Canada Spends Logo

Explore our Budget 2026 analysis

Grant: Discovery Grants Program - Individual

Memorial University of Newfoundland

$18,000.00

Efficient Options for Characterizing and Deriving Groups of Interactive Agents

FY 2022-23

Summary
We live in a world of societies, from anthills to wolf packs to human families and tribes. Societies vary widely in how their members think, act, and interact with each other (how different is an ant from a wolf? A wolf from a human being?). Societies also have their own capabilities -- they can thrive in the face of environmental changes and the loss of even moderate numbers of members (think how rapidly an anthill is rebuilt when it is kicked over) and perform complex tasks beyond the capabilities of any individual member (like building cities and going to the moon). Now that we can create artificial agents using computers, we want these agents to form their own societies with all the advantages of natural ones -- imagine swarms of small cheap robots collaborating to quickly build housing after natural disasters, or non-player characters (NPC) in computer games that can interact naturally with both each other and human players in intricate unscripted stories that never repeat and never end. However, it is remarkably difficult to characterize how such artificial multi-agent systems (MAS) act (Will a given robot swarm always construct housing that is safe to live in? Can a human player find out how to kill the Black Wizard by talking and trading with a given set of NPC?), let alone design MAS to reliably perform specified tasks. This is not surprising given well-known difficulties in understanding and manipulating natural MAS (Will an ocean ecosystem collapse if a particular species goes extinct? What measures can a government implement to stave off a recession?). In my proposed research, I will use parameterized complexity analysis to find new practical methods for characterizing and designing MAS. Existing methods using heuristics like simulation and evolutionary algorithms operate quickly but are not guaranteed to be correct (in that they may fail to find valid solutions or claim that a produced solution is the best when better ones exist). However, given restrictions on the agents and their interactions in a typical MAS, there may yet be methods that are both correct and fast under those restrictions. My analysis will work outwards from the very simplest MAS, gradually adding more complex agent abilities and interactions, to chart the frontier between the types of MAS that can and cannot be dealt with efficiently. My research should lead to greatly improved methods for creating, understanding, and manipulating both artificial and natural MAS.
Program
Discovery Grants Program - Individual
Location
Newfoundland and Labrador, Canada
Recipient Type
Academia
Type
Grant
Source
NSERC's Awards Data

As published

Application id
RGPIN-2015-06230
Name nom
Wareham, Harold
Department département
Computer Science - Computer Science
Organization id
89
Institution établissement
Memorial University of Newfoundland
Province en
Newfoundland and Labrador
Province fr
Terre-Neuve-et-Labrador
Country en
CANADA
Country fr
CANADA
Fiscal year exercice financier
2022
Competition year année de concours
2015
Award amount
18000
Program id
RGPIN
Program name en
Discovery Grants Program - Individual
Program name fr
Programme de subventions à la découverte - individuelles
Group en
DISCOVERY RESEARCH
Group fr
RECHERCHE AXÉE SUR LA DÉCOUVERTE
Committee code
1507
Committee name en
Computer Science
Committee name fr
Sciences informatiques
Area of application code
801
Area of application group en
Information and communication services
Area of application group fr
Services d'information et de télécommunications
Area of application en
Computer software
Area of application fr
Logiciel
Research subject code
2700
Research subject group en
Information technology
Research subject group fr
Technologie de l'information
Research subject en
Information technology
Research subject fr
Technologie de l'information
Installment
inst:6
Partie
1
Nb partie
6
Application title
Efficient Options for Characterizing and Deriving Groups of Interactive Agents
Application summary
We live in a world of societies, from anthills to wolf packs to human families and tribes. Societies vary widely in how their members think, act, and interact with each other (how different is an ant from a wolf? A wolf from a human being?). Societies also have their own capabilities -- they can thrive in the face of environmental changes and the loss of even moderate numbers of members (think how rapidly an anthill is rebuilt when it is kicked over) and perform complex tasks beyond the capabilities of any individual member (like building cities and going to the moon). Now that we can create artificial agents using computers, we want these agents to form their own societies with all the advantages of natural ones -- imagine swarms of small cheap robots collaborating to quickly build housing after natural disasters, or non-player characters (NPC) in computer games that can interact naturally with both each other and human players in intricate unscripted stories that never repeat and never end. However, it is remarkably difficult to characterize how such artificial multi-agent systems (MAS) act (Will a given robot swarm always construct housing that is safe to live in? Can a human player find out how to kill the Black Wizard by talking and trading with a given set of NPC?), let alone design MAS to reliably perform specified tasks. This is not surprising given well-known difficulties in understanding and manipulating natural MAS (Will an ocean ecosystem collapse if a particular species goes extinct? What measures can a government implement to stave off a recession?). In my proposed research, I will use parameterized complexity analysis to find new practical methods for characterizing and designing MAS. Existing methods using heuristics like simulation and evolutionary algorithms operate quickly but are not guaranteed to be correct (in that they may fail to find valid solutions or claim that a produced solution is the best when better ones exist). However, given restrictions on the agents and their interactions in a typical MAS, there may yet be methods that are both correct and fast under those restrictions. My analysis will work outwards from the very simplest MAS, gradually adding more complex agent abilities and interactions, to chart the frontier between the types of MAS that can and cannot be dealt with efficiently. My research should lead to greatly improved methods for creating, understanding, and manipulating both artificial and natural MAS.