CSCE 475/875

Handout 19: Contract Day Analysis

November 19, 2007

 

1.  Tables of Results

 

Teams

Costs For Performing Own Subtasks

Total

 

Final

Utility

R1

R2

R3

R4

Cost

Cash

Team Win

$160

$40

$200

$150

$550

$4203

$3653

Boole’s Fools

$105

$120

$200

$90

$515

$4085

$3570

Rocky & Bullwinkle

$165

$40

$145

$240

$590

$3864

$3274

The Flood

$105

$180

$190

$0

$475

$3710

$3235

Mongii Agent Systems

$150

$160

$190

$30

$530

$3631

$3101

Nick

$180

$140

$145

$30

$495

$3222

$2727

Total

$865

$680

$1070

$540

 

 

 

Table 1: Costs, cash, and utility for each team

From the above table, we see that Team Win won the game day with $3653 in the end.  Boole’s Fools finished second, closely behind.  Rocky & Bullwinkle and The Flood finished 3rd and 4th, separated by only $39.  Mongii Agent Systems and Nick were 5th and 6th, respectively. 

Note also that the costs of the subtasks were designed to be the same for Round 1 and Round 3.  Both were under-constrained.  The differences were: (1) Round 1 was low-cost, and Round 3 was high-cost; and (2) Round 1’s task utility was smaller than Round 3’s task utility.  This did not result in significantly more subtasks used and sold (as shown in the following table).  Then, how was it possible for Round 3 to have so much higher costs—these are costs on performing subtasks, not taking into account fees.  What does that mean?  It is possible that mistakes were made in the tracking that caused this interesting result.  

 

Teams

# Subtasks Used/Sold

Total

R1

R2

R3

R4

Team Win

8

11

8

1

28

Boole’s Fools

6

6

9

3

24

Rocky & Bullwinkle

8

2

7

8

25

The Flood

6

9

8

0

23

Mongii Agent Systems

8

11

8

1

28

Nick

9

7

7

1

24

Total

45

46

47

14

152

Table 2: Subtasks used and sold for each team


The differences between Round 2 and Round 4 were: (1) the utility of the tasks: Round 4 had a $800-task for every team, (2) the subtasks in Round 4 were more costly ($30 vs. $20), and (3) Round 3 was low-cost and Round 4 was high-cost.  The three factors did make an impact on the teams’ behavior: in Round 4, significantly fewer subtasks were sold and used (14 vs. 46). 

 

The following table shows the number of bids from one team to another, based on the paper copies of “Bid” collected from all the Game Day packages.  In the following table, the entry at ith row and jth column indicates the number of bids from team at ith row to team at jth column.

 

 

Nick

TeamWin

TheFlood

R&B

BsFs

MAS

Total

Nick

NA

4

1

 

2

 

7

TeamWin

1

NA

1

3

2

 

7

TheFlood

2

1

NA

1

2

 

6

R&B

2

2

2

NA

4

1

11

BsFs

2

3

 

 

NA

 

5

MAS

3

 

1

2

2

NA

8

Total

10

10

5

6

12

1

44

Table 3: The number of bids proposed and received for each team

As can be seen from the above, Rocky & Bullwinkle (R&B) made the most bids (11), Mongii Agent Systems (MAS) made the second most bids (8).  Boole’s Fooles (BsFs) made the fewest bids with only 5.   This shows that Rocky & Bullwinkle was the most aggressive team in trying to secure subtasks to accomplish their tasks, and Boole’s Fooles was the least aggressive team.

Further, from the above table, Boole’s Fools received the most bids (12), while Nick and Team Win received the second most bids (10).  Mongii Agent Systems received the least number of bids with 1.  Indeed, Mongii Agent Systems only made one announcement for the entire game day.  This shows that Boole’s Fools, Nick, and Team Win were three teams motivated to sell their subtasks—in a way, motivated to be “cooperate”.  Mongii Agent Systems, however, was a team that was not interested in accomplishing their tasks, and instead relied on selling their own subtasks to gain utility.  This strategy assumed that the would-be utility gained from accomplishing tasks was smaller than the utility gained from selling subtasks, which was not so in this system.

The following table shows the discrepancies between self-recorded activities and activities based on the paper copies that I calculated.  The percentage was computed from taking the sum of the absolute difference in the number of announcements and the absolute difference in the number of bids and dividing that sum with the total reported numbers of announcements and bids.

Teams

R1

R2

R3

R4

Total

Hardcopies

Diff

%

Ann

Bid

Ann

Bid

Ann

Bid

Ann

Bid

Ann

Bid

Ann

Bid

Ann

Bid

Nick

1

1

1

1

1

1

1

1

4

4

4

7

0

3

37.5%

Win

0

0

3

1

2

3

1

2

6

6

12

7

6

1

58.3%

Flood

2

0

1

2

1

2

2

2

6

6

5

6

-1

0

8.3%

R&B

0

4

3

3

1

3

1

3

5

13

9

11

4

-2

33.3%

BsFs

1

1

1

2

1

1

2

1

5

5

5

5

0

0

0%

MAS

0

3

0

3

1

1

1

0

2

7

1

8

-1

1

22.2%

Total

4

9

9

12

7

11

8

9

28

41

36

44

8

3

15.9%

Table 4: The number of self-reported announcements and bids for each team, compared to the numbers obtained from reviewing the hardcopies, and the discrepancy percentage for each team.

 

As can be seen from the above, only one team managed to track accurately their bids and announcements: Boole’s Fools (with 0%).  The second team was The Flood with 8.3%.  Team Win was a poor agent in terms of tracking.  They were at least 58.3% off.  Overall, the discrepancy percentage was 15.9%: the multiagent system did not do a good job in tracking its own activities.

The following table shows the number of tasks accomplished and the utilities gained by each team for each round.

Tasks

Solved

R1

R2

R3

R4

Total

#

Util

#

Util

#

Util

#

Util

#

Util

Nick

2

$700

1

$400

2

$800

1

$800

6

$2700

Win

3

$900

0

$0

3

$1200

1

$800

7

$2900

Flood

2

$700

2

$700

3

$1200

0

$0

7

$2600

R&B

3

$900

2

$600

2

$800

1

$800

8

$3100

BsFs

2

$700

3

$900

3

$1200

1

$800

9

$3600

MAS

2

$700

0

$0

3

$1200

1

$800

6

$2700

Total

14

$4600

8

$2600

16

$6400

5

$4000

43

$17600

Table 5: The number of tasks accomplished and the utilities gained by each team for each round

Boole’s Fools accomplished the most tasks (9) yielding the largest utility gain ($3600).  Team Win, the winner of the game day only accomplished 7 tasks yielding $2900.  I believed this was an error in the worksheet.  Because of this discrepancy making this table inaccurate, I am not able to draw any conclusions from this table.  In general, few tasks were solved in Round 4, which is consistent with our observations above.  Also, since Rounds 2 and 4 were over-constrained, the numbers of tasks solved in these rounds were smaller than those in Rounds 1 and 3. 

 

2.  General Observations

Here are some general observations:

1.      Different Strategies:  Based on Table 3, we see that there were at least three general types of strategies: (a) agents that focused on selling subtasks to gain utility (Mongii Agent System, with 8 bids proposed and 1 bid received), (b) agents that focused on accomplishing tasks to gain utility (Boole’s Fools, with 5 bids proposed and 12 bids received), and (c) agents that balanced between selling subtasks and accomplishing tasks to gain utility (Nick, Team Win, The Flood, and Rocky & Bullwinkle).  The results showed that Mongii Agent System did not perform well on this Game Day, indicating that the strategy focusing on selling subtasks to gain utility was flawed.  Overall, the second and third strategies were more likely to lead to better performances in the environment.  The first strategy was flawed because it did not take into account the relatively significant utility gains from accomplishing tasks.  

2.      Environmental Factors:  As indicated earlier when describing the Tables of Results in Section 1, there were several environmental factors involved: (1) the utility of each task, (2) the cost of each subtask, (3) the cost of announcements, bids, and infractions, (4) the number of subtasks available in the system.  Round 4 was the most stringent setup: with the highest average cost of per subtask, average cost per announcement/bid, and the least number of subtasks available in the system (tie with Round 2).  Further, each team had three tasks to accomplish: one with $800 utility, and two with $200 utility each.  Thus, 5 out of 6 agents went for the $800-utility task and ignored the other two tasks.  The high costs and constraints discouraged the agents from attempting to accomplish the low-utility tasks. 

3.      Individual Rational (IR), Utility Maximizing (UM), and Game Playing (GP):  Individual rationality says that an agent will prefer option A over option B as long as A is better than B, even if just by $1.  Utility maximization says that an agent will try to maximize its utility gain as long as it sees there is a chance to improve its utility.  Game playing says that an agent will try to prevent other agents from gaining more utility than itself, treating each agent as a player in the game.  Here is a quick categorization of the six agents of this game day:

 

Rank

Team

Style

1

Team Win

Utility-maximizing, risk-taking

2

Boole’s Fools

Game-playing, mixed with utility-maximizing, over-thinking

3

Rocky & Bullwinkle

Utility-maximizing, over-thinking

4

The Flood

Utility-maximizing, risk-averse

5

Mongii Agent Systems

Not utility-maximizing, not game-playing, not individual rational, extremely risk-averse

6

Nick

Not utility-maximizing, not game-playing

 

All teams claimed to be utility-maximizing in their pre-game or mid-game strategies.  However, there were teams that were too conservative that, in essence, they were neither utility-maximizing nor game-playing.  The winner practiced utility-maximizing and risk-taking.  Their risk-taking behavior allowed them to explore the search space for solutions quite well. 

4.      No general observations can be drawn from Tables 4 and 5 because I believe that the numbers provided by Team Win were not accurate.

 

3.  Team-Specific Observations

·         Nick:  This team seemed to be risk neutral, utility-maximizing and game-playing.  However, the game-playing was not as intensive as Boole’s Fools’, and the utility-maximizing was too structured and not as risk-taking as Team Win’s.  Mid-game strategies did not consider what transpired on Day 1.   For Day 2, their mid-game strategy was not to bid at all due to increased fees and small profit made on Day 1 from bids.  This team was the only team that only announced and placed a bid only once for each round.  That means, this team did not attempt to complete as many tasks as possible, and did not attempt to sell as many subtasks as possible.  This overall strategy puzzled me: it was obvious that, though not announcing and not bidding could save costs, the team would not be able to gain any additional utility without selling subtasks and without accomplishing additional tasks. This team also did not observe other agents’ activities and adapt to their activities.  As a result, this team, in effect, was not utility-maximizing and not game-playing.

·         Team Win:  Though this team won the game day, it was the worst team in terms of tracking.  Their pre-game strategy was to complete as many tasks as possible.  But they ended up with a balanced strategy of selling subtasks and accomplishing tasks.  Their pre-game strategy also outlined a schedule for announcements that was not really practical as it did not factor in other agents’ actions.  Too static.  Their bidding strategy was also not sufficiently detailed.  Their mid-game strategy was more adaptive to other agents’ actions.  And this turned out to be a big improvement.  It seemed that this team did not plan out their strategies pre-game-day and relied on during-game decision making.  I believe that their failure to track their own activities is partly due to having to make during-game decisions and having not enough time to track.  Their mid-game strategy also saw them switching to a balanced strategy of selling subtasks and accomplishing tasks.  It was not easy to determine whether this team perused individual rational, or utility-maximizing, or game-playing strategies as the reports on the pre-game and mid-game strategies were too brief.  However, they did post a lot of announcements—exploring the search space for good solutions—and that was a sign of risk-taking utility-maximizing.

·         The Flood:  This team switched from a pre-game focus of completing tasks to gain utility to a mid-game focus of balanced treatment.  This team tracked their activities quite well.  Their strategies were a bit too conservative or risk averse.  The cautiousness seemed to hamstring their activities and prevent them from gaining utility.  In their observations, this team pointed out that some teams were not individually rational as they did not sell “subtask 3” to them.  I have two comments on this.  First, it is possible that those teams were game-playing or utility-maximizing.  Second, since it was to the team’s benefit to accomplish tasks, thus, if the team itself was individually rational, then actually, the team should be motivated to keep making announcements with increased maximum prices as long as it could receive bids that would help them accomplish a task with even just $1 gain.  However, that was not done.  Thus, in a way, the team itself was not individually rational either.  The main strategy by this team was risk-averse utility-maximizing.

·         Rocky & Bullwinkle:  This team tracked the second day’s activities quite well but did not do as well on the first day.  Their pre-game and mid-game strategies were mainly utility-maximizing, trying to improve their utilities.  However, their strategies did not adapt to other agents too well.  Their mid-game strategies also did not take too much advantage of what transpired on the first day.  This team did not price their bids too well, especially on the first day. They were also concerned that, since they won Game Day 1, the other agents would try to “hurt” them to prevent them from winning Game Day 2.  This might be “overthinking” since all other agents aimed to do well first and foremost before thinking about “hurting” this team. 

·         Boole’s Fools:  This team did an excellent job of tracking and recording their activities.  Their pre-game and mid-game strategies were heavily game-playing, mixed with utility-maximizing tactics.  It is possible that their game-playing strategies hindered their winning the game day as “overthinking” might have occurred.  This team also did a good job in adapting their strategies during-game and between rounds.  This team had a clear set of strategies in terms of executing what they wanted to do.

·         Mongii Agent Systems:  This team tracked their activities quite well.  However, they did not observe other agents’ activities at all.  And their conclusions at the end of other teams were not accurate as a result.  This team set out to not to make any announcements on Day 1: basically they wanted to improve their utility only through selling their subtasks.  They were also too conservative at that.  In their mid-game strategy, though they pointed out that they were too conservative on Day 1, they still chose to stay as conservative on Day 2 due to the perceived increased costs on announcements and bids.  However, they did not take into account that the increase in costs (+$15) was actually insignificant to the would-be utility gains if they had accomplished additional tasks.  Thus, their strategies, though utility-maximizing in principle, were not.   This was the only team that only posted one announcement and this strategy truly puzzled me as it was so conservative that it was irrational.

 

4.  Lessons Learned

·         Strategies that do not take into account other agents’ behaviors or do not provide flexibility will not work well.

·         When deciding what actions to take, considering only the costs of the actions without their rewards is unwise; such an agent loses the overall big picture of its utility and that leads to poor performance.

·         As a MAS designer, if you want to have the agents accomplish low-utility tasks, then care must be provided to motivate the agents to do so.  Otherwise, the agents will not do them (see Round 4).

·         Utility-maximizing was a better solution and being risk-taking could take advantage of that as well. 

·         Game-playing might be overkill especially when other agents did not game-play or only game-played a little.

·         “Overthinking” requires assumptions of other agents in the environment; assumptions which might or might not be true.  And thus, overthinking might not be worthwhile.

·         Being too risk-averse renders any utility-maximization or game-playing strategies ineffective or non-existent.

5.  Game Days League

 

Teams

Auction Day

(10/29-10/31)

Contract Day

(11/14-11/16)

Cooperation Day

Total

Team Win

2

1

 

3

Rocky & Bullwinkle

1

3

 

4

Boole’s Fools

4

2

 

6

The Flood

3

4

 

7

Mongii Agent Systems

6

5

 

11

Nick

5

6

 

11

 

The top four teams are still in the running for winning the league.  The best that Mongii Agent Systems and Nick could place is 2nd in the league after Cooperation Day.