CSCE 475/875
Handout 20: Cooperation Day Analysis
November
30, 2007
1. Tables of Results
Day 1
|
Team |
Items
Retrieved |
Critical
Item |
Sequence |
Utility |
|
Rocky
& Bullwinkle |
1,
2, 3, 4, 6, 7, 8, 9 (8) |
5(+$2500) |
1,
2, 3, 4 (4) |
$500 |
|
Team
Win |
10,
9, 7, 6, 5, 4, 3, 2 (8) |
8
(+$2800) |
10,
9 (2) |
$200 |
|
The
Flood |
1,
3, 7, 9, 2, 4, 6, 8, 10 (9) |
5
(+$3800) |
1,
3 (2) |
$200 |
|
Boole’s
Fools |
2,
4, 8, 10, 1, 5, 7, 9 (8) |
6
(+$800) |
2,
4 (2) |
$200 |
|
Nick |
1,
2, 3, 4, 10, 8, 7 (7) |
5
(+$1500) |
1,
2, 3, 4 (4) |
$500 |
|
Mongii
Agent Systems |
5,
4, 3, 2, 1, 6, 8, 9 (8) |
7
(+$2000) |
5,
4, 3, 2, 1, 6 (6) |
$1000 |
Table
1:
Items retrieved, critical item needed to make a longer sequence, the actual
sequence formed, and the actual utility obtained.
From the above
table, we see that some critical items could have brought large utility gains
to some teams. However, these critical
items were not obtained. Based on Day 1,
Mongii Agent Systems gained the largest utility with $1000 from their
sequencing task. Three teams tied with
$200 each, and two teams tied with $500 each.
|
Provider |
Consumer |
Price |
Information |
|
Rocky
& Bullwinkle |
Nick |
$40 |
Item
2 |
|
Boole’s
Fools |
Nick |
$100 |
Item
4 |
|
Rocky
& Bullwinkle |
Mongii
Agent Systems |
$40 |
Item
1 |
|
Boole’s
Fools |
Rocky
& Bullwinkle |
$60 |
Item
2 |
|
Boole’s
Fools |
Nick |
$60 |
Item
1 |
|
Mongii
Agent Systems |
Team
Win |
$200 |
Item
10 |
|
|
TOTAL |
$500 |
6
items |
|
|
Average |
$83.33 |
|
Table
2:
Information providers, consumers, prices, and information for the
transactions. See Table 4 below as well.
|
Team |
#Items
Sold |
#Items
Bought |
Total |
|
Rocky
& Bullwinkle |
2 |
1 |
3 |
|
Team
Win |
0 |
1 |
1 |
|
The
Flood |
0 |
0 |
0 |
|
Boole’s
Fools |
3 |
0 |
3 |
|
Nick |
0 |
3 |
3 |
|
Mongii
Agent Systems |
1 |
1 |
2 |
|
Total |
6 |
6 |
|
Table
3:
Number of items sold and bought. See
Table 5 below as well.
From Table 3, we
see that most teams were quite active in terms of buying and selling
information, except for The Flood with no transactions recorded.
Day 2
No critical items. Every team retrieved all their items.
|
Provider |
Consumer |
Price |
Information |
|
Rocky
& Bullwinkle |
Mongii
Agent Systems |
$100 |
Item
1 |
|
Rocky
& Bullwinkle |
Team
Win |
$100 |
Item
10 |
|
Team
Win |
The
Flood |
$100 |
Item
7 |
|
Nick |
Team
Win |
$300 |
Item
3 |
|
Nick |
Boole’s
Fools |
$300 |
Item
4 |
|
Nick |
Rocky
& Bullwinkle |
$300 |
Item
2 |
|
Team
Win |
Rocky
& Bullwinkle |
$100 |
Item
10 |
|
Team
Win |
Nick |
$100 |
Item
4 |
|
Rocky
& Bullwinkle |
Nick |
$200 |
Item
6 |
|
Team
Win |
Mongii
Agent Systems |
$200 |
Item
6 |
|
Boole’s
Fools |
Mongii
Agent Systems |
$500 |
Item
2 |
|
Boole’s
Fools |
The
Flood |
$800 |
Item
3 |
|
|
TOTAL |
$3100 |
12
items |
|
|
Average |
$258.33 |
|
Table
4:
Information providers, consumers, prices, and information for the
transactions. See Table 2 above as well.
|
Team |
#Items
Sold |
#Items
Bought |
Total |
|
Rocky
& Bullwinkle |
3 |
2 |
5 |
|
Team
Win |
3 |
3 |
6 |
|
The
Flood |
0 |
2 |
2 |
|
Boole’s
Fools |
2 |
1 |
3 |
|
Nick |
3 |
2 |
5 |
|
Mongii
Agent Systems |
0 |
3 |
3 |
|
Total |
12 |
12 |
|
Table
5:
Numbers of items sold and bought. See
Table 3 above as well.
From the above
table, most teams were active, and certainly more active than on Day 1.
|
|
Mongii |
Flood |
BsFs |
R&B |
TeamWin |
Nick |
|
|
Day1 |
Start |
$1000 |
$1000 |
$1000 |
$1000 |
$1000 |
$1000 |
|
|
$200 |
$0 |
$220 |
$80 |
$0 |
$0 |
|
|
Purchase |
-$40 |
-$0 |
-$0 |
-$60 |
-$200 |
-$200 |
|
|
Utility |
$1000 |
$200 |
$200 |
$500 |
$200 |
$500 |
|
|
SubTotal |
$2160 |
$1200 |
$1420 |
$1520 |
$1000 |
$1300 |
|
|
Day
2 |
Start |
$1000 |
$1000 |
$1000 |
$1000 |
$1000 |
$1000 |
|
|
$0 |
$0 |
$1300 |
$400 |
$500 |
$900 |
|
|
Purchase |
-$800 |
-$900 |
-$300 |
-$400 |
-$400 |
-$300 |
|
|
Utility |
$4000 |
$4000 |
$4000 |
$4000 |
$4000 |
$4000 |
|
|
SubTotal |
$4200 |
$4100 |
$6000 |
$5000 |
$5100 |
$5600 |
|
|
TOTAL |
$6360 |
$5300 |
$7420 |
$6520 |
$6100 |
$6900 |
|
Table
6: Subtotals and totals in terms of utility ($)
for each team for the game day.
From Table 6, we
see that Boole’s Fools had the most utility ($7420). Thus, Boole’s Fools is the winner of Game
Day 3. They distanced themselves
from the other teams on Day 2 by net-gaining $1000 in their transactions. Nick,
Rocky & Bullwinkle, Mongii Agent Systems, and Team Win placed 2nd-5th
with total utilities between $6000 and $7000.
The Flood finished 6th with $5300. Two teams failed to make a sale on Day 2:
Mongii Agent Systems and The Flood. That hurt their final standings.
2. General Observations
Here
are some general observations:
1.
Similar Strategies:
Most teams used the same underlying strategies: utility-maximizing. Boole’s Fools used game playing as well but
probably that did not factor into the results.
2.
Day 1 vs. Day 2:
·
More
transactions took place on Day 2 than on Day 1 (12 items vs. 6 items).
·
The
average price for each item sold or bought on Day 2 was significantly higher
than that on Day 1 ($258.33 vs. $83.33).
·
More
teams sold at least an item on Day 2 than on Day 1 (4 vs. 3).
·
More
teams bought at least an item on Day 2 than on Day 1 (6 vs. 4).
·
All
teams solved the search-and-retrieve task on Day 2. None solved the task on Day 1 (the closest
was 60% done).
·
Overall,
Day 2 was much less hectic as Day 1. On
Day 1, the teams were less willing to purchase information as each thought they
would be able to find all the items they needed. On Day 2, the teams were more willing to
purchase information and also willing to purchase information at a much higher
price.
·
Further,
on Day 2, there were more “NEED” postings as the teams realized that they could
gain significantly much more utility from finding their sequence of items than
selling information to others. That
actually caused the multiagent system to cooperate. And that was the objective of this
design!! The Game Day was designed to
motivate the agents to cooperate. On Day
1, the agents did not cooperate as much since each believed that it could solve
its tasks within the time constraint and resource constraint. I was actually puzzled that there was so much
more postings for selling information than postings for buying
information. I intentionally designed
the system such that obtaining long sequences of items was very profitable;
however, this was not exploited on Day 1.
On Day 2, the agents, having learned from Day 1, were “motivated” to
cooperate out of necessity, and that was based on the utility gains and the
constraints.
·
Further,
on Day 2, searcher threads of agents were more observant and methodical. This is key.
Covering a search area quickly allows one to obtain an overall picture
of the area at the expense of high confidence.
In other words, that leads to uncertainty in sensing. When there is uncertainty in sensing, it
makes real-time decision making difficult.
On Day 1, most agents attempted to cover as much area as possible,
because of the perceived time constraint.
On Day 2, most agents attempted to search as thoroughly as
possible.
·
Further,
on Day 2, less inter-thread communication was incurred but more blackboard
communication (in terms of postings) was incurred. This is a very good transfer of computational
resources. On Day 1, each agent spent
too much time communicate between threads, relaying and recording information
that might or might not be useful, and that actually caused loss of information
and ineffective blackboard postings. On
Day 2, more teams had more time posting and monitoring the blackboard.
3. Team-Specific Observations
·
Nick: This team did a poor job of tracking and recording their activities. Their pre-game and mid-game strategies were
concise. Their strategies were mainly
utility-maximizing. Their mid-game
strategies were very similar to their pre-game strategies. The changes included cutting down the
inter-thread communication overload and the blackboard communication overhead.
·
Team Win: This team did a so-so job of tracking and recording their activities. Their pre-game and mid-game strategies were
brief. Perhaps, they planned to be reactive. Reactive strategies are usually only
appropriate for situations that are less uncertain. The Cooperation Day had high
uncertainty. As a result, simply
reacting to the happenings—without an overall big picture—might lead towards
chaos. They did not change their
strategies mid-game. They did cut down
the communication delay overhead by keeping the cell phone on at all times.
·
The Flood: This team did a rather good job of tracking and recording their
activities. Their pre-game and mid-game
strategies were quite detailed. On Day
1, their strategies were more cautiously utility-maximizing. That led to no information
purchase/sale. After Day 1, they changed
their strategies quite a bit. They did a
thorough search, similar to what Rocky & Bullwinkle and Boole’s Fools did. They were also more risk taking: willing to purchase information no
matter the cost. That certainly gained
them much higher utility. They realized
that “much greater utility to be gained from consuming information and giving
less”. And they reasoned that information
selling was time intensive and yield less utility to them. This is correct. However, there is another reason: by
purchasing, a team adds to its utility more than it adds to the seller’s
utility; by selling, a team adds to the buyer’s utility more than it adds to
its own utility.
·
Rocky & Bullwinkle: This team did
a rather good job of tracking and recording their activities. Their pre-game strategies were detailed, very
tactical as well. However, their utility-maximizing
designs did not factor in the “resource constraint”: in order to gradually,
adaptively come up with the best information offers requires constant
monitoring and posting on the blackboard.
That was not feasible in a time-pressured situation like Game Day 3. This team had good lessons learned from Day
1. For Day 2, they were more ready to
purchase needed information, offer information at a higher price. They adopted a similar “thorough one-over
search” approach as did Boole’s Fools: search through once and then start
buying information.
·
Boole’s Fools:
This
team did an excellent job of tracking and recording their activities. Their pre-game and mid-game strategies were mostly
utilizing-maximizing with quite a
heavy dose of game-playing. Their pre-game strategies were very detailed
and multi-faceted, taking into account a host of factors. However, their pre-game strategies were not
flexible enough to consider the impact of large utility gains for obtaining
long sequences of items. Further, they
did not consider the time constraints.
However, they learned from their Day 1 mistakes and came up with a very goal-directed set of changes for Day
2. Their mid-game strategies were
precise and concise. That allowed them
to manage their communication better. Their
“searcher” thread was more observant on Day 2 and that helped them identify the
“not-so-obvious” items and they had plans ready for exploiting those to
increase their gains.
·
Mongii Agent Systems: This team did
an excellent job of tracking and recording their activities. Their pre-game and mid-game strategies were utility-maximizing,
with a touch of aggressiveness. They
did very well on Day 1 but realized that it might be due to luck. Thus, they learned from other teams and
planned to buy information to avoid losing out on obtaining a long sequence of
items because of missing one item. In
their post-game analysis, they pointed out correctly that Day 2’s difference
was in the sales and purchases. They
were not able to make any sale.
4. Lessons Learned
·
On
Day 1, several teams made poor decisions: emphasizing selling information too
much as opposed to focusing on purchasing information. From the viewpoint of utility-maximizing,
that means they failed. However, looking
at the pre-game strategies, all teams planned to utility-maximizing. So, what went wrong?
o
Most
teams did not consider the resource constraints. When an agent posts on the blackboard, it is
obligated to entertain responses to its postings. That is a resource-draining activity.
o
Most
teams also did not consider the time constraints. This led to hectic attempts of purchasing
information at the end of Day 1.
This shows that it is important to consider both
resource and time constraints when designing a MAS, especially in such a
dynamic, uncertain, time-constrained environment.
·
Inter-thread
communication plays a role. Too much
information relayed between threads cause the threads to slow down—not able to
conduct other tasks.
·
Accurate
sensing is important. It reduces
uncertainty about the environment, and in turn allowing more confident decision
making. When designing a MAS, one must
consider how the agents sense their environments and how certain the sensing
results can be. This allows the MAS
designer to decide how to shape the agents’ reasoning process accordingly.
·
How
to design a cooperative MAS? Is the MAS
in Game Day 3 a cooperative MAS?
Fundamentally, it is a competitive MAS since each agent competes with
the other when making their local decisions.
However, the emergent, coherent behavior (on Day 2) was actually
cooperative. Without cooperation, most
teams would not be able to find all items for the time allocated. Because of information exchange, all teams
solved their search-and-retrieval task.
The “cooperative spirit” was motivated through utility: each
self-interested agent was willing to “cooperate” as long as it gained from the
“cooperation”. This is quite commonly
done in
·
When
and how to post an information offer or an information need is important. On both days, I see weaknesses in the
postings. On Day 1, there were too few
“NEED” postings. And thus, most of the
pricings on the “OFFER” postings were “unguided” (no “ceiling” on how much one
was willing to pay for a piece of information).
As a result, it was a bit of guesswork.
On Day 2, there were more “NEED” postings, but the “OFFER” postings were
still the majority. Because of the
“NEED” postings, more “OFFER” postings were priced better. That also led to more transactions. When designing a MAS with an open
communication protocol like Blackboard (i.e., every agent can see all the
postings), the designer must consider how to reduce “ineffective” message
traffic. What are “ineffective messages”? These are postings with pricings outside of a
common zone between a seller and a buyer.
Key is to motivate the agents to post what they need and what they can
offer in a timely fashion. The Game Day
actually had that design; though not apparent on Day 1, it was in effect on Day
2.
5. Game Days League
|
Teams |
Auction Day
(10/29-10/31) |
Contract Day
(11/14-11/16) |
Cooperation Day
(11/28-11/30) |
Total |
|
Team Win |
2 |
1 |
5 |
8 |
|
Rocky & Bullwinkle |
1 |
3 |
3 |
7 |
|
Boole’s Fools |
4 |
2 |
1 |
7 |
|
The Flood |
3 |
4 |
6 |
13 |
|
Mongii Agent Systems |
6 |
5 |
4 |
15 |
|
Nick |
5 |
6 |
2 |
13 |
There are two
winners of the Game Days League: Rocky & Bullwinkle and Boole’s Fools. Both finished with 7 points each. Team Win finished third with 8 points. The Flood and Nick finished tied at 4th
with 13 points each. Mongii Agent
Systems finished 6th with 15 points; however, they improved their
ranking two Game Days in a row.

Figure 1. Ranking of each team for the three game
days. Team Win made the biggest drop
from Contract Day to Cooperation Day.
Nick made the biggest jump from Contract Day to Cooperation Day. Both Boole’s Fools and Mongii Agent Systems
improved from the first game day to the third game day.