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Agent modeling - modeling and reasoning
about other agent's goals, plans, knowledge,
capabilities, or emotions -- is a key issue in
multi-agent interaction. The RoboCup opponent
modeling challenge calls for research on modeling a
team of opponents in a dynamic, multi-agent domain.
The modeling issues in RoboCup can be broken down
into three parts:
- On-line tracking:
- Involves individual players' real-time,
dynamic tracking of opponents' goals and intentions based on
observations of actions. A player may use such tracking
to predict the opponents' play and react appropriately.
Thus if a player predicts that player-5 is going to pass a ball
to player-4, then it may try to cover player-4.
Such on-line tracking may also be used in service of deception.
The challenges here are (i) real-time tracking despite
the presence of ambiguity; (ii) addressing the dynamism
in the world; (iii) tracking teams rather than only
individuals - this requires an understanding of concepts
involved in teamwork.
On-line tracking may feed input to the on-line planner or
the on-line learning alogrithm.
- On-line strategy recognition:
- "Coach" agents for teams
may observe a game from the sidelines, and understand
the high-level strategies employed by the opposing team.
This contrasts with on-line tracking because the coach
can perform a much higher-level, abstract analysis, and
in the absence of real-time pressures, its analysis can
be more detailed.
The coach agents may then provide input to its players
to change the team formations, or play strategy.
- Off-line review:
- "Expert" agents may observe the teams
playing in an after-action review, to recognize the
strenghts and weaknesses of the teams, and provide an
expert commentary. These experts may be trained on
databases of human soccer play.
These issues pose some fundamental challenges that
will significantly advance the state of the art in agent
modeling. In particular, previous work has mostly focused on
plan recognition in static, single-agent domains, without real-time
constraints. Only recently has attention shifted
to dynamic, real-time environments, and modeling
of multi-agent teamwork [].
A realistic challenge for IJCAI-99 will be to aim for
on-line tracking. Optimistically, we expect some progress
towards on-line strategy recognition; off-line review will
likely require further research beyond IJCAI-99.
For evaluation, we propose, at least, following evaluation
to be carried out to measure the progress:
- Game Playing:
-
A team of agents plays against two types of teams:
- One or two unseen RoboCup team from IJCAI-97, shielded
from public view.
- The same unseen RoboCup teams from IJCAI-97 as above, but
modified with some new behaviors. These teams will now deliberately
try out new adventurous strategies, or new defensive strategies.
- Disabled Tracking:
- Tracking functionality of the agents will be
turned off, and compared with normal performance.
- Deceptive Sequences:
- Fake teams will be created which generates
deceptive moves. The challenger's agent must be able to recognize the
opponent's deceptive moves to beat this team.
For each type of team, we will study the performance
of the agent-modelers. Of particular interest is variations
seen in agent-modelers behaviors given the modification
in the opponents' behaviors. For each type of team,
we will also study the advise offered by the coach agent, and the reviews
offered by the expert agents, and the changes in them given
the changes in the opponents' behaviors.
Next: Managing Challenges
Up: The RoboCup Synthetic Agent
Previous: Evaluations
Peter Stone
Tue Sep 23 10:34:44 EDT 1997