Speaker: Jerry Kung and Dylan Lake
Abstract:
Introduced by Zhang, Chen, and Parkes, the environment design problem
concerns an interested party that must decide how to make limited
changes to an environment so that an agent placed in the environment
will perform a desired target policy. In this standard design
scenario, the agent is assumed to have fixed preferences and
capabilities. However, in many instances, it may be conceivable that
the agents are capable of learning; this learning effect can be
captured by allowing the agent's preferences to change after each
elicitation round. By adopting a simplifying model, I analyze how
these changes transform the underlying design problem. I provide a
general design strategy to efficiently induce the the target policy,
and I discuss a series of scenarios with varied goals in which this
general strategy succeeds. I then characterize a few instances in
which this strategy is sub-optimal. These results have implications in
policy teaching and in general settings in which incentives are
provided to humans with the goal of eliciting desired behaviors.
Dylan
Zhang, Parkes, and Chen introduced environment design as a systematic
method for designing incentives to influence agent behavior, providing
algorithms for the single-agent setting when the agent's preferences
are known or unknown. Monderer and Tennonholtz describe the process of
influencing agent behavior in a game setting with multiple agents and
known agent utilities. Here I attempt to extend both of these works by
providing algorithms to influence agent behavior in a normal form game
when the utilities of the agents are initially unknown. The incentives
are restricted to providing positive payoffs in certain states of the
game, subject to some budget constraint. As a result, the proposed
algorithms may be employed by any interested party wishing to
influence the game toward any outcome. These ideas can be applied to
numerous practical, multi-agent settings, such as contributions to Web
2.0 sites, social networking, or electronic commerce, where an
interested party cares about the outcome of a multi-agent interaction.