In this paper we introduce a qualitative decision and game theory based on belief (B) and desire (D) rules. We show that a group of agents acts as if it is maximizing achieved joint goals.
We present an approach for implementing a specific form of collaborative industrial practices-called Industrial Symbiotic Networks (ISNs)-as MC-Net cooperative games and address the so called ISN implementation problem. This is, the characteristics o
f ISNs may lead to inapplicability of fair and stable benefit allocation methods even if the collaboration is a collectively desired one. Inspired by realistic ISN scenarios and the literature on normative multi-agent systems, we consider regulations and normative socioeconomic policies as two elements that in combination with ISN games resolve the situation and result in the concept of coordinated ISNs.
In this paper, we introduce a game-theoretical formulation for a specific form of collaborative industrial relations called Industrial Symbiotic Relation (ISR) games and provide a formal framework to model, verify, and support collaboration decisions
in this new class of two-person operational games. ISR games are formalized as cooperative cost-allocation games with the aim to allocate the total ISR-related operational cost to involved industrial firms in a fair and stable manner by taking into account their contribution to the total traditional ISR-related cost. We tailor two types of allocation mechanisms using which firms can implement cost allocations that result in a collaboration that satisfies the fairness and stability properties. Moreover, while industries receive a particular ISR proposal, our introduced methodology is applicable as a managerial decision support to systematically verify the quality of the ISR in question. This is achievable by analyzing if the implemented allocation mechanism is a stable/fair allocation.
One practical requirement in solving dynamic games is to ensure that the players play well from any decision point onward. To satisfy this requirement, existing efforts focus on equilibrium refinement, but the scalability and applicability of existin
g techniques are limited. In this paper, we propose Temporal-Induced Self-Play (TISP), a novel reinforcement learning-based framework to find strategies with decent performances from any decision point onward. TISP uses belief-space representation, backward induction, policy learning, and non-parametric approximation. Building upon TISP, we design a policy-gradient-based algorithm TISP-PG. We prove that TISP-based algorithms can find approximate Perfect Bayesian Equilibrium in zero-sum one-sided stochastic Bayesian games with finite horizon. We test TISP-based algorithms in various games, including finitely repeated security games and a grid-world game. The results show that TISP-PG is more scalable than existing mathematical programming-based methods and significantly outperforms other learning-based methods.
We study the problem of computing Stackelberg equilibria Stackelberg games whose underlying structure is in congestion games, focusing on the case where each player can choose a single resource (a.k.a. singleton congestion games) and one of them acts
as leader. In particular, we address the cases where the players either have the same action spaces (i.e., the set of resources they can choose is the same for all of them) or different ones, and where their costs are either monotonic functions of the resource congestion or not. We show that, in the case where the players have different action spaces, the cost the leader incurs in a Stackelberg equilibrium cannot be approximated in polynomial time up to within any polynomial factor in the size of the game unless P = NP, independently of the cost functions being monotonic or not. We show that a similar result also holds when the players have nonmonotonic cost functions, even if their action spaces are the same. Differently, we prove that the case with identical action spaces and monotonic cost functions is easy, and propose polynomial-time algorithm for it. We also improve an algorithm for the computation of a socially optimal equilibrium in singleton congestion games with the same action spaces without leadership, and extend it to the computation of a Stackelberg equilibrium for the case where the leader is restricted to pure strategies. For the cases in which the problem of finding an equilibrium is hard, we show how, in the optimistic setting where the followers break ties in favor of the leader, the problem can be formulated via mixed-integer linear programming techniques, which computational experiments show to scale quite well.
In this paper, we propose an approach for solving an energy-optimal goal assignment problem to generate the desired formation in multi-agent systems. Each agent solves a decentralized optimization problem with only local information about its neighbo
ring agents and the goals. The optimization problem consists of two sub-problems. The first problem seeks to minimize the energy for each agent to reach certain goals, while the second problem entreats an optimal combination of goal and agent pairs that minimizes the energy cost. By assuming the goal trajectories are given in a polynomial form, we prove the solution to the formulated problem exists globally. Finally, the effectiveness of the proposed approach is validated through the simulation.