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A Decision-Theoretic Approach to Designing Proactive Communication in Multi-Agent Teamwork

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A provider reasons about whether to deliver a piece of information when having the information. ... Provider produces a new piece of information. a: provider b: ... – PowerPoint PPT presentation

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Title: A Decision-Theoretic Approach to Designing Proactive Communication in Multi-Agent Teamwork


1
A Decision-Theoretic Approach to Designing
Proactive Communication in Multi-Agent Teamwork
  • Thomas R. Ioerger, Yu Zhang,
  • Richard Volz, John Yen (PSU-IST)
  • Dept. of Computer Science
  • Texas AM University

2
Motivation
Team
?Agents share a large amount of knowledge
about the teamwork. ?Hard coded Interactions
among participants. ?High-frequency message
exchange. ?Communication risk.
Multi-Agent
Agent
3
Challenging Issues in Designing Communication
Protocols
  • Each agent has incomplete information from which
    uncertainties arise.
  • Each agent has different problem solving
    capabilities.
  • Data are decentralized and lack systems global
    control.
  • Excessive/unrestricted communication leads to
    lack of scalability

4
Our Approach and Its Contributions
  • Proactive Communication
  • ?OBPC Reduction of communication load through
    OBservations.
  • ?DIP Dynamic estimation of the probability
    distribution of Information Production and need.
  • ?DTPC Decision-Theoretic determination of
    communication strategies.

5
Background
  • ? CAST (Collab. Agents for Simulating Teamwork)
  • MALLET (Multi-Agent Logic-based Language for
    Encoding Teamwork)

(team-plan killwumpus(?w) (process (seq
(agent-bind ?ca (constraint (play-role ?ca
scout))) (DO ?ca (findwumpus ?w)))
(agent-bind ?fi (constraint ((play-role ?fi
fighter)
(closest-to-wumpus ?fi ?w)))) (DO ?fi
(movetowumpus ?w)) (DO ?fi (shootwumpus
?w)))))) (ioper shootwumpus (?w) (pre-cond
(wumpus ?w) (location ?w ?x ?y) (dead ?w false))
(effect (dead ?w true)))
6
Overview
CAST
Team Structure Teamwork Procedure
KB
KB
KB
KB
KB
Optimal Communication Strategy
KB
7
Agent Execution Cycle
Observe Sense
Predict Info. need and production
Execution Cycle
Act Effect
Decide Strategy
Communicate Information
8
Syntax of Observability
ltobservabilitygt (CanSee ltviewinggt)
(BelieveCanSee ltbelievergtltviewinggt) lt
viewinggt ltobservergtltobservablegt
ltcondgt ltbelievergt ltagentgt ltobservergt
ltagentgt ltobservablegt
ltpropertygtltactiongt ltcondgt
(ltpropertygt) ltpropertygt
(ltproperty-namegt ltobjectgt ltargsgt) ltactiongt
(DO ltdoergt (ltoperator-namegt
ltargsgt)) ltobjectgt
ltagentgtltnon-agentgt ltdoergt
ltagentgt
9
Example Observability Rules
  • (CanSee ca (location ?o ?x ?y)
  • (location ca ?xc ?yc) (location ?o ?x ?y)
    (inradius ?x ?y ?xc ?yc rca)
  • ) //The carrier can see the location property
    of an object.
  • (CanSee ca (DO ?fi (shootwumpus ?w))
  • (play-role fighter ?fi) (location ca ?xc ?yc)
    (location ?fi ?x ?y) (adjacent ?xc ?yc ?x ?y)
  • ) //The carrier can see the shootwumpus action
    of a fighter.
  • (BelieveCanSee ca fi (location ?o ?x ?y)
  • (location fi ?xi ?yi) (location ?o ?x ?y)
    (inradius ?x ?y ?xi ?yi rfi)
  • ) //The carrier believes the fighter is able to
    see the location property of an object.
  • (BelieveCanSee ca fi (DO ?f (shootwumpus ?w))
  • (play-role fighter ?f) (? ?f fi) (location ca
    ?xc ?yc) (location fi ?xi ?yi) (location ?f ?x
    ?y)
  • (inradius ?xi ?yi ?xc ?yc rca) (inradius ?x
    ?y ?xc ?yc rca) (adjacent ?x ?y ?xi ?yi)
  • ) //The carrier believes the fighter is able to
    see the shootwumpus action of another fighter.

10
Proactive Communication Based on Observation
  • ?ProactiveTell
  • A provider reasons about what information it will
    have.
  • A provider reasons about whether to deliver a
    piece of information when having the information.
  • ?ActiveAsk
  • A needer reasons about what information it will
    need.
  • A needer reasons about whether to ask for a piece
    of information when needing the information.

11
Evaluation
Multi-Agent Wumpus World
  • ?20 wumpuses, 8 pits, and
  • 20 piles of gold per world.
  • ?1 carrier and 3 fighters compose a team.
  • ?The team goal is to kill wumpuses and get the
    gold without being killed.
  • ?5 randomly generated worlds with 2020 cells.

12
Decision-Theoretic Proactive Communication
  • Strategies
  • Utility Function
  • Cost Function
  • Value Function
  • Decision-Making

13
Decision-Making on Situation PA
Situation PA Provider produces a new piece of
information
b-a Accept
e
1
a-b ProactiveTell
0
b-a Wait
e
a-b Silence
b-a Silence
2
e
e
b-a ActiveAsk
a provider b needer e end
14
DM on Situation PB
Situation PB Provider receives a request for a
piece of information
a-b Reply
e
0
a-b WaitUntilNext
e
15
DM on Situation NA
Situation NA Needer needs a piece of information
e
b-a Silence
a-b Reply
t
1
0
b-a ActiveAsk
a-b WaitUntilNext
e
a-b Silence
b-a Wait
e
0
t
a-b ProactiveTell
t transfer
16
DM on Situation NB
Situation NB Needer receives a piece of
information
0
e
b-a Accept
t
17
Utility Function
  • ? Parameters in utility function
  • I information about which communication occurs
  • t time of decision-making
  • t1 time at which I is needed
  • t2 time at which the value for I used is
    produced
  • SU situation at t
  • S strategy available at SU
  • M a set of messages involving in obtaining I
  • E environment state at t
  • U(I, t, t1, t2, SU, S, M, E)
  • V(I, t, t1, t2, SU, S)C(M)

18
Value Function
  • V(I, t, t1, t2, SU, S)
  • T(I, t, t1, t2, SU,
    S)//Timeliness
  • R(I, t, t1, t2, SU,
    S)//Relevance

19
Timeliness Function
  • ?Timeliness
  • Whether agents use a value that can be produced
    in time when they need I.
  • d(I, t, t1, t2, SU, S) max(0, t2t1)
  • ft(d(I, t, t1, t2, SU, S))
  • s.t. ft(x) lt ft(y) if y lt x
  • T(I, t, t1, t2, SU, S) ft(d(I, t, t1, t2, SU,
    S))

20
Relevance Function
  • ?Relevance
  • Unprocessed, Most recent, Important
  • P(I, t, t1, t2, SU, S)
  • Pr(I ? t ? t1 ? t2 ? no other value for I was
    produced between Intt1,t2 S ? SU)
  • frI(P(I, t, t1, t2, SU, S))
  • s.t. frI(x) lt frI(y) if x lt y
  • R(I, t, t1, t2, SU, S) frI(P(I, t, t1, t2,
    SU, S))

21
Cost Function
  • 0 if Mi?
  • C(Mi)
  • k1 k2 len(Mi) otherwise

22
Expected Utility
Time Strategy t1 t2
P.ProactiveTell
P.Silence T
P.Reply
P.WaitUntilNext
N.ActiveAsk if a Reply
if a WaitUnitlNext
N.Silence
N.Wait if a ProactiveTell
T if a Silence
N.Accept
  • E(U)

23
Strategies
Situation PA provider produces I
ProactiveTell? Silence?
Unfulfilled need
Next production
Unknown
t
Known
Current time
Last need aware of
Last sent
Last not sent
24
Strategies
Situation PB provider receives a request for I
Reply? WaitUntilNext?
Next production
Unknown
t
Known
Current time
Last production
25
Strategies
Situation NA needer needs I
ActiveAsk? Wait? Silence?
Next production
Most recent production
Unknown
t
Known
Current time
Last I received
26
Strategies
Situation NB needer receives I
Accept
27
Summary
  • Advantages of Approach allows agents to make
    intelligent choices of communication policy based
    on
  • frequencies of needs, of sensing, of info.
    change
  • costs of messages, plus penalities for delays in
    action, or acting with incorrect information

28
Criteria for Applicable Domains
  • ?There are information needs among the team.
  • ?Agents can communicate.
  • ?There is uncertainty in the environment.
  • Stochastic properties of teamwork process.
  • Agents have incomplete/disjoint knowledge about
    the world.
  • ?The team acts under critical time constraints,
    so proactive assistance becomes important.
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