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An empirical investigation on quantifying the competitive advantage of an agent learning models abou

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Title: An empirical investigation on quantifying the competitive advantage of an agent learning models abou


1
An empirical investigation on quantifying the
competitive advantage of an agent learning models
about other agents in a multiagent environment
A dissertation presented by Leonardo Garrido
2
Contents
  • Introduction
  • Experimental framework
  • Probabilistic modeling approach
  • Other learning approaches
  • Conclusions

3
Introduction
  • Motivation
  • Modeling other agents
  • Research hypothesis
  • Our research path

4
Motivation
  • Multiagent systems are usually complex and
    dynamic systems.
  • Specially when agents are autonomous,
    heterogeneous, and individual preferences and
    strategies are kept private.
  • Important agents beliefs are precisely beliefs
    about the other agents.

5
Modeling other agents
  • Observe the other agents behavior in the
    multiagent environment.
  • Learn in an iterative and incremental way
    internal models about the others.
  • Predict their next behavior based on these
    models.
  • Behave in a rational way based on the predictions.

6
Research hypothesis

In a multiagent system, an agent with
capabilities of modeling other agents (i.e.
learning and using internal models about the
others) using a probabilistic approach must be
able to gain significative competitive advantage.
7
Our research path
  • The empirical lower-limit has been established by
    the indifferent agent.
  • The empirical upper-limit has been established by
    the oracle agent.
  • For comparison purposes, we have also developed
    other non-modeling agents, such as the
    self-interested and collaborative agents.
  • We developed a semi-modeler agent who is capable
    of exploit probabilistic models about the others.
  • Our bayesian-modeler agent uses a combined
    technique of bayesian and decision-theoretic
    approaches for exploiting and learning the models
    about the others.
  • We have also developed other modeler agents using
    reinforcement learning techniques, such as the
    reinforcement-modeler agent.
  • We have even compare under this experimental
    framework the performance of human beings
    modeling the other agents.

8
Our experimental framework
  • The Meeting Scheduling Game
  • Non-modeling basic strategies
  • Other non-modeling strategies
  • Experiments set up
  • Experiments Low- and upper-limits
  • Closing remarks

9
The Meeting Scheduling GameGeneral features
  • To allow self-interested and cooperative
    behavior.
  • To show or hide agents private information.
  • To define different agent roles and strategies.
  • To evaluate the advantage of modeling other
    agents.
  • To evaluate different modeling mechanisms.

10
The Meeting Scheduling Game Description
  • Each game is composed of a series of rounds.
  • At the beginning of the game, each agent is
    initialized with a role and a strategy from
    predefined sets of roles and strategies.
  • Each agent has a calendar composed of eight slots
    and it is randomly scrambled after each round
    with a predefined calendar density (the
    percentage of occupied calendar slots in the
    calendars).
  • At each round, each agent simultaneously proposes
    a slot according to his own role/strategy and his
    calendar availability.
  • At the end of the game, the agent with the
    highest accumulated points wins.

11
The Meeting Scheduling GameRoles and strategies
  • Strategies are rules that tell the agent what
    actions to choose at each decision point.
    Strategies can take into account only the own
    preference profile or even can use models about
    the others.
  • A role is defined by a preference profile which
    is coded as a calendar slot utility function,
    ranking each slot from the most preferable slot
    to the least preferable one. For example
  • Early-rising It prefers the early hours of the
    day.
  • Night-owl It prefers meetings as late as
    possible.
  • Medium It prefers hours around noon.
  • Extreme It prefers to have meeting early in the
    morning or late in the afternoon.

12
The Meeting Scheduling GameCalendar slot
utilities examples
  • Considering calendars of eight slots, the
    calendar slot utility function for each role
    would be
  • Early-rising
  • Us (s0,8), (s1,7), (s2,6), (s3,5), (s4,4),
    (s5,3), (s6,2), (s7,1)
  • Night-owl
  • Us (s0,1), (s1,2), (s2,3), (s3,4), (s4,5),
    (s5,6), (s6,7), (s7,8)
  • Medium
  • Us (s0,2), (s1,4), (s2,6), (s3,8), (s4,7),
    (s5,5), (s6,3), (s7,1)
  • Extreme
  • Us (s0,1), (s1,3), (s2,5), (s3,7), (s4,8),
    (s5,6), (s6,4), (s7,2)

13
The Meeting Scheduling Game Description
  • After each round
  • Several teams are formed.
  • Each team is composed of all those agents who
    proposed the same slot.
  • Each team joint utility (TJU) is calculated
  • The winning team is selected (with the highest
    TJU).
  • Each agent accumulates points according to the
    scoring procedure.

14
The Meeting Scheduling GameJoint utilities and
winning teams
  • After each round, a Team Joint Utility TJU is
    calculated for each team t summing up all the
    team members calendar utilities at the slot st
    chosen by the team
  • TJU(t) ? ?m?t Um(st)
  • The winning team is the one with the highest TJU.

15
The Meeting Scheduling GameScoring procedures
  • All the players outside the winning team
    accumulate zero points.
  • Each agent a in the winning team t with slot st
    accumulates points according to one of the
    following scoring procedures
  • Individual scoring to accumulate just his
    individual contribution to the team Ua(st)
  • Group scoring to accumulate the team joint
    utility TJU(t)
  • Mixed scoring to accumulate his own slot utility
    plus the TJU, that is TJU(t) Ua(st)

16
Non-modeling basic strategiesIndifferent and
oracle
  • The indifferent strategy
  • Proposes a slot using a uniform equiprobable
    distribution.
  • The oracle strategy
  • Knows the others calendars, roles, and
    strategies.
  • Sees in advance the others choices.
  • For each free slot s in his calendar,
  • Finds the agent m who would earn the maximum gain
    Gm(s) among the rest of the players.
  • It calculates its utility U(s) Go(s) - Gm(s)
  • Proposes the slot with the highest utility arg
    max s U(s)

17
Other non-modeling strategies Self-centered and
collaborative
  • The self-centered strategy
  • Proposes the slot which maximizes its own
    calendar utility
  • The team-centered strategy
  • Proposes the slot that was proposed by the
    biggest team (greatest number of members) at the
    previous round.
  • In case of ties, ranks the slots according to its
    own calendar utility

18
Experiments set up
  • Experimental scenarios set of different but
    related experiments.
  • An experiment is a series of plays (500) of the
    MSG.
  • Each game is composed of ten rounds.
  • At the beginning of each game, each agent starts
    with a random role
  • We use the mixed scoring procedure.
  • After each round, each agent calendar is randomly
    reset to a fixed calendar density at 50.

19
ExperimentsEstablishing low- and upper-limits
  • Goal To compare the performance of the basic
    non-modeling strategies.
  • Indifferent strategy is always the worst one.
  • Unexpected result Self-centered strategy
    outperformed the team-centered one.
  • Hypothesis The team-centered strategy could be
    better, if we increased the number of players.

20
ExperimentsEstablishing low- and upper-limits
  • Goal To investigate the performance of the
    self-centered strategy and team-centered one
    increasing the number of players.
  • Team-centered strategy indeed starts to
    outperform the self-centered when we increase the
    number of players.
  • Team-centered agents tend to team each other
    outperforming the others.

21
ExperimentsEstablishing low- and upper-limits
  • Goal To evaluate the performance of the
    indifferent and oracle strategies.
  • Clearly, the indifferent agent has the worst
    performance, getting the empirical lower-limit.
  • The oracle strategy clearly outperforms the other
    strategies, getting the empirical upper-limit.
  • Although it could be expected a higher oracles
    performance, it is reasonable because the oracle
    agent can not always win due to the random
    calendars and, some times, he match games due to
    collaborative feature of the MSG.

22
Closing remarks
  • We explored a collection of initial reference
    points for the characterization of the modeler
    agents performance.
  • The indifferent and oracle strategies provide the
    extremes of the spectrum, ranging from the least-
    to most-informed one.
  • The self-centered and team-centered agents where
    used as another couple of fixed non-modeling
    strategies for comparing and situating the
    empirical lower- and upper-limits.

23
Our probabilistic modeling approach
  • Probabilistic model representation
  • Exploiting models about the others
  • Experiments refining the lower- and upper-limits
  • Learning models about the others
  • Experiments situating our modeler agent
  • Closing remarks

24
Probabilistic model representation
  • Basic models
  • Vectors recording a probability distribution of
    the actual character of the modeled agent
  • Role model
  • Strategy model
  • Combined model
  • Two-dimensional matrix where each element is
    based on the basic models
  • Personality model

25
Exploiting models about the othersThe
semi-modeler strategy
  • Start with predefined and static role and
    strategy models about the others.
  • For each agent a, generate his personality model
    rsa and generate a set O with all the possible
    opponent scenarios that the semi-modeler could
    face. Each scenario, o?O, is a combination of
    possible personalities of the other agents.
  • For each possible scenario o?O, incrementally
    accumulate the expected utility of the slot
    proposed so under that possible scenario EU(so)
  • Propose the slot with the maximum expected
    utility arg max so EU(so)

26
Exploiting models about the othersThe
semi-modeler strategy
  • For each possible scenario o?O
  • Assuming that this scenario o represents the
    actual personalities of the other agents, run the
    oracle strategy in order to get the best slot to
    propose so and its utility U(so) under this
    assumption. Let us call r the outcome due to
    action of choosing slot so.
  • Calculate the probability P(r so), just the
    product of the corresponding probabilities in
    each agent personality model involved in this
    scenario.
  • The utility of this outcome U(r) is precisely the
    utility U(so) obtained in the previous step.
  • In order to incrementally get the expected
    utility of so
  • EU(so) ? ?i P(ri so) U(ri)
  • Calculate the product P(ri so) U(ri) and
    accumulate it to previous products in other
    previous possible scenarios where the slot so had
    been chosen.

27
ExperimentsRefining the lower- and upper-limits
  • Goal To compare the performance of the
    semi-modeler strategy with different fixed models
    about the others.
  • The semi-modeler strategy with static correct
    models clearly outperforms the other strategies.
  • A semi-modeler strategy with static equiprobable
    models is lower and about 50.
  • A semi-modeler strategy with opposite models is
    the worst performance outperformed by the
    self-centered.

28
Learning models about the others The
bayesian-modeler strategy
  • After the first round, start with equiprobable
    models about the others, run the semi-modeler
    strategy and propose the resulting slot.
  • At the next round, for each other agent a
  • Observe his previous proposal and update his
    personality model using a bayesian updating
    mechanism.
  • Decompose the updated personality model in order
    to build two new separated role and strategy
    models.
  • Using the new updated models, run the
    semi-modeler strategy and propose the the slot sm
    with the maximum expected utility.
  • If it was the last round, the game is over.
    Otherwise go to the second step.

29
Learning models about the others The
bayesian-modeler strategy
  • At the next round, for each other agent a
  • Observe his previous proposal sa and update his
    personality model rsa using a bayesian updating
    mechanism to obtain the corresponding posterior
    probabilities of agent as personality pera(i,j)
    given that this agent a proposed that slot proa
    (sa) in the previous round
  • rsa(i,j) P(pera(i,j) proa (sa))
  • Decompose the updated as personality model in
    order to build two new separated role and
    strategy models. That is, update each element in
    ra and sa
  • ra(i) ? ?i rsa(i,j) and sa(j) ? ?i rsa(i,j)

30
Learning models about the others The
bayesian-modeler strategy
  • The model-updating mechanism is based on the well
    known Bayes rule
  • Considering multi-valued random variabels, the
    basic probability axioms, and algebra we know
    that
  • Thus, the equation used to update each
    personality model is

31
ExperimentsSituating our modeler agent
  • Goal To evaluate the performance of the
    bayesian-modeler strategy with the oracle and
    semi-modeler modeling strategies.
  • The bayesian-modeler performance is better than
    any semi-modeler one
  • The bayesian-modeler performance is close to the
    oracle one.
  • Question 1 Why the bayesian-modeler performance
    is not as good as the oracle one?
  • Question 2 How fast the bayesian-modeler can
    learn the models about the others?

32
Experiments Situating our modeler agent
  • Goal To evaluate the performance of the
    bayesian-modeler strategy varying the number of
    rounds needed to learn.
  • Clearly the bayesian-modeler performance improves
    as the number of rounds increases.
  • After 13 rounds, its performance does not improve
    very much but it is already very close to the
    oracle performance.

33
Experiments Situating our modeler agent
  • Goal To evaluate the performance of the
    bayesian-modeler strategy when it faces
    unreliable agents (after 20 rounds).
  • Lying agents impostors agents that broadcast a
    false personality (the opposite one) at the
    beginning of the game.
  • Fickle agents Unstable agents that start with an
    unknown personality and randomly changes it at
    the middle of the game.

34
Closing remarks
  • The modeling mechanism used by the
    bayesian-modeler has two main advantages
  • The decision-theoretic approach chooses the
    rational decision at each round of the game
    maximizing his advantage with respect to the most
    dangerous opponent.
  • The bayesian updating mechanism is capable of
    building models about the others in an iterative
    and incremental way after each round.
    Furthermore, it also can correctly rebuild the
    models about the others, if the others
    personalities (roles and strategies) dynamically
    change during the game.

35
Graphical summaryThe bayesian approach
36
Other learning approaches
  • Machine-based learning approaches
  • Reinforcement-learning strategies
  • Reinforcement-modeler strategy
  • Experiments situating reinforcement approaches
  • Closing remarks

37
Machine-based learning approaches
  • Reinforcement learning techniques may be used
    without taking into account the behavior of the
    other agents (the myslotvalues-learner strategy)
  • These techniques may also be useful to model the
    behavior of the other agents without considering
    explicit cognitive models about the others
    (theirslotvalues-learner strategy).
  • These techniques may be even more useful if they
    try to learn models about the others
    (reinforcement-modeler strategy).

38
Reinforcement learningThe myslotvalues-learner
strategy
  • Start first round with a slot-value vector v
    initialized with zeros for each calendar slot v
    (0, 0, 0, 0, 0, 0, 0, 0). Then choose a random
    initial slot proposal s.
  • At the next round k, observe the points
    accumulated by proposing the slot s in the
    previous round. This is the reward rk to be used
    in this round k.
  • Using reinforcement learning and the reward rk,
    update the value s in the slot-value vector v
  • vk(s) vk-1(s) ? rk - vk-1(s)
  • Choose a new slot s with a predefined slot
    selection mechanism (e.g. ?-greedy) and propose
    it in the current round.
  • If it was the last round, the game is over.
    Otherwise go to the second step.

39
Reinforcement learningThe theirslotvalues-learne
r strategy
  • Start first round with a slot-value vector va
    initialized with zeros for each other agent a va
    (0, 0, 0, 0, 0, 0, 0, 0). Then choose a random
    initial slot proposal s.
  • At the next round k, for each other agent a,
    observe the others proposals sa and their
    accumulated points ra,k , then update all the
    slot-value vectors va
  • va,k(sa) va,k-1(sa) ? ra,k - va,k-1(sa)
  • Assuming the other agents will choose their slots
    for this round k using a greedy selection
    mechanism based on the slot-value vectors va.
    Then, using the oracle strategy, select a free
    slot with the highest utility, trying to maximize
    his gain in this round k.
  • If it was the last round, the game is over.
    Otherwise go to the second step.

40
Reinforcement modelingReinforcement models
representation
  • Basic models
  • Role-value and strategy-value vectors, recording
    the estimated value of each agents role and
    strategy
  • Role model
  • Strategy model
  • Combined model
  • Two-dimensional matrix where each element is
    based on the basic models
  • Personality model

41
Reinforcement modelingThe reinforcement-modeler
strategy
  • Start the first round with role-value and
    strategy-value vectors (and the combined
    personality-value vectors) for every other agent
    initialized with zeros. Then choose an initial
    slot proposal using the semi-modeler strategy.
  • At the next round k, for each other agent a,
    update their role-value and strategy-value
    vectors using a reinforcement learning mechanism.
  • Using the new updated models about the others and
    using the semi-modeler strategy, propose the slot
    sm with the maximum expected utility
  • If it was the last round, the game is over.
    Otherwise go to the second step.

42
Reinforcement modelingThe reinforcement-modeler
strategy
  • At the next round k, for each other agent a
  • Observe the others proposals sa and the teams
    formed in the previous round.
  • Calculate the rewards ra,k,i,j in this step k for
    each possible personality rsa(i,j) of agent a.
  • Update each as possible personality value in his
    vector rsa
  • rsa,k(i,j) rsa,k-1(i,j) ? ra,k,i,j -
    rsa,k-1(i,j)
  • Decompose the new updated as personality model
    in order to build two new separated role and
    strategy models.

43
ExperimentsSituating reinforcement approaches
  • Goal To evaluate the myslotvalues-learner
    strategy with different slot selection
    mechanisms.
  • The myslotvalues-learner performance is very bad
    and increasing the epsilon value it is worse.
  • The classic exploration-exploitation trade-off is
    clearly present here.
  • It shows that the performance is better with a
    totally greedy selection slot mechanism.
  • The MSG density provides an extra exploration
    phase in this case.
  • Question What if we let the agent learn during
    more rounds?

44
ExperimentsSituating reinforcement approaches
  • Goal To evaluate the myslotvalues-learner
    strategy when increasing the number of rounds.
  • In this case, we fixed the slot selection
    mechanism at epsilon0.1
  • Unexpectedly, instead of increasing, the
    myslotvalues-learner performance decreases when
    we increases the number of rounds.
  • Question What if the agent try to learn the slot
    values of the other agents?

45
ExperimentsSituating reinforcement approaches
  • Goal To evaluate the theirslotvalues-learner
    strategy.
  • We confirm our expectation of getting better
    results with this strategy.
  • However it is still bad and it is outperformed by
    the self-centered one.
  • Here we can observe the same effect of the
    exploration-exploitation trade-off observed
    before when increasing the epsilon value.
  • Question What if we again increase the number of
    rounds now with this strategy?

46
ExperimentsSituating reinforcement approaches
  • Goal To evaluate the theirslotvalues-learner
    strategy when increasing the number of rounds.
  • Now we fixed the totally greedy slot selection
    mechanism in these experiments.
  • As happened with the previous strategy the
    performance decreases (instead of increasing)
    when we increase the number of rounds.
  • Question What if the learner try to learn the
    personality-value vectors of the other agents?

47
ExperimentsSituating reinforcement approaches
  • Goal To evaluate the reinforcement-modeler
    strategy varying the slot selection mechanism.
  • Finally this is a good performance. This strategy
    always outperforms the other two.
  • We still observe the exploration-exploitation
    trade-off.
  • Question Would this performance vary when
    increasing the number of rounds?

48
ExperimentsSituating reinforcement approaches
  • Goal To evaluate the reinforcement-modeler
    strategy varying the number of rounds.
  • As in the case of the bayesian-modeler strategy,
    this one also increases with the number of
    rounds.
  • After 13 rounds, its performance does not improve
    very much but it is already very close to the
    bayesian-modeler performance.

49
Closing remarks
  • The reinforcement-modeler strategy is a hybrid
    approach
  • The same decision-theoretic approach used by the
    semi-oracle agent.
  • A new learning technique using RL, instead of the
    bayesian one, without using nor computing
    explicit probabilities.
  • Although preliminary, the experiments with humans
    showed encouraging results for further research
    on the hybridization of human-agent modelers.

50
Graphical summaryThe bayesian and reinforcement
approaches
51
Conclusions
  • Changes
  • Generality
  • Aplicability
  • Main contributions
  • Future research work

52
Last changes
  • Introduction of the communication concept and
    its relationship with other concepts in chapter
    2.
  • Contrast and comparison with the other related
    work presented in chapter 7.
  • Explicit state space representation in RL agents
    in chapter 5.
  • Change of the name of collaborative agents to
    team-centered agents through the whole
    document.
  • Explicit mention of the generality of the
    framework in chapter 6.
  • Explicit set up of experiments with human beings
    in chapter 5.
  • Explicit explanation of the computation of the
    personality models, specially in the RL part in
    chapter 4 and 5.
  • Detail of book shopper example using the
    bayesian-modeler agent in chapter 6.

53
General framework
  • Our experimental framework is a general frame of
    reference for the assessment of modeling
    approaches
  • The empirical upper-limit established by the
    oracle strategy is clearly the optimal limit when
    evaluating modeling strategies because it indeed
    has the correct models about the others.
  • Although the lower-limit established by the
    indifferent strategy may be broken by other
    possible strategies, these can not be seen as
    reasonable ones.
  • The other middle-limits established by the
    semi-modeler strategy using different static
    models provide different sub-limits from totally
    wrong or opposite models to the complete correct
    or real models.

54
Applicability of our approach
  • Clearly, we would choose the bayesian modeling
    approach than the reinforcement one because it
    converges faster and in a more accurate way to
    the correct models about the others computing
    their explicit probabilities.
  • However, if we are able to do this would depend
    on two basic issues
  • The features of the domain.
  • The tractability of the computation.

55
Applicability of the bayesian-modelerRequirement
s
  • To identify a finite set of possible
    personalities to be modeled over the other agents
    (such as the roles and strategies in the MSG).
  • To identify a finite set of possible behaviors to
    be observed in the other agents.
  • To be able to have in advance or to compute the
    conditional probabilities of the possible
    observations given the possible personalities.
  • To have independent new pieces of evidence to
    compute the new posterior probabilities.

56
An example modeling book shopping
  • A book shopper may have different shopping
    personalities. For instance The poor shopper,
    the rich one, the novel reader, the Christmas
    shopper, etc.
  • Their possible observed behaviors are clearly
    differentiated by the features of the book they
    buy (e.g. author, subject), the season when they
    buy and the amount of money they spend.
  • It is possible to compute conditional
    probabilities of these behaviors given each
    possible personalities.
  • Each new shopping can be considered as
    independent events.

57
Main contributions
  • An empirical framework for the assessment of
    modeler agents. We created a set of basic
    non-modeling strategies to establish the lower-
    and upper-limits and other middle-limits. Then,
    using this frame of reference and a systematic
    and detailed empirical research methodology we
    have evaluated the performance of our
    probabilistic strategy and compared it with
    other different learning approaches. The results
    have showed that the performance of the
    bayesian-modeler strategy is very closed to the
    upper-limit, outperforming other agents using
    different learning and modeling strategies.

58
Main contributions
  • The design and development of the
    bayesian-modeler agent which uses a totally
    probabilistic approach, combining concepts of
    utility, decision and probability theories which
    are certainly well founded and guarantee to
    converge to the correct models. The
    decision-theoretic module always chooses a
    rational decision at each round of the game,
    maximizing the agents expected utility. The
    bayesian learning module is capable of building
    and updating models about the others in an
    iterative and incremental way after each round.
    Furthermore, it is robust enough to correctly
    rebuild the models, if they change dynamically
    during the process.

59
Main contributions
  • A computational multiagent testbed, the
    Multiagent Meeting Scheduling Game, for doing
    research in multiagent systems. This is a
    non-zero sum game of incomplete information that
    is mainly competitive but it has collaborative
    features. Furthermore, it is flexible enough for
    doing experimental research because is possible
    to easily run different kinds of experiments
    varying several control variables in a gradual
    way, such as the number of agents, kinds of
    roles and strategies, the randomness of the
    environment, the size of the calendars
    personalities, and the publicity of the involved
    information.

60
Future research work
  • Migration to other domains and learning other
    traits. In this work the modeler strategy model
    the others roles and strategies but in other
    domains could be interesting to models other
    traits or personalities, such as goals or plans.
    As we explained before, it is possible to migrate
    our modeling approach to other domains, such as
    the book shopping domain. There are other
    distributed problems with similar competitive and
    collaborative features in the multiagent research
    agenda such as the robotic soccer domain where we
    think could be possible to empirically explore
    the use of our approach.

61
Future research work
  • Integration of bayesian or belief networks.
    Although we used the recursive bayesian mechanism
    for learning the others models, we did not use
    bayesian networks in this work. Basically we use
    the probability distribution and the conditional
    probabilities to compute the joint distribution
    and then update the posterior probabilities using
    the recursive bayesian mechanism. However, this
    can be intractable and the use of bayesian
    networks may be the solution since they sidestep
    the joint and one of the basic tasks of these
    probabilistic reasoning systems is precisely the
    computation of the posterior probability
    distribution.

62
Future research work
  • Collaborative environments and coalition
    formation. In contrast of special focus on the
    competitive advantage of modeling other agents,
    the modeling-other-agents task can prove to be
    useful in collaborative problems, given possibly
    more efficient coordination mechanisms of giving
    the ability of allowing coordination without
    communication for example.
  • Concurrent multiagent modeling. Instead of having
    only one modeler agent the research agenda
    expands if we allow many modeler agents modeling
    each other in a concurrent way. This includes to
    address the problem of modeling nested models.

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Future research work
  • Hibridization of human and modeler agents. Our
    experiments have also given some although
    preliminary but encouraging results for further
    research on how can be humans benefited by
    modeler artificial agents. This approach has to
    be with the human-computer interaction and multi
    agent-human collaboration research agendas.
  • The multiagent testbed that we have designed and
    developed is a flexible one for further MAS
    research. However, it is necessary to refine and
    detail the computational code and documentation
    in order to have a clear and easy-to-use release.
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