CSCE 475/875
Handout 20: Cooperation Day Analysis
December
3, 2009
1. Tables of Results
Day 1
|
Team |
Items
Retrieved |
Critical
Item |
Sequence |
Utility |
|
Aquawit |
5,
3, 2, 1, 6, 7, 8, 9, 10 (9) |
4
(+$3900) |
5
(1) |
$100 |
|
Triagents |
2,
4, 6, 1, 3, 7, 9 (7) |
8
(+$200) |
2,
4, 6 (3) |
$300 |
|
Victry |
1,
2, 3, 4, 5, 6, 8, 9, 10 (9) |
7
(+$3000) |
1,
2, 3, 4, 5, 6 (6) |
$1000 |
|
Laika |
10,
9, 7, 5, 4, 3, 2 (7) |
8 (+$300) |
10,
9 (2) |
$200 |
|
Matchmakers |
1,
3, 7, 9, 2, 4, 6, 10 (8) |
5
(+$1800) |
1,
3 (2) |
$200 |
|
Uno
MAS |
1,
2, 3, 4, 5, 10, 9, 8, 6 (9) |
7
(+$2000) |
1,
2, 3, 4, 5, 10, 9, 8 (8) |
$2000 |
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,
UnoMAS gained the highest utility with $2000 from their sequencing task, with Victry
gained the second highest utility with $1000 from their sequencing task. And others gained between $100 and $300 in
utility from their sequencing task.
|
Provider |
Consumer |
Price |
Information |
|
Aquawit |
Triagents |
$100 |
Item
4 |
|
Triagents |
Matchmakers |
$200 |
Item
3 |
|
Triagents |
UnoMAS |
$100 |
Item
6 |
|
Laika |
Matchmakers |
$300 |
Item
4 |
|
Matchmakers |
UnoMAS |
$150 |
Item
2 |
|
Matchmakers |
UnoMAS |
$150 |
Item
7* |
|
Matchmakers |
Aquawit |
$100 |
Item
1 |
|
|
TOTAL |
$850 |
6
items |
|
|
Average |
$141.67 |
|
|
*
This item is problematic: Matchmakers provided poor location information. Excluded from calculations below. |
|||
Table
2:
Information providers, consumers, prices, and information for the
transactions. See Table 4 below as well.
|
Team |
#Items
Sold |
#Items
Bought |
Total |
|
Aquawit |
1 |
1 |
2 |
|
Triagents |
2 |
1 |
3 |
|
Victry |
0 |
0 |
0 |
|
Laika |
1 |
0 |
1 |
|
Matchmakers |
2 |
2 |
4 |
|
Uno
MAS |
0 |
2 |
2 |
|
Total |
6 |
6 |
|
Table
3:
Number of items sold and bought. See
Table 5 below as well.
From Table 3, we
see that there were teams that were active in buying and selling information
(e.g., Matchmakers), teams that were not active at all (e.g., Victry), teams
that were focused on buying information (e.g., Uno MAS), and teams that were
focused on selling (e.g., Laika).
Day 2
|
Team |
Items
Retrieved |
Critical
Item |
Sequence |
Utility |
|
Aquawit |
5,
4, 3, 2, 1, 6, 7, 8, 9, 10 (10) |
None |
Entire
(10) |
$4000 |
|
Triagents |
2,
4, 6, 8, 10, 1, 3, 7 (8) |
5
(+$500) |
10,
9 (2) |
$1500 |
|
Victry |
1,
2, 3, 4, 6, 7, 8, 9, 10 |
5
(+$3500) |
1,
2, 3, 4 (4) |
$500 |
|
Laika |
10,
9, 8, 7, 6, 5, 4, 3, 2, 1 (10) |
None |
Entire
(10) |
$4000 |
|
Matchmakers |
1,
3, 5, 7, 9, 2, 4, 6, 8, 10 |
None |
Entire
(10) |
$4000 |
|
Uno
MAS |
1,
2, 3, 5, 10, 9, 8, 7, 6 (9) |
4
(+$3700) |
1,
2, 3 (3) |
$300 |
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 2,
Aquaqit, Laika, and Matchmakers gained the largest utility with $4000 from
their sequencing task. Triagents gained
the fourth place in terms of sequencing task utility with $1500. Victry and Uno MAS rounded out the final two
places.
|
Provider |
Consumer |
Price |
Information |
|
Victry |
Aquawit |
$300 |
Item
5 |
|
Triagents |
Victry |
$200 |
Item
2 |
|
Matchmakers |
Victry |
$150 |
Item
5 |
|
Laika |
Matchmakers |
$250 |
Item
3 |
|
Laika |
Matchmakers |
$250 |
Item
9 |
|
Laika |
Uno
MAS |
$150 |
Item
1 |
|
Laika |
Triagent |
$300 |
Item
6 |
|
Uno
MAS |
Laika |
$150 |
Item
7 |
|
|
TOTAL |
$1750 |
8
items |
|
|
Average |
$218.75 |
|
Table
4:
Information providers, consumers, prices, and information for the
transactions. See Table 2 above as well.
|
Team |
#Items
Sold |
#Items
Bought |
Total |
|
Aquawit |
0 |
1 |
1 |
|
Triagents |
1 |
1 |
2 |
|
Victry |
1 |
2 |
3 |
|
Laika |
4 |
1 |
5 |
|
Matchmakers |
1 |
2 |
3 |
|
Uno
MAS |
1 |
1 |
2 |
|
Total |
8 |
8 |
|
Table
5:
Numbers of items sold and bought. See
Table 3 above as well.
From the above
table, most teams were more active than on Day 1. Laika focused on selling information after
they obtained all their items. Aquawit
was so focused on finding their own items, they did not sell any information.
|
|
Aquawit |
Triagents |
Victry |
Laika |
Matchmakers |
Uno
MAS |
Average |
|
|
Day1 |
Start |
$1000 |
$1000 |
$1000 |
$1000 |
$1000 |
$1000 |
$1000 |
|
|
$100 |
$300 |
$0 |
$300 |
$250 |
$0 |
$158 |
|
|
Purchase |
-$100 |
-$100 |
-$0 |
-$0 |
-$500 |
-$250 |
-$158 |
|
|
Utility |
$100 |
$300 |
$1000 |
$200 |
$200 |
$2000 |
$633 |
|
|
SubTotal |
$1100 |
$1500 |
$2000 |
$1500 |
$950 |
$2750 |
$1633 |
|
|
Day
2 |
Start |
$1000 |
$1000 |
$1000 |
$1000 |
$1000 |
$1000 |
|
|
|
$0 |
$200 |
$300 |
$950 |
$150 |
$150 |
$292 |
|
|
Purchase |
-$300 |
-$300 |
-$350 |
-$150 |
-$500 |
-$150 |
-$292 |
|
|
Utility |
$4000 |
$1500 |
$500 |
$4000 |
$4000 |
$300 |
$2383 |
|
|
SubTotal |
$4700 |
$2400 |
$1550 |
$5800 |
$4650 |
$1300 |
$3400 |
|
|
TOTAL |
$5800 |
$3900 |
$3550 |
$7300 |
$5600 |
$4050 |
|
|
Table
6: Subtotals and totals in terms of utility ($)
for each team for the game day.
From Table 6, we
see that Laika had the most utility ($7300).
Thus, Laika is the winner of Game Day 3. They distanced themselves from the other
teams on Day 2 by net-gaining $800 in their transactions. The second place goes
to Aquawit ($5800), edging out Matchmakers ($5600). Uno MAS finished 4th
with $4050. Triagents (with $3900) and Victry (with $3550) were 5th
and 6th, respectively.
2. General Observations
Here
are some general observations:
1.
Similar Strategies:
Most teams used the same underlying strategies: utility-maximizing. One team (Matchmakers) were more tactical
(reactive) than strategic. One team (Uno
MAS) was overly strategic and not opportunistic enough.
2.
Day 1 vs. Day 2:
·
More
transactions took place on Day 2 than on Day 1 (8 items vs. 6 items). This could be due to the shorter
search-and-retrieve time allotted for Day 2.
·
The
average price for each item sold or bought on Day 2 was significantly higher than
that on Day 1 ($218.75 vs. $141.67).
·
More
teams sold at least an item on Day 2 than on Day 1 (5 vs. 4).
·
More
teams bought at least an item on Day 2 than on Day 1 (6 vs. 4).
·
No
team solved the search-and-retrieve task on Day 1. Three teams solved the task on Day 2.
·
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 “cooperation”—as reported at the end of the game day—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
fully 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, 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
·
Aquawit: This team did a decent job of tracking and recording their activities. On Day 1, they did not complete recording one
transaction. Their pre-game and mid-game strategies were concise. However, their Day 1 strategies did not
consider basing their price offers on other offers. Their strategies were mainly more
game-playing and utility-maximizing than individual rational as they would
hold out on buying information even though they could gain from it. Their mid-game strategies were more targeted
and focused compared to the pre-game ones.
They observed that holding negotiations later would be probably better
than holding them early. Holding off
until later also allowed them to find their own items instead of paying for
them. However, they searched the
basement on both days even though I had specifically announced that the items
were only going to be on 1st, 2nd, and 3rd
floors. On Day 1, they were unlucky in
terms of not finding the second item in their sequence. On Day 2, they were focused on getting their
own items and neglecting the potential gain of selling information about other
team’s items. In short, this team was
quite individualistic on Day 2.
·
Triagents: This team did a fairly good job of tracking and recording their
activities. Their pre-game and mid-game
strategies were good. They planned to
observe others’ offers to adjust their offers.
They also split the game day into two halves for different behaviors—in
the second half, when time is pressing, they planned to be more conceding. They realized that they focused too much on
finding their own items on Day 1 and did not put up enough offers. They also pointed out that within such a
dynamic environment, they did not have enough time to think or change their
plans. This is a key observation as
reactive agents usually lose out on strategic agents when strategies could be
useful in such a dynamic—fast-paced—environment. They realized that they did not do enough
negotiations on Day 2 as they could have probably obtained all of their items
if they had. Their strategies were just a
bit more utility-maximizing than individual rational. If they had been more individual rational
driven, they probably would have started negotiations earlier and more often.
·
Victry: This team did not do a good job tracking—they even had wrong information
on their contract in terms of which team was the consumer/provider. They did not compute the finally utility for
each day. This team had brief pre-game
and mid-game strategies, mainly utility-maximizing and individual rational. Their lessons learned include “do not
negotiate with the team coming from the opposite direction as it is possible
that one could find the items on its own.”
This team’s strategies were not as focused in relative to some other
teams’.
·
Laika: This team did a rather good job of tracking and recording their
activities. Their pre-game strategies
were quite good, but did not consider other teams’ prices when setting their own
prices. Their mid-game strategies were
okay—flexible and contingent upon items’ “find-rate”. However, they also included old strategies
from pre-game that did not make sense.
Overall, this team was game-playing, utility-maximizing more than
individual rational. They were able
to obtain all their items on Day 2 and subsequently focused on selling
information. And they were able to sell
$950 worth of information.
·
Matchmakers: This team did a poor
job of tracking and recording their activities.
They recorded transactions that did not take place. Further, on Day 1, they sold incorrect
information to UnoMAS. Their pregame
strategies did not give any impression of whether they would be utility
maximizing, game-playing, or individual rational. They were more tactical than strategic. Their pricing scheme did not consider other
teams’ prices. For their mid-game
strategies, they decided to start their asking price at a higher value. Also, similar several other teams, they also
tried to observe where other teams had been traversing and follow them. They also decided to observe other teams’
negotiations and followed the team going to their location if a transaction was
made. In other words, this team strategy
was more reactive and tactical than
strategic.
·
Uno MAS: This team did a poor job of tracking and recording their activities. Their pre-game and mid-game strategies were utility-maximizing
and game-playing. Their pre-game strategies were very comprehensive and did
extensive modeling of other teams.
Impressive. However, on Day 1,
they purchased inaccurate information from Matchmakers on one particular item,
causing them to spend significant time searching for that item to no avail. Still,
they were the big winner on Day 1.
However, for Day 2, even though they decided to be more reactive—based
on a good-enough, soon-enough strategy, their strategies were not as
opportunistic as others. They did not
react fast enough in changing their tactics on Day 2. They provided a very insightful lesson learned.
That is, one had to balance negotiations and explorations. They observed that most teams spent
proportionally more time in negotiations as time progressed. They also noted that they had to balance
note-taking and finding their own items.
These insights point to an aspect that is very true in most agent
reasoning in such an environment: how to tradeoff between two issues.
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. They thought that they would be able to find
(if not all) most of the items on their own.
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. Some
teams did not search carefully resulting in repeated visits to the same
locations.
·
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.
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.
5. Game Days League
|
Teams |
Auction Day |
Contract Day |
Cooperation Day |
Total |
|
Laika |
1 |
2 |
1 |
4 |
|
Matchmakers |
2 |
4 |
3 |
9 |
|
Uno MAS |
5 |
1 |
4 |
10 |
|
Victry |
2 |
3 |
6 |
11 |
|
AquaWit |
4 |
6 |
2 |
12 |
|
Triagents |
6 |
5 |
5 |
16 |
The winner of
the league is Laika with 4 points.
Matchmakers place 2nd with 9 points, while Uno MAS is 3rd with
10 points. Victry and AquaWit scores
11 and 12 respectively for 4th and 5th. Triagents finish sixth with 16 points.

Figure 1. Ranking of each team for the three game
days. Laika was consistently near the
top. Aquawit made a good comeback.
Victry and Uno MAS dropped their performances.