Plan, replan and plan to replan Algorithms for robust courses of action under strategic uncertainty Maciej M. Łatek and Seyed M. M. Rizi Department of Computational Social Science George Mason University 4400 University Drive, Fairfax, VA 22030 mlatek,[email protected]

March 17, 2010 Abstract We present an efficient computational implementation of non-myopic n-th order rationality in a multiagent recursive simulation (MARS) framework where simulated decisionmakers use simulation to devise robust courses of action. An n-th order rational agent (NORA) determines its best response assuming that other agents are (n − 1)-th order rational with zerothorder agents behaving according to a non-strategic rule. We describe how to combine NORA and MARS with a replanning heuristic to create replanning N -th order rational agents (RENORA) that plan for more than one move forward in a tractable manner. Our approach addresses (a) randomness of the environment, (b) strategic uncertainty arising when an opponent has more than one equally good courses of action to choose from and (c) failures in plan execution caused by either the environment or the opponent interference. To demonstrate the properties of RENORA, we introduce a model of a dynamic environment that encompasses both competition and cooperation between two agents, trace the relative performance of agents as a function of RENORA parametrization, and outline in detail the steps RENORA take as they reason about the environment and other agents. Keywords Recursive Agent-based Models, Multiagent Learning and Decisionmaking, Cognitive Architectures, Robust Replanning

1

Introduction

ting. Combined with easy sensitivity analysis of outputs and an efficient multiagent formulation that can be solved even for The departure point for this paper is n-th order rational complex environments, n-th order rationality is a convenient agents (NORA) (Stahl and Wilson, 1994). n-th order rational heuristic for reasoning in multiagent environments. agents determine their best response assuming that all other In this paper, we first integrate myopic NORA into mulagents are (n − 1)-th order rational where zeroth-order ratiagent recursive simulation (MARS) models. We then show tional agents follow a non-strategic heuristic. For example, how to make the mypoic solution robust and tractable for nonfirst-order rational agents calculate the best response to their myopic agents with long planning horizons. Next, we introbeliefs about the strategies of zeroth-order agents and the state duce a dynamic multiagent environment and use it to outof the world. NORA have long permeated studies of strateline the steps that endogenously replanning n-th order rational gic interaction in one guise or another. Concepts similar to agents (RENORA) take as they reason about the environment NORA have been advocated by Sun Tzu in warfare (Niou and other agents. Finally, we perform sensitivity analysis of and Ordeshook, 1994) and by Keynes (1936) in economics. the extended n-th order rationality formulation. In the past two decades behavioral economists extended these concepts into a class of models called “cognitive hierarchies” (Camerer et al., 2004) to which n-th order rationality belongs and validated them by controlled experiments (Costa-Gomes 2 Multiagent Recursive Simulation et al., 2009) and by non-experimental observations (Goldfarb and Xiao, 2008). Moreover, once the few parameters of n-th Assume a model of reality Ψ either as a multiagent model order rationality models–often simply the rationality levels of that describes strategic interactions among K agents or as a agents, are estimated from data, such models perform descrip- statistical model that simply predicts some macro variables. tive and normative roles of a decision support tool that guides Before we show how to introduce planning agents into Ψ, let agents on devising courses of action (COA) in a multiagent set- us describe what questions it answers: 1

What can happen Defines the space of feasible COA correct; they must assume that the second-order rational agent for each agent and all possible sequences of interactions is zeroth-order rational agent instead of a second-order rational among agents. agent. What has happened Contains a library of historical trajectories of interactions among agents called historical behaviors library (HBL). If no actual information is available, HBL is either empty or filled with hypothetical expert-designed interaction scenarios.

4 4.1

Robust Planning with MARS-NORA Myopic Planning

How agents value the world Codes every agent’s payTo describe the algorithm that introduces myopic NORA offs for any trajectory of interactions among agents into a Ψ, we denote the level of rationality for an NORA with based on the agent’s implicit or explicit preferences or d = 0, 1, 2, . . . . We label the NORA corresponding to level of utility function. rationality d as Ad and a set containing its feasible COA as `d : Latek et al. (2009) show that Ψ divides into a state of the world Ct and agents’ current COA pt = p1t p2t . . . pK d = 0 A zeroth-order rational agent A0 chooses COA in `0 ; t where pit stands for agent i COA at time t and that Ψ maps Ct d = 1 A first-order rational agent A chooses COA in ` 1 1 and pt into a realization of current agents’ payoffs  Ct+1 and K 2 1 i rt = rt rt . . . rt where rt is the current payoff for and so forth. Now we can show how myopic NORA use agent i : rt Ct+1 = Ψ pt , Ct . MARS to plan COA. Agent i can use heuristics or statistical procedures to compute the probability distribution of payoffs for the COA it picks; then pick one course of action that is in some sense “suitable”. Alternatively, it can clone Ψ, simulate the world forward; derive the probability distribution of payoffs for the available COA by simulation and pick a suitable course of action. When applied to multiagent models this recursive approach to decisionmaking amounts to having simulated decisionmakers use simulation to choose COA (Gilmer, 2003). Note that agents perceive Ψ with varying degrees of accuracy and have different computational capabilities to clone Ψ. So agents do not necessarily produce a clone of Ψ that is isomorphic to Ψ itself; however, in this paper we assume they do. We call this technology multiagent recursive simulation (MARS).

`0 contains non-strategic COA that are not conditioned on A0 expectations of what other agents will do. Without assuming that other agents optimize, A0 arrives at `0 by using non-strategic heuristics like expert advice, drawing COA from a fixed probability distribution over the COA space or sampling the HBL for COA. We denote the memory length / size of the HBL sampled by A0 as κ. Example 1 shows possible choices for `0 used by an A0 stock trader. Note that κ = 12 months in the third choice. A trader holds a stock that has lost 15% value. He can sell the stock, hold it, or buy more: 1. If the industry stock value has shrunk less than 15%, sell. Else, hold.

3 n-th Order Rational Agents

2. With probability 0.1, sell or buy more. Else hold.

Agents in any Ψ pick COA that achieve a goal, for example maximizing the stream of expected payoffs for the planning horizon of h periods. If a Ψ contains strategic agents whose payoffs depend on the choices of other agents, such agents must have access to plausible mechanisms to compute optimum COA. n-th order rationality is one such mechanism. An n-th order rational agent (NORA) assumes that other agents in Ψ are (n − 1)-th order rational and best responds to them. A zeroth-order rational agent acts according to a nonstrategic heuristic such as randomly drawing COA from the HBL or continuing the current course of action. A first-order rational agent assumes that all other agents in Ψ are zerothorder rational and best responds to them. A second-order rational agent assumes that all other agents in Ψ are first-order rational and best responds to them. Observe that if the assumption of a second-order rational agent about other agents in Ψ is

3. If in the last year the stock has not rebounded 90% of times within 2 weeks of a 15% devaluation, sell. Else hold. Example 1: Rule-driven `0 for an A0 stock trader. Recall that A1 forms `1 by best responding to `0 adopted by another agent in Ψ whom it assumes to be A0 . If this assumption is true, the other agent does not assign a level of rationality to the A1 in question. So A1 finds a strategy that on average performs best when the A0 it faces adopts any course of action in its `0 , integrating out the stochasticity of the Ψ by taking K samples for each candidate COA. A1 can sample its opponent `0 uniformly or according to the opponent’s empirical frequency of adopting COA. Algorithm 1 shows this process.

Input: Set `0 for A0 ; COA space for A1 ; K, τ Output: Set `1 of optimal COA for A1 foreach COA a1 available in A1 do foreach a0 ∈ `0 do foreach i 6 K do s = cloned Ψ; query s(a0 , a1 ) = A1 payoff; end end Compute average s¯(a1 ) over K samples; end Eliminate all but τ non-dominated COA, arriving at `1 ; Return `1 ; choose a single course of action for A1 from `1 . Algorithm 1: NORA(A1 ,1) Best response formation for A2 follows in a similar vein: An A2 best responds to another agent who it assumes to be A1 . Therefore, A2 assumes that the other agent assumes that the A2 agent in question is indeed A0 . A2 finds a strategy that on average performs best when A1 adopts any course of action in `1 . In order to accomplish this, A2 first computes a set of `1 for A1 ; then best responds to the `1 it has computed. Algorithm 2 shows this process. Input: Set `1 = NORA(A1 , 1); COA space for A2 ; K, τ Output: Set `2 of optimal COA for A2 foreach COA a2 available to A2 do foreach a1 ∈ `1 do foreach i 6 K do s = cloned Ψ; Calculate s(a1 , a2 ) = A2 payoff; end end Compute s¯(a2 ); end Eliminate all but τ non-dominated A2 COA, arriving at `2 ; Return `2 ; choose a single COA for A2 from `2 .

1995), Hu and Weliman (2001), and Gmytrasiewicz et al. (1998) implemented n-th order rationality in multiagent models, Algorithms 1 and 2 combine the two techniques for the first time. (b) Algorithms 1 and 2 produce robust COA that hedge against both model stochasticity and agents’ coevolving strategies by varying K > 0 and τ > 0. K determines the number of times a pair of agent strategies are played against each other, therefore higher K reduces the effects of model randomness on choosing COA. τ shows the number of equally good COA an agent is willing to grant its opponent. Recall that Algorithms 1 and 2 derive optimum COA for an agent by computing average payoffs for its opponent. Depending on the level of risk an agent is willing to accept, the difference among these averages may turn out to be statistically significant or not. The higher τ , the more strategic uncertainty an agent has to bear. In contrast to ad hoc procedures in (Bankes et al., 2001; Lempert et al., 2006; Parunak and Brueckner, 2006), running sensitivity analyses on K and τ enables decisionmakers to choose COA with a desired level of robustness and informs them about how much efficiency they trade for any level of desired robustness. (c) Algorithms 1 and 2 fuse strategic decisionmaking with fictitious best response. κ > 0 represents the number of samples an agent wishes to draw from history, so the higher κ is, the closer an agent is to playing fictitious best response.

4.2

Non-myopic Planning

Algorithms 1 and 2 use MARS to solve the singleperiod planning problem for NORA. Haruvy and Stahl (2004) showed that n-th order rationality is capable of planning for longer horizons in repeated matrix games; however, no solution exists for a general model. In particular, we need a decision rule that enables Ad to derive optimum COA if (a) it wishes to plan for more than one step; (b) takes random lengths of time to execute COA or aborts the execution of an action mid course, and (c) interacts asynchronously with other Algorithm 2: NORA(A2 , 2) NORA. To address these issues, we introduce the notion of planning horizon h. While no classic solution to problems (b) Algorithms 1 and 2 offer the following advantages for and (c) exists, the classic method of addressing (a), finding modeling complex systems: the optimum of h × number of COA, leads to exponential explosion in computational cost. (a) They decouple environment and behavior representation, thus injecting strategic reasoning into multiagent We extend Algorithms 1 and 2 to handle (a), (b) and (c) simulations, the most general paradigm to model com- simultaneously by exploiting probabilistic replanning (Yoon plex system to date (Axtell, 2000). Curiously, they et al., 2007), hence the name replanning NORA (RENORA). achieve this goal by bringing n-th order rationality and In short, RENORA plan the first action, knowing that they will recursive simulation together. While Gilmer (2003) and have to replan after the first action is executed or if it is aborted. Gilmer and Sullivan (2005) used recursive simulation The expected utility of the second, replanned, action is added to help decisionmaking and Durfee and Vidal (2003, to expected utility of the first. Therefore, RENORA avoids

taking actions that lead to states of the environment without favor any agent and requires coordination between agents to good exits: ensure payoff 1. If one of the agents deviates in order to secure a payoff higher than 1, it may break the symmetry of the Input: COA space for Ad ; `d−1 ; d; h; K, τ game. States B and C favor agent 1 who receives a constant Output: Set `d of optimal COA for Ad payoff of 2 at the expense of agent 2 who receives either 0 or foreach COA ad available to Ad do −1. States D and E favor player 2. foreach i 6 K do s=cloned Ψ; At each asymmetric state, the stronger agent is predictable: Assign initial COA to all agents ∈ s; agent 1 in states B and C always plays U ; agent 2 in states D foreach ad−1 ∈ `d−1 do and E always plays R. Suppose in state A agent 1 deviates while s.time() < h do and forces transition to state B. The weaker agent 2 has two if ad is not executing then choices: it can either avoid payoff −1 and coordinate with the RENORA(Ad , d, h − s.time()) stronger agent 1 to receive 0 or accept the punishment of −1 end in order to return to the symmetric state A. Return to symend metry requires the weaker agent to accept a short-term loss Accumulate Ad payoff += in the hope of long-term gain. This deterministic setup for s (ad−1 , ad ); PushGame allows us to test the influences of agent rationalend ity levels and planning horizons without the obfuscating effect end of inherent randomness in the environment or strategic uncerCompute s¯(ad ); tainty. end Eliminate all but τ non-dominated COA, return `d . 5.2 Simulation traces Algorithm 3: RENORA(Ad , d, h)

5 5.1

Experiments Environment

To demonstrate the properties of RENORA, we use a multiagent environment we call PushGame, a two-player stochastic game with 5 states A to E shown in Figure 1. Formally, a general-sum, two player, stochastic-game M on states S = {1, . . . , N }, and actions A = {a1 , . . . , ak } consists of (Bowling and Veloso, 2001): • Stage Games: Each state s ∈ S is associated with a two-player, fixed-sum game in strategic form, where the action set of each player is A. We use Ri to denote the payoff matrix associated with stage-game i. • Probabilistic Transition Function: PM (s, t, a, a0 ) is the probability of a transition from state s to state t given that the first agent plays a and the second agent plays a0 . In PushGame, each agent has to choose one of the two actions at each state: agent 1 has actions U and D and agent 2 actions L and R. A 2 × 2 matrix associated with each state codes payoffs p1 for agent 1 and p2 for agent 2 depending on the state, the agent and its opponent actions. Additionally, certain combinations of agent actions may cause states to change. For example, if agent 1 plays D and agent 2 plays L in state A, both agents receive payoff 0, but the state will change to B. States are grouped into three categories. State A does not

Figure demonstrates the mechanics of simulation cloning and replanning. We lay out the trace of a single call to RENORA(A1 , 3, 3) on Figure 2(a). Six outgoing paths appear on each reoptimization node: 3 of which are blue, corresponding to simulations cloned by agent 1; 3 are red, corresponding to simulations cloned by agent 2. Each bundle of 3 paths with the same color corresponds to a single call to RENORA with one subtree shorter than the remaining two. The shorter subtree corresponds to the first instruction of RENORA where an Ad is figuring out the initial step by its Ad−1 opponent. The remaining two subtrees evaluate the fitness of each of the two available actions available in each state of PushGame. Assuming that each agent reoptimizes after completing an action, every call to RENORA leads to other calls to RENORA with smaller d, shorter h or both. In the process of solving the replanning problem each agent uses cloned simulations to optimize over its COA and to predict the steps its opponents would take and the evolution of the states of PushGame. Repeated interactions between the two agents generate traces shown on Figure 2(b).

5.3

Influence of d and h

In order to assess the influence of d and h on the performance of a PushGame agent, we performed a simple parameter sweep outlined in Table 1, the results of which are summarized in Table where absolute and relative performance of agent 1 is averaged out and presented as a function of h1 − h2 and d1 − d2 . Additionally, we enumerate the frequency with which cooperative state A is visited. We divide (h1 − h2 ) × (d1 − d2 ) into three regions:

Parameter

Scenario value

Meaning

h

1, . . . , 5

Planning horizon. Each agent has its own h and d.

d

0, . . . , 4

Level of rationality. For d = 0, `0 is assumed to be uniform randomization over actionspace regardless of planning horizon.

K

1

Number of samples taken to control for the randomness of the environment. PushGame is deterministic.

τ

1

Number of samples taken to control for strategic uncertainty.

κ

0

Number of historical COA that agents include in `0 .

maxT

50

Maximal time for an individual simulation run.

numRep

20

Number of repetitions per combination of h and d.

Table 1: Simulation parameters used in experiments. Materials pertaining to our simulation can be down|h1 − h2 | > 3 ∧ |d1 − d2 | > 3 One agents has a very short planning horizon and a low rationality level whereas the other loaded from https://www.assembla.com/wiki/ has a long planning horizon and high rationality level. Coop- show/recursiveengines eration is sustained and the more rational agent ensures fast return to state A by means of strategic teaching, Camerer et al. (2002). If agent 1 is the rational agent, it makes sure that the return to symmetry happens through a branch of PushGame that favors him; h1 − h2 6 −2 ∧ d1 − d2 > 3 Agent 1 has a higher level of rationality, but a much more shorter planning horizon than agent 2. Agent 1 is unable to make short-time tradeoffs and gets locked in an asymmetric branch that does not favor him, engaging in overstrategizing Heuer (1981). His absolute and relative performance is minimized; (h1 − h2 ) + (d1 − d2 ) ≈ 0 Both agents have similar cognitive capacities, cooperate often maximizing their absolute payoffs. If agent 1 has a higher planning horizon, it may also maximize its relative payoff. Table presents the projection of a 4-dimensional parameter space into 2 dimensions; therefore, it should be interpreted with caution. Nevertheless, it proves that the RENORA algorithm allows an agent to make strategic decisions in a dynamic environment.

6

Summary

In this paper, we introduced a context-independent multiagent implementation of n-th order rationality for replanning agents with arbitrary planning horizons and demonstrated its functionality on a test case. We presented algorithms that enable us to introduce n-th order rational agents into any multiagent model and demonstrated that n-th order rational agents are model-consistent. We also showed how an n-th order rationality model deviates systematically from equilibrium predictions as agents are engaged in a multi-tiered game of outguessing each others’ responses to the current state of world.

Figure 1: PushGame: A 5-state stochastic game used as a testbed to demonstrate the properties of RENORA. Possible transitions among states are denoted with → and happen with probability 1 if agents play a proper combination of actions. If no transition is drawn, the state does not change from iteration to iteration.

References

Heuer, R. (1981). Strategic Deception and Counterdeception: A Cognitive Process Approach. International Studies QuarAxtell, R. (2000). Why Agents? On the Varied Motivations for terly, 25(2):294–327. Agent Computing in the Social Sciences. Technical Report 17, Center on Social Dynamics, The Brookings Institution. Hu, J. and Weliman, M. P. (2001). Learning about Other Agents in a Dynamic Multiagent System. Cognitive SysBankes, S. C., Lempert, R. J., and Popper, S. W. (2001). tems Research, 2:67–79. Computer-Assisted Reasoning. Computing in Science and Keynes, J. M. (1936). The General Theory of Employment, InEngineering, 3(2):71–77. terest and Money. Macmillan Cambridge University Press. Bowling, M. and Veloso, M. (2001). Rational and Convergent Learning in Stochastic Games. International Joint Confer- Latek, M. M., Axtell, R., and Kaminski, B. (2009). Bounded Rationality via Recursion. Proceedings of The 8th Interence on Artificial Intelligence, 17(1):1021–1026. national Conference on Autonomous Agents and Multiagent Camerer, C. F., Ho, T. H., and Chong, J. K. (2002). SophistiSystems, pages 457–464. cated Experience-Weighted Attraction Learning and Strategic Teaching in Repeated Games. Journal of Economic The- Lempert, R. J., Groves, D. G., Popper, S. W., and Bankes, S. C. (2006). A General, Analytic Method for Generating Robust ory, 104(1):137–188. Strategies and Narrative Scenarios. Management Science, Camerer, C. F., Ho, T. H., and Chong, J. K. (2004). A Cogni52(4):514–528. tive Hierarchy Model of Games. Quarterly Journal of EcoNiou, E. M. S. and Ordeshook, P. C. (1994). A Gamenomics, 119:861–898. Theoretic Interpretation of Sun Tzu’s: The Art of War. JourCosta-Gomes, M. A., Crawford, V. P., and Iriberri, N. (2009). nal of Peace Research, 31:161–174. Comparing Models of Strategic Thinking in Van Huyck, Battalio, and Beila’s Coordination Games. Journal of the Parunak, H. V. D. and Brueckner, S. (2006). Concurrent Modeling of Alternative Worlds with Polyagents. Proceedings of European Economic Association, 7:365–376. the Seventh International Workshop on Multi-Agent-Based Durfee, E. H. and Vidal, J. M. (1995). Recursive Agent ModelSimulation. ing Using Limited Rationality. Proceedings of the First International Conference on Multi-Agent Systems, pages 125– Stahl, D. and Wilson, P. (1994). Experimental Evidence on Players’ Models of Other Players. Journal of Economic Be132. havior and Organization, 25:309–327. Durfee, E. H. and Vidal, J. M. (2003). Predicting the Expected Behavior of Agents That Learn About Agents: The CLRI Yoon, S., Fern, A., and Givan, R. (2007). FF-Replan: A Baseline for Probabilistic Planning. In 17th International ConFramework. Autonomous Agents and Multiagent Systems. ference on Automated Planning and Scheduling (ICAPSGilmer, J. (2003). The Use of Recursive Simulation to Sup07), pages 352–359. port Decisionmaking. In Chick, S., Sanchez, P. J., Ferrin, D., and Morrice, D., editors, Proceedings of the 2003 Winter Simulation Conference.

7

Biographies

Gilmer, J. B. and Sullivan, F. (2005). Issues in Event Analysis for Recursive Simulation. Proceedings of the 37th Winter Maciej M. Łatek is a doctoral candidate in Computational Social Science at George Mason University. He holds a gradSimulation Conference, pages 12–41. uate degree in Quantitative Modeling from the Warsaw School Gmytrasiewicz, P., Noh, S., and Kellogg, T. (1998). Bayesian of Economics. Starting as an operations researcher and data Update of Recursive Agent Models. User Modeling and miner, Mr. Łatek has worked since with strategic interaction User-Adapted Interaction, 8:49–69. environments using a number of modeling approaches such as game theory and multiagent modeling. Goldfarb, A. and Xiao, M. (2008). Who Thinks about the Competition? Managerial Ability and Strategic Entry in Seyed M. M. Rizi is a doctoral candidate in Computational U.S. Local Telephone Markets. Social Science at George Mason University, developing mulHaruvy, E. and Stahl, D. (2004). Level-n Bounded Rationality tiagent models of conflict and model validation protocols. He on a Level Playing Field of Sequential Games. In Economet- holds graduate degrees in economics, specializing in econoric Society 2004 North American Winter Meetings. Econo- metrics, from Tufts University, and in international relations, metric Society. specializing in international security, from the Fletcher School.

(a) A sample invocation of RENORA(A1 , 3, 3) for agent 1. The small subtree in the middle corresponds to solutions of RENORA(A2 , 2, 3) and RENORA(A1 , 2, 3) used by agent 1 to obtain predictions of `2 .

(b) 10 iterations of PushGame with two RENORA(2, 2) agents.

Figure 2: Mechanics of RENORA. Legend: the top-level universe, observations of cloned simulations, —- cloning process, → observations of the same universe at different times. Blue instances are simulation cloned by agent 1, red by agent 2.

1

Difference of p1-p2

d1-d2

-4 -3 -2 -1 0 1 2 3 4

Absolute payoff p1

d1-d2

-4 -3 -2 -1 0 1 2 3 4

Frequency of state A

d1-d2

-4 -3 -2 -1 0 1 2 3 4

-4 0.02 0.15 -0.35 -0.47 -0.54 -0.66 -0.70 -0.18 0.03

-4 0.97 1.05 0.28 0.46 0.26 0.15 0.01 0.19 0.01

-4 0.98 0.77 0.59 0.55 0.56 0.41 0.36 0.36 0.35

-3 -0.12 -0.44 -0.44 -0.54 -0.53 -0.51 -0.50 -0.40 -0.83

-3 0.66 0.73 0.50 0.45 0.30 0.42 0.19 0.16 0.00

-3 0.85 0.70 0.61 0.56 0.53 0.46 0.43 0.36 0.29

-2 0.07 0.03 -0.38 -0.20 -0.43 -0.45 -0.42 -0.19 -0.27

-2 0.69 0.90 0.52 0.73 0.48 0.53 0.34 0.35 0.11

-2 0.72 0.66 0.66 0.51 0.58 0.54 0.43 0.45 0.34

-1 0.37 0.34 0.14 -0.04 -0.24 -0.33 -0.27 -0.26 -0.27

h1-h2 0 1 2 3 4 0.15 0.19 0.68 -0.02 0.30 0.15 0.33 0.41 0.57 0.32 0.07 0.25 0.33 0.62 0.14 0.09 0.30 0.50 0.49 0.50 0.08 0.25 0.43 0.50 0.60 -0.09 -0.02 -0.02 0.23 0.42 -0.01 0.08 0.15 0.49 0.57 -0.15 -0.15 0.15 0.37 -0.53 -0.06 0.07 -0.09 0.06 0.26

-1 0.85 0.87 0.77 0.83 0.58 0.66 0.52 0.41 0.31

h1-h2 0 0.44 0.79 0.61 0.88 0.77 0.76 0.69 0.55 0.44

1 0.60 0.79 0.73 0.94 0.87 0.87 0.83 0.64 0.42

2 0.72 0.69 0.75 1.00 0.85 0.85 0.82 0.91 0.66

3 0.05 0.70 0.72 0.81 0.89 0.86 1.02 1.14 0.85

4 0.31 0.30 0.30 0.72 0.77 0.80 0.91 0.57 0.60

-1 0.61 0.56 0.59 0.62 0.57 0.56 0.55 0.52 0.42

h1-h2 0 0.47 0.52 0.57 0.58 0.67 0.56 0.60 0.51 0.54

1 0.57 0.48 0.54 0.53 0.58 0.69 0.59 0.64 0.50

2 0.31 0.35 0.52 0.55 0.54 0.54 0.78 0.57 0.73

3 0.35 0.34 0.37 0.42 0.59 0.49 0.67 0.60 0.89

4 0.36 0.35 0.37 0.47 0.49 0.49 0.58 0.60 0.73

Figure 3: The first two tables show averages of absolute and relative payoffs of agent A1 as a function of differences d1 − d2 and h1 − h2 . The last table enumerates the frequency with which the cooperative state A is visted.

Plan, replan and plan to replan Algorithms for robust courses of action ...

Mar 17, 2010 - simulation (MARS) framework where simulated decisionmakers use simulation to devise robust courses of action. An n-th ... more than one equally good courses of action to choose from and (c) failures in plan execution caused by either the environment ..... Probabilistic Transition Function: PM (s, t, a, a ).

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2018 Action Plan + Progress Report.pdf
02 03 VISION ZERO LA | 2018 ACTION PLAN + PROGRESS REPORT2018 ACTION PLAN + PROGRESS REPORT | VISION ZERO LA. Dear Friends,. Launched in 2015, the Vision Zero initiative set the City of Los Angeles. on a critical path to eliminate trac deaths by 2025

asthma-action-plan-aafa.pdf
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Environmental Mandate - Climate Action Plan - San Diego ...
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Action Plan 30.06.2017.pdf
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European Medicines Agency action plan related to the ... - Acta Sanitaria
5 days ago - The following is an analysis of the timelines, technicalities which will be .... exploratory work should be submitted to the Commission for any ...

Emergency Action Plan (EAP) for Thomas Nelson High School ...
Page 1 of 16. Thomas​ ​Nelson​ ​High​ ​School​ ​Athletics. Emergency​ ​Action​ ​Plans​ ​(EAPs). Emergency​ ​Personnel. Certified Athletic Trainer(s), Coaches, and/or Administrators will be on site for all in-season tea