mechanisms, negotiation, game theory, agentoriented planning, learning and control, multiagent systems engineering, as well as agent-based modeling and simulation. In keeping with its tradition, MATES 2014 also offered three excellent invited keynotes by well-known, reputed scientists in the domain, covering relevant topics of the broad area of intelligent agent technology: Ulle Endriss from Universiteit van Amsterdam addressed the role of computational social choice theory for multiagent systems; Peter Göhner from Unversität Stuttgart spoke about multiagent systems in applications of industrial automation; and Wolfram Burgard gave an overview of probabilistic techniques for mobile robot navigation (the latter keynote was shared with the KI 2014 conference). Furthermore, the MATES doctoral mentoring program, chaired by Sebastian Lehnhoff, supported PhD students in their research and application of multiagent system technologies by providing the opportunity to present and intensively discuss their work with other students and experts of the field. MATES 2014 received 31 submissions. Each paper was peer-reviewed by at least three members of an international Program Committee. Nine papers were accepted for long presentation, and seven papers were accepted for short presentation. They are included in this volume. In addition, the book contains two invited papers from our keynote speakers. It is our hope that the balanced set of theoretical and application-oriented contributions contained in this volume will stimulate further research in multiagent systems and technologies. As co-chairs and in the name of the MATES Steering Committee, we are very thankful to the authors and invited speakers for contributing to this conference, VI Preface Sebastian Lehnhoff for chairing the Doctoral Consortium, the Program Committee members and additional reviewers for their timely and helpful reviews of the submissions, as well as the local organization team at the University of Stuttgart, especially Fernando Cimander, who did an excellent job maintaining the MATES conference homepage, and Stefan Wagner, who was our main liaison to the INFORMATIK 2014 conference. They all contributed in making MATES 2014 a success. We are also indebted to Alfred Hofmann and the whole Springer LNAI team for their very kind and excellent assistance in publishing these proceedings and for their continuing support for the MATES conference over the past twelve editions. Finally, we hope you enjoyed MATES 2014 and drew some useful inspiration and insights from attending it. September 2014 Jörg P. Müller Michael Weyrich Ana L.C. Bazzan Organization The MATES 2014 conference was organized in colocation with the 37th German Conference on Artificial Intelligence and the 44th Symposium of the German Society for Informatics (INFORMATIK 2014), and in cooperation with KI 2014 and with the GI Special Interest Group on Energy Information Systems. MATES 2014 Chairs Jörg P. Müller Michael Weyrich Ana L.C. Bazzan TU Clausthal, Germany Universität Stuttgart, Germany UFRGS, Brazil Doctoral Consortium Chair Sebastian Lehnhoff Universität Oldenburg, Germany Program Committee Thomas Ågotnes Luis Antunes Ana Bazzan Vicent Botti Lars Braubach Nils Bulling Massimo Cossentino Célia Da Costa Pereira Mehdi Dastani Paul Davidsson Yves Demazeau Jörg Denzinger Frank Dignum Jürgen Dix Barbara Dunin-Keplicz Torsten Eymann Maria Ganzha Marie-Pierre Gleizes Vladimir Gorodetsky Daniel Hennes Koen Hindriks Gal Kaminka Wolfgang Ketter Franziska Klügl Matthias Klusch Andrew Koster Winfried Lamersdorf Paulo Leitao Beatriz López Felipe Meneguzzi Emma Norling Ingrid Nunes Andrea Omicini Sascha Ossowski Marcin Paprzycki Mathias Petsch Paolo Petta Alexander Pokahr Alessandro Ricci Jörg Rothe Jordi Sabater Mir René Schumann VIII Organization Rainer Unland Wiebe Van Der Hoek László Zsolt Varga Matteo Vasirani Gerhard Weiss Franco Zambonelli Onn Shehory David Sislak Michael Sonnenschein Matthias Thimm Ingo J. Timm Adelinde Uhrmacher Auxiliary Reviewers Tobias Ahlbrecht John Collins Maksims Fiosins Yixin Lu Marin Lujak Marcin Paprzycki Weronika Radziszewska Patrizia Ribino Luca Sabatucci Federico Schlesinger Valeria Seidita Doctoral Consortium PC Members/Mentors Jörg P. Müller Alexander Pokahr Jan-Philipp Steghöfer Matthias Thimm Massimo Cossentino Maria Ganzha Matthias Klusch Felipe Meneguzzi MATES Steering Committee Matthias Klusch Winfried Lamersdorf Jörg P. Müller Paolo Petta Ingo Timm Rainer Unland DFKI GmbH, Germany Universität Hamburg, Germany TU Clausthal, Germany University of Vienna, Austria Universität Trier, Germany Universität Duisburg-Essen, Germany Table of Contents Mechanisms, Negotiation, and Game Theory Social Choice Theory as a Foundation for Multiagent Systems . . . . . . . . . Ulle Endriss 1 A Boolean Game Based Modeling of Socio-Technical Systems . . . . . . . . . . Nils Bulling 7 Evaluating Strategies for Penny Auctions Using Multi-Agent Systems . . . Fabian Lorig, Matthias Gräf, Steffen Walter, and Ingo J. Timm 26 Robustness Analysis of Negotiation Strategies through Multiagent Learning in Repeated Negotiation Games . . . . . . . . . . . . . . . . . . . . . . . . . . . Jianye Hao, Siqi Chen, Gerhard Weiss, Ho-fung Leung, and Karl Tuyls 41 Using Multi-attribute Combinatorial Auctions for Resource Allocation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ferran Torrent-Fontbona, Albert Pla, and Beatriz López 57 A Negotiation-Based Genetic Framework for Multi-Agent Credit Assignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Kaveh Pashaei, Fattaneh Taghiyareh, and Kambiz Badie 72 Multiagent Planning, Learning, and Control Agent-Based Concepts for Manufacturing Automation . . . . . . . . . . . . . . . . Peter Göhner and Michael Weyrich 90 Orchestrating the Sequential Execution of Tasks by a Heterogeneous Set of Asynchronous Mobile Agents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Shashi Shekhar Jha and Shivashankar B. Nair 103 A Conceptual Framework of a Decision Support System for Operational Dispatching of Agricultural Bulk Goods – An Agent-Based Approach . . . Jens Mehmann and Frank Teuteberg 121 Planning with Numeric Key Performance Indicators over Dynamic Organizations of Intelligent Agents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Florian Pantke, Stefan Edelkamp, and Otthein Herzog 138 Employing Automatic Temporal Abstractions to Accelerate Utile Suffix Memory Algorithm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Erkin Çilden and Faruk Polat 156 X Table of Contents The Effects of Variation on Solving a Combinatorial Optimization Problem in Collaborative Multi-Agent Systems . . . . . . . . . . . . . . . . . . . . . . Christian Hinrichs and Michael Sonnenschein 170 Multiagent Systems Engineering, Modeling and Simulation Complexity Measurement of Multi-Agent Systems . . . . . . . . . . . . . . . . . . . . Toufik Marir, Farid Mokhati, Hassina Bouchelaghem-Seridi, and Zouheyr Tamrabet Extensible Java EE-based Agent Framework in Clustered Environments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dejan Mitrović, Mirjana Ivanović, Milan Vidaković, and Zoran Budimac Programming BDI Agents with Pure Java . . . . . . . . . . . . . . . . . . . . . . . . . . . Alexander Pokahr, Lars Braubach, Christopher Haubeck, and Jan Ladiges AGADE: How Individual Guidance Leads to Group Behaviour and How This Can Be Simulated . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Thomas Farrenkopf, Michael Guckert, Benjamin Hoffmann, and Neil Urquhart A Tree-Based Context Model to Optimize Multiagent Simulation . . . . . . Flavien Balbo, Mahdi Zargayouna, and Fabien Badeig 188 202 216 234 251 Agent-Based Modeling and Simulation of the Emotional and Behavioral Dynamics of Human Civilians during Emergency Situations . . . . . . . . . . . Mouna Belhaj, Fahem Kebair, and Lamjed Ben Said 266 Author Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 283 Social Choice Theory as a Foundation for Multiagent Systems Ulle Endriss Institute for Logic, Language and Computation (ILLC) University of Amsterdam, The Netherlands Abstract. Social choice theory is the study of mechanisms for collective decision making. While originally concerned with modelling and analysing political decision making in groups of people, its basic principles, arguably, are equally relevant to modelling and analysing the kinds of interaction taking place in a multiagent system. In support of this position, I review examples from three strands of research in social choice theory: fair division, voting, and judgment aggregation. 1 Introduction Multiagent systems are systems composed of several autonomous agents, e.g., computer programs or robots, that interact with each other in a variety of ways, including coordination, cooperation, and competition. There are clear parallels to the ways in which individual people interact with each other as members of our society. It therefore is not surprising that formalisms and methods developed in the social and economic sciences, originally intended for the purposes of modelling and analysing humans and human society, have found rich applications also in the field of autonomous agents and multiagent systems. A relatively recent example for this phenomenon is social choice theory, the study of mechanisms for collective decision making [1]. In this short paper I want to review some of the basic ideas developed in social choice theory and argue for their relevance to multiagent systems. Social choice theory is usually considered part of economic theory, although besides economists also political scientists, philosophers, and mathematicians have contributed significantly to its development as a discipline. More recently, social choice theory, and specifically computational social choice [4,2], has also become a hot topic in computer science and artificial intelligence, with many new conceptual and technical contributions coming from this community. To sketch the scope of social choice theory, particularly in view of possible applications in multiagent systems, it is useful to consider it side by side with two neighbouring disciplines, namely decision theory and game theory. Decision theory provides us with tools to model and analyse the decision-making capabilities of a single intelligent agent. For an agent to make a decision it needs to understand how its actions will impact on the state of the world around it and it needs to realise its own preferences over these possible alternative states of the J.P. Müller, M. Weyrich, and A.L.C. Bazzan (Eds.): MATES 2014, LNAI 8732, pp. 1–6, 2014. c Springer International Publishing Switzerland 2014 2 U. Endriss world, so as to be able to choose the best action. That is, decision theory is the right framework when we want to model a single agent vis à vis nature. Once we zoom in on nature and want to specifically model the fact that part of nature consists of other agents taking their own decisions, we enter the realms of game theory. This is the right framework to work in when, still taking the perspective on an individual agent, we want to model that agent’s strategic behaviour vis à vis other agents. That is, while decision theory considers one agent at a time, game theory is concerned with such an agent’s interactions with other agents. Social choice theory, finally, goes one step further in that direction and is concerned with such a group of interacting agents as a whole. In social choice theory we ask questions such as “what is good for this group?”, while we ask “what is good for this agent?” in decision theory and “how can this agent do well, given that others try too?” in game theory. In the remainder of this paper I will briefly review three technical frameworks for social choice theory that model different aspects of collective decision making: deciding on a fair allocation of resources to agents, making a choice affecting all agents in view of their individual preferences, and aggregating the judgments of different agents regarding a number of logically related statements to come to a consistent view that appropriately reflects the position taken by the group as a whole. In other words, I will review the frameworks of fair division (Section 2), voting (Section 3), and judgment aggregation (Section 4). 2 Fair Allocation of Resources Resource allocation plays a central role in multiagent systems research. For one, the problems people try to address by designing a multiagent system often just are problems of resource allocation (e.g., applications in electronic commerce). But also for other types of applications we often have to solve a resource allocation problem (e.g., allocating computing resources to different agents) along the way before our agents are in a position to solve the problem they have been designed to address. Many resource allocation problems can be modelled as follows. We have a set of agents N = {1, . . . , n} and a set of (indivisible) goods G = {g1 , . . . , gm }. Each agent i ∈ N is equipped with a utility function ui : 2G → R, mapping sets of goods to real numbers indicating the value the agent assigns to the set in question. An allocation is a function A : N → 2G , mapping each agent to a set of goods, that respects A(i) ∩ A(j) = ∅ for all i = j ∈ N , i.e., no item may be assigned to more than one agent. The question then arises: what is a good allocation? The answer most frequently given in the context of multiagent systems is that it should be an allocation that maximises the sum of individual utilities. That is, it should be an allocation A that maximises i∈N ui (A(i)), the utilitarian social welfare of A. This certainly will be the right objective function to optimise in certain contexts. For example, if the utility experienced by each agent represents monetary revenue generated by that agent and as system designers we collect this revenue Social Choice Theory as a Foundation for Multiagent Systems 3 from all our agents, then what we are interested in is indeed the sum of individual utilities. But if the agents represent individual clients that make use of a multiagent platform we provide, then we may have rather different objectives. We may, for instance, wish to guarantee that individual agents are treated in a fair manner, so as to improve the user experience of our clients. Social choice theory offers a number of useful definitions for how to make the vague notion of fairness precise in the context of resource allocation [14]: – We could look for an allocation A that maximises the egalitarian social welfare min{ui (A(i)) | i ∈ N }, i.e., the utility of the agent that is worst off. – Alternatively, we could maximise the Nash social welfare i∈N ui (A(i)), which may be considered a compromise between the utilitarian and the egalitarian point of view, as it sanctions both increases in total efficiency and reallocations from rich to poor agents. – Or we could look for an allocation A that is envy-free, i.e., where ui (A(i)) ui (A(j)) for all i, j ∈ N , meaning that every agent i values the set A(i) of goods assigned to it no less than the set A(j) assigned to any other agent j. Elsewhere, my coauthors and I have argued for a systematic exploitation of the rich variety of fairness criteria developed in the classical literature on social choice theory as design objectives for multiagent systems [3]. An important class of fairness criteria that is not yet widely used in multiagent systems are inequality indices, quantifying the degree of economic inequality in a group of agents (see [6] for an introduction aimed at computer scientists). 3 Voting Voting is a framework for choosing a best alternative from a given set of available alternatives, given the preferences of a group of voters over these alternatives. The classical example is that of political elections, where the alternatives are the candidates standing for election and voters express their preferences on the ballot sheet. But voting rules can also be used in many other contexts, including multiagent systems. For example, the alternatives may be different plans available to a group of agents to execute together, and each agent may have their own preferences over alternative plans, determined by the information and reasoning capabilities available to them. Social choice theory provides a simple mathematical framework for modelling the process of voting. Its ingredients are a set of agents N = {1, . . . , n} (the voters), a set of alternatives X = {x1 , . . . , x }, and one preference order i for each agent i ∈ N . Every such preference order i is taken to be a strict linear order on X (i.e., a binary relation that is irreflexive, transitive, and complete). We write L(X) for the set of all such linear orders. A voting rule is a function F : L(X)n → 2X \ {∅}, mapping any given profile of preference orders (one for each agent) to a nonempty set of winning alternatives (due to the possibility of ties we cannot be sure to always obtain a single winner). Voting theory provides many different such rules [16]. To exemplify the range, let us define two of them here: 4 U. Endriss – Under the Borda rule, every alternative obtains − k points whenever a voter ranks that alternative in position k in her preference ordering. Thus, if there are 10 alternatives, then your most preferred alternative receive 9 points from you, your second most preferred alternative receives 8 points, and so forth. The alternative with the most points wins. – Under the Copeland rule, we elect the alternative that wins the largest number of pairwise majority contests against other alternatives (with half a point awarded for a draw). Observe that the so-called plurality rule, under which every voter can nominate one alternative and the alternative with the most nominations wins the election, also fits into this framework. The reason is that we can think of it as the rule under which the alternative ranked on top most often wins. The plurality rule is the rule used in most political elections, but it does in fact have many undesirable properties. For example, in the scenario below, z wins under the plurality rule, yet every alternative other than z is preferred to z by a strict majority: 2 agents: x y z 2 agents: y x z 3 agents: z x y Observe that both the Borda rule and the Copeland rule will instead elect the intuitively “right” winner, namely x. When designing a decision making mechanism for a multiagent system, it is important to refer back to the classical literature on voting theory, which has examined many of the questions of relevance here in depth. Having said this, multiagent systems will often give rise to requirements that are somewhat different from those arising in the context of elections amongst humans. For example, due to the bounded rationality of autonomous software agents (and due to the fact that we can model such bonded rationality much more precisely in such cases than for a human agent), we may wish to drop or alter some of the classical assumptions regarding preferences. Specifically, the assumption of completeness, i.e., an agent’s ability to rank any two alternatives, will not always be appropriate. This insight has led to work in the artificial intelligence literature on voting with nonstandard preferences [15,8]. In a similar vain, the alternatives that we need to choose between in the context of multiagent systems may not always be just simple “atomic” options, but they may come with some rich internal structure. This has lead to the research direction of voting in combinatorial domains in computational social choice [11,5]. Observe that, in principle, we could use voting rules also in the context of resource allocation. If we think of the set of all possible allocations of resources to agents as the set of alternatives, then each agent’s utility function defines its preference relation over these alternatives. 4 Judgment Aggregation Preferences are not the only types of structures we may wish to aggregate in a multiagent system. Other examples include in particular individual judgments Social Choice Theory as a Foundation for Multiagent Systems 5 regarding the truth or falsehood of certain statements. Such questions have been investigated in the literature on belief merging [10] and judgment aggregation [13], as well as the closely related binary aggregation [9]. Let us briefly review the basic framework of judgment aggregation here. An agenda is a finite set of formulas of propositional logic that is of the form Φ = Φ+ ∪{¬ϕ | ϕ ∈ Φ+ }, with Φ+ only including non-negated formulas. Now consider a set of agents N = {1, . . . , n} such that each agent i ∈ N picks a judgment set Ji ⊆ Φ that is logically consistent and that includes either ϕ or ¬ϕ for every ϕ ∈ Φ+ . Let J (Φ) be the set of all such consistent and complete judgment sets for the agenda ϕ. An aggregator is a function F : J (Φ)n → 2Φ , mapping profiles of such judgment sets (one for each agent) to subsets of the agenda (i.e., to judgment sets that may or may not also be consistent and complete). An example is the majority rule, under which we accept all those formulas that are accepted by a majority of the agents. Unfortunately, this simple rule is often not satisfactory, as it can lead to paradoxical outcomes. For example, suppose that Φ+ = {p, q, p ∧ q}. The table below show a profile with three agents (we assume that an agent accepts ¬ϕ if and only if it does not accept ϕ): p q p∧q Agent 1: Yes Yes Yes Agent 2: Yes No No Agent 3: No Yes No Majority: Yes Yes No Thus, even though each individual agent declares a consistent judgment set (e.g., agent 2 claims p is true and q is false, i.e., p ∧ q is also false), the majority judgment set we obtain is inconsistent: you cannot accept both p and q but also reject p ∧ q. There are several proposals for alternative methods of aggregation that avoid this kind of problem, albeit often at the price of significantly increased complexity [12]. This includes, for instance, distance-based methods where we choose as outcome a consistent judgment set that minimises, in some sense, the distance to the input profile. Another approach amounts to choosing from amongst the agents one that may be considered a good representative of the group, to then implement that agent’s advice [7]. In the same way as resource allocation problems can, in principle, be studied as voting problems, voting can, in principle, be embedded into judgment aggregation. The basic idea is to work with propositional variables of the form pxy , acceptance of which would then signal that an agent prefers x to y. 5 Conclusion We have reviewed three frameworks for collective decision making and discussed their relevance to multiagent systems. Judgment aggregation and the closely related binary aggregation are the most general amongst them: they, in principle, allow us to aggregate any kind of information. The other two frameworks, voting and fair division, deal with one specific type of information to be aggregated, 6 U. Endriss namely information on the preferences of the agents. Fair division, again, is more specific than voting, as it imposes specific constraints on the types of preferences held by agents over alternative outcomes. Despite this relative narrowness of scope, or maybe because of it, of the ideas discussed here, those pertaining to resource allocation are clearly the most widely used in multiagent systems research today. But also the others have clear potential for multiagent systems. References 1. Arrow, K.J., Sen, A.K., Suzumura, K. (eds.): Handbook of Social Choice and Welfare. North-Holland (2002) 2. Brandt, F., Conitzer, V., Endriss, U.: Computational social choice. In: Weiss, G. (ed.) Multiagent Systems, pp. 213–283. MIT Press (2013) 3. Chevaleyre, Y., Endriss, U., Estivie, S., Maudet, N.: Welfare engineering in practice: On the variety of multiagent resource allocation problems. In: Gleizes, M.-P., Omicini, A., Zambonelli, F. (eds.) ESAW 2004. LNCS (LNAI), vol. 3451, pp. 335– 347. Springer, Heidelberg (2005) 4. Chevaleyre, Y., Endriss, U., Lang, J., Maudet, N.: A short introduction to computational social choice. In: van Leeuwen, J., Italiano, G.F., van der Hoek, W., Meinel, C., Sack, H., Plášil, F. (eds.) SOFSEM 2007. LNCS, vol. 4362, pp. 51–69. Springer, Heidelberg (2007) 5. Chevaleyre, Y., Endriss, U., Lang, J., Maudet, N.: Preference handling in combinatorial domains: From AI to social choice. AI Magazine 29(4), 37–46 (2008) 6. Endriss, U.: Reduction of economic inequality in combinatorial domains. In: Proc. 12th International Conference on Autonomous Agents and Multiagent Systems, AAMAS (2013) 7. Endriss, U., Grandi, U.: Binary aggregation by selection of the most representative voter. In: Proc. 28th AAAI Conference on Artificial Intelligence (2014) 8. Endriss, U., Pini, M.S., Rossi, F., Venable, K.B.: Preference aggregation over restricted ballot languages: Sincerity and strategy-proofness. In: Proc. 21st International Joint Conference on Artificial Intelligence, IJCAI (2009) 9. Grandi, U., Endriss, U.: Binary aggregation with integrity constraints. In: Proc. 22nd International Joint Conference on Artificial Intelligence, IJCAI (2011) 10. Konieczny, S., Pino Pérez, R.: Merging information under constraints: A logical framework. Journal of Logic and Computation 12(5), 773–808 (2002) 11. Lang, J.: Logical preference representation and combinatorial vote. Annals of Mathematics and Artificial Intelligence 42(1-3), 37–71 (2004) 12. Lang, J., Slavkovik, M.: How hard is it to compute majority-preserving judgment aggregation rules? In: Proc. 21st European Conference on Artificial Intelligence, ECAI (2014) 13. List, C., Puppe, C.: Judgment aggregation: A survey. In: Anand, P., Pattanaik, P., Puppe, C. (eds.) Handbook of Rational and Social Choice. Oxford University Press (2009) 14. Moulin, H.: Axioms of Cooperative Decision Making. Cambridge University Press (1988) 15. Pini, M.S., Rossi, F., Venable, K.B., Walsh, T.: Aggregating partially ordered preferences. Journal of Logic and Computation 19(3), 475–502 (2008) 16. Taylor, A.D.: Social Choice and the Mathematics of Manipulation. Cambridge University Press (2005) A Boolean Game Based Modeling of Socio-Technical Systems Nils Bulling Department of Informatics Clausthal University of Technology, Germany [email protected] Abstract. In this paper we introduce a formal model of socio-technical systems, in which communication and cooperation is limited, using (constrained) Boolean games. We study properties, in particular related to stability, of the emerging behavior of a socio-technical system. 1 Introduction Socio-technical systems theory is concerned with the interplay between technical and social systems and their joint optimization [21]. The technical part of a socio-technical system (STS) represents, e.g., the physical infrastructure, available resources, and other non-social aspects. The social system includes agents, their social relations, their goals etc. Similar to multi-agent systems [22] (MASs), agents in STSs are often autonomous and partially self-interested, for example employees work for a company but they are not their weak-willed slaves without own interests. Hence, STSs are highly dynamic, even if the technical system is fixed, the social system is subject to frequent changes (e.g. employees leave or join a company, social norms change etc.). An STS can often be considered as a system of subsystems; we call them—in this paper—organization units. These units are somehow independent: information exchange, cooperation and communication between them can be limited and they have their own organization (sub)objectives. There can be various reasons for that, for example an insufficient IT-infrastructure, time and cost constraints, competition and conflicting interests. This is a major obstacle for the design of an STS as its overall behavior emerges from the behaviors of its organization units; e.g. the behavior of a large globally operating company emerges from the behavior of its various sites. As a consequence, decisions and actions taken in these independent units are interrelated and need to be coordinated to obtain a desired global system behavior [20,8,4,18]. This shows that to design effective, cost-efficient, stable, robust, adaptive STSs is an extremely challenging task. The research question addressed in this paper is as follows: how to formally model and to analyse STSs in which communication and cooperation is limited and/or information is restrained by involved agents (e.g. due to competing interests), in order to design good, stable STSs? Our model of an STS draws inspiration from Boolean games. Boolean games [10,11,3,14] represent a compact, computational model J.P. Müller, M. Weyrich, and A.L.C. Bazzan (Eds.): MATES 2014, LNAI 8732, pp. 7–25, 2014. c Springer International Publishing Switzerland 2014 8 N. Bulling of cooperation among autonomous agents. Agents control some propositional variables—they decide on their truth values—and try to satisfy their individual goals which are given as propositional formulae. Agents can usually not satisfy their goals on their own: they often depend on the actions of other self-interested agents. This requires cooperation and strategic reasoning. We use Boolean games to model organization units in STSs. Each organization unit has an organization objective which may not be publicly known to other organization units. Consequently, to achieve a good global behavior parts of these objectives must be disclosed to other units—as much as is needed to obtain a good behavior, but not too much to preserve confidentiality—in order to facilitate cooperation and coordination. We introduce confidentiality constraints in order to check whether the public information does not reveal confidential information. We also investigate the existence of incentive schemes to stabilize an STS. In summary, the contributions of this paper are as follows. A formal model of STSs which makes use of techniques from MASs. We propose to “distribute” Boolean games to stabilize the system behavior, and to use propositional formulae as means for coordinating between these games. We show how incentive engineering [23] can be applied to the STS domain. We also give some characterization results for stabilizing STSs. The paper is structured as follows. First, we recall Boolean games and propositional logic. Then, we propose constrained Boolean games, a minor extension of Boolean games, define the concept of Nash equilibrium, and recall incentive schemes. In Section 3 we present our formal modeling framework—the key contribution of this paper. In Section 4 we analyse the existence of stable/good STSs and give some characterization results. In Section 5 and 6 we discuss related work and conclude, respectively. 2 Preliminaries and Constrained Boolean Games In this section we review Boolean games and introduce constrained Boolean games, a variant of which will later be used to model organization units. 2.1 Preliminaries: Propositional Logic and Boolean Games Propositional Logic. Let Π be a set of (propositional) variables and X ⊆ Π a non-empty subset. We use PL(X) to refer to the set of propositional formulae using propositional variables from X. We assume the standard logical connectives ¬, ∧, ∨ and →. An X-assignment is a function ξ : X → B, where B = {t, f} is the set of Boolean truth values, assigning a truth value to each variable in X. ξ|Y refers to the assignment which equals ξ but the domain of which is restricted to Y . We write ξ |= ϕ if X-assignment ξ satisfies ϕ ∈ PL(Y ) where ∅ = Y ⊆ X. A formula ϕ over X is satisfiable (resp. valid ) if there is an X-assignment which satisfies ϕ (resp. if all X-assignments satisfy ϕ). If clear from context we will omit mentioning the sets X and Y and assume that an assignment is always defined on the variables contained in a formula. The set of all X-assignments is denoted by AssX . Given two assignments ξ ∈ AssX and ξ ∈ AssX with X ∩ X = ∅, A Boolean Game Based Modeling of Socio-Technical Systems 9 the X ∪ X -assignment ξ ◦ ξ is defined as: (ξ ◦ ξ )|X = ξ and (ξ ◦ ξ )|X = ξ . Finally, for ϕ ∈ PL(Y ) and an X-assignment ξ, we denote by ϕ[ξ] the formula that equals ϕ but each variable p ∈ X occurring in ϕ is replaced by (resp. ⊥) if ξ(p) = t (resp. ξ(p) = f). Boolean Games. Apart from minor modifications, we follow the definition of Boolean games of [11]. A Boolean game (BG) is a tuple G = (N, Π, c, (γi )i∈N , (Πi )i∈N ) where N ⊆ N is a non-empty, finite set of players, Π is a finite, non-empty set of (propositional) variables, Πi ⊆ Π is the set of variables controlled by i ∈ N. We require that (Πi )i∈N forms a partition of a subset of Π (as in [13] we do not require that all variables are controlled by some player). c : Π × B → R+ is a cost function and γi ∈ PL(Π) an objective or goal of player i. For example, c(p, t) = 4 models that setting variable p true incurs costs of four. We write Ctrl(A) = i∈A Πi for the set of variables controlled by A ⊆ N, Π0 = Π\Ctrl(N) for the set of environmental variables, and = Ctrl(N) = Π\Π0 to refer to the set of variables controlled by the players Π in N. Example 1 (Boolean game) (a) Let G1 = (N, Π, c, (γi )i∈N , (Πi )i∈N ) where N = {1, 2, 3}, Π = {p1 , . . . , p5 }, γ1 = (p1 ∧ p2 ) ∨ (¬p1 ∧ ¬p2 ), γ2 = (¬p1 ∧ p2 ) ∨ (¬p2 ∧ p1 ), γ3 = p1 ∧ p3 . The variables are controlled as follows: Π1 = {p1 }, Π2 = {p2 , p5 }, and Π3 = {p3 , p4 }. Note that the game has no environmental variables. We define the cost function: c(p, t) = 1 and c(p, f) = 0 for all p ∈ Π\{p4, p5 } and c(p4 , t) = c(p4 , f) = c(p5 , t) = c(p5 , f) = 1. G1 is a BG. (b) Let G{2,3} be the BG obtained from G1 with player 1 being removed, that is G{2,3} = ({2, 3}, Π, c, (γ2 , γ3 ), (Π2 , Π3 )). Then, variable p1 is an environmental variable (i.e. controlled by no player). Analogously, let G{1} be the BG obtained from G1 with players 2 and 3 being removed. The environmental variables in G{1} are Π\{p1 }. 2.2 Constrained Boolean Games and Information We extend Boolean games with a global constraint ϕ on action profiles of the players. Such a constraint is a propositional formula which restricts the choices of players. Only those action profiles of players are “permitted” which satisfy ϕ. We note that the enforcement of a constraint often requires communication or other means to coordinate players’ actions, as players need to take into consideration the actions of other players to obtain an assignment satisfying ϕ. This is the same as with Nash equilibria: the solution concept says nothing about how players should coordinate their actions in order to agree on an equilibrium. Definition 1 (Constrained Boolean game, consistent assignment). A constrained Boolean game is given by G = (N, Π, c, (γi )i∈N , (Πi )i∈N , ϕ) where G = (N, Π, c, (γi )i∈N ), (Πi )i∈N ) is a BG and ϕ ∈ PL(Π) a (global) constraint. We also write G = (G , ϕ). An assignment ξ is said to be ϕ-consistent iff ξ |= ϕ. 10 N. Bulling with the constrained For obvious reasons, we will identify a Boolean game G Boolean game (G, ) and vice versa ( imposes no constraints on assignments). A global constraint can impose restrictions on the truth values of variables of the players as well of the environment. In this paper, we are mainly interested in constrained Boolean games where ϕ is built over environmental variables only. Such a constraint can be interpreted as information given to the players about the truth values of the environmental variables. One could see that as the players’ beliefs (based on the given information carried by the constraint) about the behavior of the environment. This is similar to [13] where each player has a belief about the environmental variables. In the STS setting the motivation is that ϕ provides information about other organization units of the STS. We assume that the information carried by ϕ is known to all players, e.g. by being publicly announced to the players by the system principal. Finally, we note that information can be vague; for this reason, we use propositional formulae, as also discussed in [13], rather than (partial) truth assignments. For example, players may be informed that x ∨ y, but they have no specific information about x nor about y. For future work, it would also be interested to consider the case in which players have individual information about other variables, as in [13]. Definition 2 (Boolean game with information). A constrained Boolean game (N, Π, c, (γi )i∈N , (Πi )i∈N , ϕ) is a BG with information if ϕ ∈ PL(Π0 ). Example 2 (Boolean game with information). The Boolean game G{2,3} from Example 1 in combination with ϕ = p1 is a Boolean game with information. It models that players 2 and 3 have the information that p1 is true. 2.3 Payoff and Nash Equilibrium In the following we assume that G = (N, Π, c, (γi )i∈N , (Πi )i∈N , ϕ) is a constrained Boolean Game. Let us define maxG as p∈Π [c(p, t) + c(p, f)] + 1; the number is greater than the maximum cost of any course of action in G. We lift the cost function c of a constrained Boolean game to assignments. We define c(ξ) = p∈X c(p, ξ(p)) for an X-assignment ξ. Then, the utility of a Π-assignment ξ for player i is defined as follows (cf. [11]) where γi is the goal of player i: Gi (ξ) = −c(ξ|Πi ) otherwise. The utility μ Gi (ξ) = maxG − c(ξ|Πi ) if ξ |= γi ; and μ G function μ i computes the utility independently of whether ξ is ϕ-consistent. It is an auxiliary function and models, due to the term maxG , that a player always prefers an assignment which satisfies its goal over one that does not. Ultimately, we are interested in the worst case utility which is defined next. For a Π-assignment ξ the worst case utility of player i—note that ξ is not defined on environmental variables—is defined by min{ μGi (ξ ) | ξ ∈ AssΠ , ξ |Π = ξ, ξ |= ϕ} if ϕ[ξ] is satisfiable G μi (ξ) = otherwise. −c(ξ|Πi ) The worst case utility models the worst case assignment of the environmental variables for player i, but it is assumed that the environmental variables respect
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