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35
Tussle in cyberspace: Defining tomorrow’s Internet
- In Proc. ACM SIGCOMM
, 2002
"... Abstract—The architecture of the Internet is based on a number of principles, including the self-describing datagram packet, the end-to-end arguments, diversity in technology and global addressing. As the Internet has moved from a research curiosity to a recognized component of mainstream society, n ..."
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Cited by 168 (7 self)
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Abstract—The architecture of the Internet is based on a number of principles, including the self-describing datagram packet, the end-to-end arguments, diversity in technology and global addressing. As the Internet has moved from a research curiosity to a recognized component of mainstream society, new requirements have emerged that suggest new design principles, and perhaps suggest that we revisit some old ones. This paper explores one important reality that surrounds the Internet today: different stakeholders that are part of the Internet milieu have interests that may be adverse to each other, and these parties each vie to favor their particular interests. We call this process “the tussle.” Our position is that accommodating this tussle is crucial to the evolution of the network’s technical architecture. We discuss some examples of tussle, and offer some technical design principles that take it into account. Index Terms—Competition, design principles, economics, network architecture, trust, tussle. I.
A Rigorous, Operational Formalization of Recursive Modeling
, 1995
"... We present a formalization of the Recursive Modeling Method, which we have previously, somewhat informally, proposed as a method that autonomous artificial agents can use for intelligent coordination and communication with other agents. Our formalism is closely related to models proposed in the area ..."
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Cited by 67 (14 self)
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We present a formalization of the Recursive Modeling Method, which we have previously, somewhat informally, proposed as a method that autonomous artificial agents can use for intelligent coordination and communication with other agents. Our formalism is closely related to models proposed in the area of game theory, but contains new elements that lead to a different solution concept. The advantage of our solution method is that always yields the optimal solution, which is the rational action of the agent in a multi-agent environment, given the agent's state of knowledge and its preferences, and that it works in realistic cases when agents have only a finite amount of information about the agents they interact with. Introduction Since its initial conceptual development several years ago (Gmytrasiewicz, Durfee, & Wehe 1991a; 1991b), the Recursive Modeling Method (RMM) has provided a powerful decision-theoretic underpinning for coordination and communication decisionmaking, including dec...
Using Similarity Criteria to Make Issue Trade-Offs in Automated Negotiations
- Artificial Intelligence
, 2002
"... Automated negotiation is a key form of interaction in systems that are composed of multiple autonomous agents. The aim of such interactions is to reach agreements through an iterative process of making offers. The content of such proposals are, however, a function of the strategy of the agents. Here ..."
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Cited by 66 (7 self)
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Automated negotiation is a key form of interaction in systems that are composed of multiple autonomous agents. The aim of such interactions is to reach agreements through an iterative process of making offers. The content of such proposals are, however, a function of the strategy of the agents. Here we present a strategy called the trade-off strategy where multiple negotiation decision variables are traded-off against one another (e.g., paying a higher price in order to obtain an earlier delivery date or waiting longer in order to obtain a higher quality service). Such a strategy is commonly known to increase the social welfare of agents. Yet, to date, most computational work in this area has ignored the issue of trade-offs, instead aiming to increase social welfare through mechanism design. The aim of this paper is to develop a heuristic computational model of the trade-off strategy and show that it can lead to an increased social welfare of the system. A novel linear algorithm is presented that enables software agents to make trade-offs for multi-dimensional goods for the problem of distributed resource allocation.
A framework for sequential planning in multi-agent settings
- Journal of Artificial Intelligence Research
, 2005
"... This paper extends the framework of partially observable Markov decision processes (POMDPs) to multi-agent settings by incorporating the notion of agent models into the state space. Agents maintain beliefs over physical states of the environment and over models of other agents, and they use Bayesian ..."
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Cited by 55 (18 self)
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This paper extends the framework of partially observable Markov decision processes (POMDPs) to multi-agent settings by incorporating the notion of agent models into the state space. Agents maintain beliefs over physical states of the environment and over models of other agents, and they use Bayesian update to maintain their beliefs over time. The solutions map belief states to actions. Models of other agents may include their belief states and are related to agent types considered in games of incomplete information. We express the agents ’ autonomy by postulating that their models are not directly manipulable or observable by other agents. We show that important properties of POMDPs, such as convergence of value iteration, the rate of convergence, and piece-wise linearity and convexity of the value functions carry over to our framework. Our approach complements a more traditional approach to interactive settings which uses Nash equilibria as a solution paradigm. We seek to avoid some of the drawbacks of equilibria which may be non-unique and are not able to capture off-equilibrium behaviors. We do so at the cost of having to represent, process and continually revise models of other agents. Since the agent’s beliefs may be arbitrarily nested the optimal solutions to decision making problems are only asymptotically computable. However, approximate belief updates and approximately optimal plans are computable. We illustrate our framework using a simple application domain, and we show examples of belief updates and value functions. 1.
Algorithmic Knowledge
- Proc. Second Conference on Theoretical Aspects of Reasoning about Knowledge
, 1994
"... : The standard model of knowledge in multi-agent systems suffers from what has been called the logical omniscience problem: agents know all tautologies, and know all the logical consequences of their knowledge. For many types of analysis, this turns out not to be a problem. Knowledge is viewed as be ..."
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Cited by 41 (9 self)
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: The standard model of knowledge in multi-agent systems suffers from what has been called the logical omniscience problem: agents know all tautologies, and know all the logical consequences of their knowledge. For many types of analysis, this turns out not to be a problem. Knowledge is viewed as being ascribed by the system designer to the agents; agents are not assumed to compute their knowledge in any way, nor is it assumed that they can necessarily answer questions based on their knowledge. Nevertheless, in many applications that we are interested in, agents need to act on their knowledge. In such applications, an externally ascribed notion of knowledge is insufficient: clearly an agent can base his actions only on what he explicitly knows. Furthermore, an agent that has to act on his knowledge has to be able to compute this knowledge; we do need to take into account the algorithms available to the agent, as well as the "effort" required to compute knowledge. In this paper, we show...
Mechanisms for Automated Negotiation in State Oriented Domains
- Journal of Artificial Intelligence Research
, 1996
"... 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 s ..."
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Cited by 34 (1 self)
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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 ...
Decentralized Learning of Nash Equilibria in Multi-Person Stochastic Games With Incomplete Information
- IEEE Trans Systems, Man, and Cybernetics
, 1994
"... Abstract-A multi-person discrete game where the payoff after each play is stochastic is considered. The distribution of the random payoff is unknown to the players and further none of the players know the strategies or the actual moves of other players. A learning algorithm for the game based on a d ..."
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Cited by 15 (0 self)
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Abstract-A multi-person discrete game where the payoff after each play is stochastic is considered. The distribution of the random payoff is unknown to the players and further none of the players know the strategies or the actual moves of other players. A learning algorithm for the game based on a decentralized team of Learning Automata is presented. It is proved that all stable stationary points of the algorithm are Nash equilibria for the game. Two special cases of the game are also discussed, namely, game with common payoff and the relaxation labelling problem. The former has applications such as pattern recognition and the latter is a problem widely studied in computer vision. For the two special cases it is shown that the algorithm always converges to a desirable solution. I.
Rational interactions in multiagent environments: communication
, 1998
"... We address the issue of rational communicative behavior among autonomous intelligent agents that have to make decisions as to what, to whom, and how to communicate. We treat communicative actions as aimed at increasing the efficiency of interaction among agents. We postulate that a rational speaker ..."
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Cited by 13 (5 self)
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We address the issue of rational communicative behavior among autonomous intelligent agents that have to make decisions as to what, to whom, and how to communicate. We treat communicative actions as aimed at increasing the efficiency of interaction among agents. We postulate that a rational speaker design a speech act so as to maximally increase the benefit obtained as the result of the interaction. We quantify the gain in the quality of interaction as the expected utility, and we present a framework that allows an agent to compute the expected utility of various communicative actions. Our framework uses the Recursive Modeling Method as the representation of the agent's state of knowledge, including the agent's preferences, abilities and beliefs about the world, as well as the beliefs the agent has about the other agents, the beliefs it has about the other agents ' beliefs, and so on. A decision-theoretic pragmatics of a communicative act can be then defined as the transformation it induces on the agent's state of knowledge about its decision-making situation. This transformation leads to a change in the quality of the interaction, expressed in terms of the benefit to the agent. We analyze decision-theoretic pragmatics of a number of important communicative acts, and investigate their expected utility using examples.

