Sample Exam Questions
Question 1
State and discuss the seven desirable properties of mechanism design
answer
- Convergence/guaranteed success
- executing the mechanism should neccessarily result in its eventual termination, without this property negotions may continue indefinitely.
- Maximising social welfare
- The mechanism should lead to the best possible total outcome for all parties. (i.e. the sum of utilities of all agents should be maximal)
- Pareto efficiency
- A mechansim is pareto efficient if it tends to lead to outcomes where no agents benefit at the expense of other agents. An outcome is defined as pareto optimal if all outcomes would lead to a lower utility for any participant.
- Individual rationality
- A mechanism supports individual rationality, if it is always in the best interests of participants to comply with the protocol, that is a participant is never forced to act in such a way as to ultimatly reduce its own utility. This property should apply to the protocol as a whole, and may not apply in intermediate steps (i.e. an agent may be forced to reduce its utilit
- Stability
- A mechanism is stable if all participants are compelled (by their expected utility) to behave in a prescribed way, this property allows agents to model the outcomes of protocols in a predictable way. An example of stability is Nash-Equilibrium, whereby one strategy is dominant over others, such that not following that strategy will lead to a reduction in expected utility.
- Simplicity
- This property may be applied to both the design process of protocols (i.e. designers should choose simpler protocols over more complicated ones with the same behaviour) for obvious reasons. The property may also refer to the computational complexity of decisionmaking witihin the mechanism such that it is tractable for a participant to decide a strategy within the mechanism.
- Distribution
- Mechanisms should where possible avoid depending on centralised decision making or single points of failure (i.e. a centralised arbitrator), and should take into account the capabilities of and limitations of distributed communication such as bandwidth (i.e. reducing the number of messages exchanged between participants) and communication failures.
- Robustness
- In the event of a failure of a component (i.e. network failure) , or particpant (i.e. software crash) of the protocol the remaining participants should be able to recover, or resolve the protocol in such a way as to adversely affect the utility of any of the remaining participants.
Question 2
Describe the parameters defining English, Dutch, first-price sealed bid and Vickrey auctions and where appropriate give the dominant strategy.
answer
- English
-
- first-price (highest bidder wins, and pays highest price),
- open outcry (participants declare bids to everybody)
- ascending (bid price increases)
- Auction terminates when no bids are received in a given time
(i.e. no guarantee of duration or termination.
- Dominant strategy (when agents valuation of goods is certain and
other agents valuations are unknown) is to increase price in small
increments until agent wins or it reaches their valuation, when
the agent withdraws.
- Dutch
-
- first-price,
- open outcry,
- descending (bid price decreases at fixed increments untill lower
reserve is met or price reaches zero)
- In some cases bid collisions (where two bids are received
simultaneously) leads to a resolution process where price is reset
and decreased at smaller intervals with colliding bidders.
- Wihtout collision resolution maximal duration may be decided, with
bid resolution duration may not be decidable.
- There is no dominant strategy
- First-price sealed bid
-
- first price
- one shot. (only one round)
- Dominant strategy is to bid less than true valuation.
- Vickrey
-
- second price (Highest bidder wins, but pays the price of the
second highest bid)
- one shot. (single round)
- Dominant strategy is to bid true valuation.
Question 3
Outline the monotonic concession protocol and the Zeuthen strategy
Question 4
Discuss the problems that arise from the use a valuation
function that reduces a multi-attribute offer to a single value.
Illustrate your answer with an example valuation function and
appropriately chosen offers.
answer
It is hard to differentiate between offers based on multiple
criteria.
For example, if the valuation function is f(x,y) = 0.2x+0.8y and
there are two offers (1,1) = 1 and (2,0.75) = 1, they cannot be
differentiated.
Question 5
State and justify
The four properties of institutions that provide a basis for trust and security in agent interaction.
answer
- decrease uncertainty
- because purpose of the institution is to
enable a particular kind of interaction, the probability is
increased that only agents with co-incident goals will enter the
institution
- reduce conflict of meaning
- the domain of discourse is largely
pre-determined by the shared institutional goals, so that
alternative meanings are largely precluded.
- create expectations of outcome
- the purpose of interacting
within an institutional framework is because of a desire to
achive a certain goal or set of goals, hence objective is shared
- simplify the decision process
- the possibility space is pruned
through the restricted domain and through the shared goal(s), so
there are fewer options to consider.
Question 6
Name and describe the four classes of norm as they occur
in agent-based systems.
answer
- ABSTRACT NORMS
- vague desires, possibly contradictory, probably unenforceable
- CONCRETE NORMS
- abstract norms grounded in ontology, open to reasoning
- RULES
- concrete specifications of (un)acceptable actions, and obligations, declarative style
- PROCEDURES
- concrete specifications of sequences of actions, options, outcomes
Question 7
Consider the institutional framework of the lecture:
- Identify some roles, scenes, and conversations (precise
formal specifications are {\em not} required), but you may use
diagrams to illustrate your answers.
- Propose an abstract norm, a concrete norm and a rule that
might govern behaviour in a lecture.
answer
-
Although this situation was used as illustration in a lecture, this
part of the question is primarily aimed at getting students to apply
knowledge in a new (ish) situation.
Roles: teacher, learner, collaborator
Scenes: presentation, discussion, question, group-working
Conversations: a simple protocol situated in one of the above scenes
and illustrating a possible interaction
-
abstract: treat others with respect, as you would wish to be treated
yourself; learning is useful
concrete: listen while others are speaking; don't put other people
down; engage in the topic being taught; ask relevant questions;
rule: if you want to ask a question, raise your hand; if your mobile
rings then switch it off;
Question 8
Speech acts typically have two components: name them and then list
five different kinds of speech acts along with illustrative examples.
answer
A speech act consists of a performative which indicates the
intention of the speech act and a proposition.
kinds are:
- representative
- inform the recipient
- directive
- get recipient to do something
- commisive
- commit speaker to do something
- expressive
- speaker expresses mental state
- declarative
- speaker announces something
Question 9
Negotiation strategy can be characterized by the initial offer an
agent makes and the way in which an agent changes its reaction to
offers over time. Describe in detail the key aspects of the {\em
monotonic concession} and the {\em Zeuthen} strategies.
Question 10
Contract net is a very structured form of negotiation used to achieve
task sharing. Outline the five phases of the contract net protocol
and what problems may arise in practice.
answer
- Problem recognition: an agent (initiator) identifies a task that
it is unable to fulfill (and a set of agent who may be able to fulfill
the task)
- Task Announcment: initiator broadcasts a "Call For Proposals"
message to potential actors. This message contains a description of
the problem.
- Task Analysis/Bidding: participants analyse the task and determine
if they are capable and willing to perform the task, if they are they
send a "Bid" describing their capabilities which are relevant to the
task and under what terms they are willing to fulfill the request.
- Contacting: The initiator selects a bid from the set received
based on its own preferences, and allocates the contract to the
winning bidder (simultaneously notifying other bidders of their
failure to contract). If no bids are received the protocol ends.
- Task Completion: Once the winning bidder receives its winning
notification it performs the task and notifies the initiator when it
is complete
Example problems include: task specificaiton, QoS, choosing between
competing offers, differentiating between offers based on multiple
criteria.
Question 11
A grass-cutting robot can perceive the presence of
grass or null (meaning just something
else) and has the following repertoire of actions:
The goal of this robot is to wander around the garden, which comprises
grassed areas and paths, cutting grass whereever it finds it. To
specify the agent behaviour, you may use the following three domain
predicates:
- In(x,y) robot is at (x,y)
- Grass(x,y)
there is grass at
- Facing(d) robot is facing in
direction d
Now answer the following questions:
- Draw a diagram of the garden in which the robot is going to
operate and then Write down and explain the rules you would
use
- to control cutting
- to control movement
You may assume the garden is rectangular with the farthest corner at
(maxx, maxy).
-
Discuss how you would extend the rule set, percepts,
actions and/or predicates to prevent the robot from moving on to
flower borders.
-
Do you feel this is an appropriate architecture for the
task or would a subsumption architecture be more suitable? Consider
how Steel's Mars explorer model might be adapted for this
environment. Statement of rules is not required.
answer
-
In(x,y) & Grass(x,y) -> Do(cut)
and
In(0,0) & Facing(north) & not(Grass(0,0)) -> Do(forward)
In(0,0) & Facing(south) & not(Grass(0,0)) -> Do(turn)
In(0,0) & Facing(east) & not(Grass(0,0)) -> Do(forward)
In(0,0) & Facing(west) & not(Grass(0,0)) -> Do(turn)
and similarly but differently for other corners
and
In(0,x) & Facing(west) & not(Grass(0,x)) -> Do(turn)
In(0,x) & Facing(d) & not(Grass(0,x)) -> Do(forward)
and similarly but differently for the other boundaries
- Looking for general evidence of thinking. Hope no one proposes
hard-coding the border edges in the same way as the limits of the
garden. Simplest solution is probably to arithmetic in the Grass
predicate: In(x,y) & Facing(north) & not(Grass(x,y+1)) -> Do(turn)
and similarly but differently for facing other directions. Other
solutions might involve introducing a new percept earth and perhaps
a new predicate Look. Good student might also remark upon the
problem of ordering the rules to get the right results and how this
gets increasingly difficult as the size of the ruleset increases
- More evidence of thinking required. Could posit the existence
of a radio transmitter in the centre of the garden (doesn't have to
be exactly in the centre tho, or really even anywhere near the
centre!), then robot can use the gradient effect for navigation (and
depositing the grass clippings, so best put the transmitter in the
compost heap). The radio-active crumbs should be used now not to
reinforce a particular path, but instead to make a robot go in a
different direction.
Question 12
Name and characterise the commonly agreed properties of an agent.
answer
Key properties (agents may assume a subset of these):
- Autonomous
- This is the key property differentiating agents from say objects,
agents should have the capacity to decide for themselves whether or
not to take a given action. Agents may be proative
(Taking action without explicit external stimulous) and/or
reactive (only taking action based on external
events) in both cases there is a causal decoupling between elements or
events in the environment and the agents actions (i.e. the agent is in
some way responsible for its own actions).
- Situated in an Environment
- Agents are assumed to have some external
environment with which they interact. This may be the
phisical world, a software simulation or a set of other agents or some
other system. The key is that there are things outside the agent which
it interacts with that it does not have immediate control over.
- Communicative (Also Social Ability)
- In the field of software agents a key property is typically the
ability of an agent to communicate and exchange instructions and
information with other agents.
Other valid properties which may apply to some but not all agents:
- Mobility
- The ability for an agent to move between (sub) environemnts on different machines at different physical localtions
- Veracity
- It is often common to assume that agents do not give out information which they know to be false
- Rationality
- Agents decisions may be supported by a sound reasoning
- Learning/adaption
- Agents may adapt and changee to deal with changes in their environment
Question 13
Constrast the costs and benefits of algorithmic,
declarative and utility-driven approaches to programming an
agent.
answer
- Algorightmic
-
- + Simplest (for designer)
- + Easy to understand
- + possible to determine exact behaviour
- - inflexible (hard to deal with interruptions/exceptions/changes)
- - cannot be integrated with learning easily
- Declarative
-
- + individual parts of program are easy to understand
- + Statements may have a higher-level of generality than imperative programs: higher signal/noise ratio
- + Rules may be combined/re-used with little or no modification
- + May be formally grounded
- + New rules may be integrated on the fly ~learning
- - reasoning may be costly/intractable
- - need to manage rules/knowlege to avoid bloat
- - May be hard to understand complete behaviours
- Utility-based
-
- + agent planning simple - just do
what least to highest utility out of available actions
- + Allows for flexible behaviours, plans can be immediately
abandoned if expected utility changes or high utility action is
found
- + Suitable for learning algorithms, use utility as means for
guaging/improving performance.
- - Difficult to estimate/model utility in many situations
- - Problems with local minima, may lead thrashing between different activities.
Question 14
Outline the subsumption architecture and explain its strengths and weaknesses
answer
- The subsumption architecutre is build using a set of behaviours.
- The behaviours operate in parallel, each takes some sensory and
may generate some output (by 'firing') which indicates some action
- The behaviours are composed into layers using an "inhibition
relation" which provides a strict total ordering over them, such that
a lower-ordered behaviour will override a higher-ordered
behaviour.
- Action selection occurs at a given time, by taking all behaviours
which have fired, and looking to see if a lower-order behaviour has
also fired, thus overriding the output of the orignal behaviour
- The subsumption architecture is representation-free (that is no models of the world are created)
- Action selection in the subsumption architecture has a low complexity (O(N2, based on the maximum of the number of percepts or the number of behaviours), so actions can be typically be selected very quickly.
- Despite the simplicity of the components it is possible for
complex behaviours to emmerge caused by interactins between
layers
- Since no world model is created, agents must have suffient
stimulus in order to take actions, it is possible for sensory
starvation to cause the agent to stop an agent from doing anything. -
The incorporation of internal stimuli (such as timed transitions
inside the behaviours) mitigates this to a certain extent.
- Because agents have little or no state, it is difficult to see how
agents might take into account non-local stimulus (such as historical events).
- Adapting behaviour and learning is difficult to incorporate
- Complex behaviour is an emmergent property of the interacting
individual behaviors, and as such is difficult to engineer
- It is difficult to build agents with many layers, as the
interactions between layers become too complex
Question 15
Describe the key characteristics of Steels's Martian explorer subsumption architecture and explain how it worked.
answer
- There are a number of exporer agents and a mother ship
- The task of the explorer agents is to explore a distant planet and
to collect samples of a particular type of precious rock.
- No map of the planet is available, but the terrain is known to be such that radio communication between explorers is unlikely to be possible
- The mother ship generates aa radio signal which does not pass any
information on to the explorers, but does allow them to locate the
mother ship using the gradient of the signal strenght (i.e. the
stronger the signal the nearer the mother ship). Agents may then move
towards, or away from the mother ship using the signal
- Agents communicate indirectly using radioactive crumbs
which may be dropped, picked up and detected by passing robots
- The agent is governed by the following 6 behaviours
- if detect obstacle then change direction
- if carrying samples and at the mother ship, then drop samples
- if carrying samples and not at the base then drop two crumbs and travel up signal gradient (toward ship)
- if detect a sample then pick a sample up
- if sense crumbs then pick up 1 crumb and travel down gradient (Away from ship)
- if true then move randomly
These are composed as follows (1 being the lowest order (highest
priority))
1 < 2 < 3 < 4 < 5 < 6
- In the absence of any stimulus the agent explores randomly (rule
6), When an agent finds a sample it will pick it up and return to the
mother ship and drop them (rules 4,3 & 2). The crumbs serve to
reinforce paths to places where samples have been found (rule 5,
agents without samples at the mother ship will tend to return to
places where samples have beeen found by following the paths of
crumbs, however if they find no samples, these paths will tend to
deteriorate as the crumbs are picked up but not replaced.
- Benefits of the architecture are: that it is robust (agents are
not dependant on each other for action, simple (the rules can be
calculated efficiently in real time), and effective (in many cases the
architecture leads to near-optimal performance).
Question 16
Explain how utility functions were used in the TileWorld.
answer
Tileworld consists of a two dimensional grid, each cell in the grid
may contain nothing, a tile, a hole or an obstacle. An agent is placed
on an empty cell of the grid, where it may move up, down, left or
right. It may not move into cells containing holes or obstacles,
agents may move into cells containing tiles, if the cell beyond the
block in the direction of movement does not contain an obstacle. If
the cell beyond the tile contains a hole then the hole is filled by
the tile, and becomes empty. Depending on the paramaters of the
experiment, tiles, holes and obstacles may appear with given
probabilites at a given time, and my dissapear at a later time. The
experiment is run by placing the agent at a point determinied by the
experimentor (or at random) and running the envirnment for a given
number of steps.
The utility of a an agent's run (i.e. over the duration of the
experiment) is defined as a function as follows:
number of holes filled in r
u(r) = ----------------------------------
number of hoes that appeared in r
The utility over a run is used to determine an agents performance in
that run, where a utility of 0 indicates that the agent failed to fill
any holes, and 1 indicates that the agent filled all holes.
An optimal agent in tileworld is defined as one which maximises its
expected utility over all possible runs. That is in any given
environment, the anent always makes decisions which are most likely to
lead to the maximum utility. An example might be abandoning the
decision to move toward a distant tile, in favour of a nearer one
which is less likely to dissapear by the time the agent gets there, or
moving to distant regions with more tiles and holes instead of trying
to fill local holes will fewer tiles.
Question 17
Explain the purpose of agent communication languages and agent content
languages, explaining why both are necessary and giving examples of
each.
answer
Agent communication languages are 'outer' languages which are intended
to express the general semantics, force and purpose of a mesasge, they
typically also indicate the sender and intended receiver (and/or actor
to which the message applies), and other properties of the
message. Communication languages are typically build based on Searle's
Speech-act theory, using a fixed set of Performatives, which
characterise a mesage into one of a set of commonly identified
interaction types, performatives are common to all agents using a
given commnucation language. Additonally mesages contain some content
expressed in a Content Language which is given meaning by the
enclosing performative.
Examples include KQML and the FIPA ACL.
Content languages are used to express properties and queries in a
given domain to which the message is relevant. Content languages are
typically domain dependant, their structure and semantics are defined
by an ontology.
Examples of content languages are KIF and FIPA-SL.
Question 18
Why is Vickrey's protocol effective and what are
its advantages? In what circumstances is its use not advisable?
Question 19
Describe the BDI architecture (define the acronym BDI first) and how
this is realised in the PRS system.
answer
BDI stands for "Belief Desire Intention" and applies to a mechanism
for modeling agents 'mental states', Beliefs correspond to things
which the agent knows to be true at the curren time, Desires to the
agents overall goals (goals which should be maintained until they are
acheived or can never be acheived) , and Intentions to the agents
immediate planned actions. Within PRS a set of fixed plans are defined
which indicate a (possibly structured) sequence qof actions (which may
be conditional on certain beliefs (pre-conditions)) and their
post-conditions. The agent is given one or more goals to acheive, the
first of these is pushed onto the intention stack. The agent then
searches for a plan or sequence of plans which should result in the
goal being acheived (delibuand pushes these onto the intention stack
untill a plan whos pre-conditions match the current beliefs is
found. The actions specified by the top plan are executed until either
the plan is acheived or the beliefs of the agent no longer met by the
preconditions of the top plan on the intentions stack, in which case a
new plan is calculated.
Question 20
How might a plan library be of use and be used
by an agent?
answer
Typically planning agents do not build plans from scratch, isntead a
plan library is used, consisting of a pre-defined set of plans. Each
plan in the library is typically expressed in terms of a set of
pre-condidions must be satisfied for the plan to be implemented, a set
of actions and a set of post-conditions which will (probably) be
satisfied when the actions are executed.
Plan selection within an agent can be done by running though the plans
and find those who's post-conditions unify with one or more of the
agents intentions, and whos pre-conditions unify with the agent's
current beliefs.
Question 21
Sketch the prototypical structure of a negotiation protocol.
Question 22
Sketch the structure of a deductive reasoning agent, illustrate
with an example and discuss the limitations of the logic-based
approach.
Question 23
In what situations might mobile agents be appropriate technology, what
are the major technical issues created by them and how might they be
resolved.
Question 24
Why is modal logic an excellent logic for modelling multi-agent
systems?
Question 25
Explain action selection when you consider an agent
as a theorem prover
Question 26
Consider the following situation: We have a small robotic theorem
proving agents that needs to find an objectin in a room (a grid of
3x3) with obstacles. Your agent is only capable of moving forward,
turning 90 degress clockwise, and picking up the object.
- What are the domain predicates
- What are the actions of your agent
- Provide an initial environment
- Provide the rules necesarry for your agent to
accomplish its goal (finding the object) in your initial environment. Make sure that this includes at least 5 rules and involves all of the possible actions your agent can perform. Make sure that your rules are written in a general form that would allow them to be used with other initial environments.
Question 27
Describe means-end reasoning.
Question 28
What are hybrid systems? Elaborate on the
various types of layering.
Question 29
Find the Nash equillibria of the following games:
-
-
| | D | E | F |
| A | 3,2 | 3,1 | 4,1 |
| B | 2,3 | 4,0 | 4,2 |
| C | 1,2 | 2,5 | 1,7 |
-
Question 30
Remove the dominated strategies from the following games. Show each step.
-
| | D | E | F |
| A | 2,3 | 3,5 | 2,2 |
| B | 3,2 | 5,3 | 4,5 |
| C | 4,3 | 4,4 | 3,4 |
-
| | E | F | G | H |
| A | 6,5 | 7,4 | 4,3 | 5,6 |
| B | 5,7 | 4,6 | 5,5 | 4,7 |
| C | 6,6 | 8,4 | 3,3 | 7,5 |
| D | 4,7 | 3,2 | 2,1 | 3,8 |
Question 31
-
What are the nash equillibria for the following extensive game with perfect information:
1
/ | \
/ | \
/ | \
(2,1)/ (1,1)| (0,2)\
/ | \
2 2 2
/ \ / \ / \
y1 n1 y2 n2 y3 n3
/ \ / \ / \
2,0 0,0 1,1 0,0 0,2 0,0
-
Give an example of a game that produces unintuitive Nash equilibria. Explain Why.
-
Explain backward induction in the context of equilibria for extensive games with perfect information
Question 32
Explain how model logic extends classical logic. Give both syntax and semantics.
Question 33
How can modal logic be interpreted as an epistemic logic for
multi-agent systems?
Question 34