Galit Haim, Ya'akov Gal, Sarit Kraus and Michele J. Gelfand A Cultural Sensitive Agent for...

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Galit Haim, Ya'akov Gal, Sarit Kraus and Michele J. Gelfand A Cultural Sensitive Agent for Human-Computer Negotiation 1

Transcript of Galit Haim, Ya'akov Gal, Sarit Kraus and Michele J. Gelfand A Cultural Sensitive Agent for...

Page 1: Galit Haim, Ya'akov Gal, Sarit Kraus and Michele J. Gelfand A Cultural Sensitive Agent for Human-Computer Negotiation 1.

Galit Haim,

Ya'akov Gal, Sarit Kraus and Michele J. Gelfand

A Cultural Sensitive Agent for Human-Computer

Negotiation

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Motivation

Buyers and seller across geographical and ethnic borders– electronic commerce: – crowd-sourcing: – deal-of-the-day applications:

Interaction between people from different countries

to succeed, an agent needs to reason about how culture affects people's decision making

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Goals and Challenges

Can we build an agent that will negotiate better than the people in each countries?

Can we build proficient negotiator with no expert designed rules?

Culture sensitive agent?

The approach1. Collect data on each country2. Use machine learning3. Build influence diagram

Sparse Data

Noisy Data

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The Colored Trails (CT) Game

An infrastructure for agent design, implementation and evaluation for open environments

Designed in 2004 by Barbara Grosz and Sarit Kraus (Grosz et al AIJ 2010)

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CT is the right test-bed to use because it  provides a task analogy

to the real world

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The CT Configuration

7*5 board of colored squares One square is the goal Set of colored chips Move using a chip in the

same color

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CT Scenario

2 players Multiple phases:

– communication: negotiation

(alternating offer protocol)– transfer: chip exchange– movement

Complete information Agreements are not enforceable Complex dependencies Game ends when one of the players: reached the goal or

did not move for three movement phases6

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Scoring and Payment

100 point bonus for getting to goal 5 point bonus for each chip left at end of game 10 point penalty for each square in the shortest

path from end-position to goal Performance does not depend on outcome for

other player

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Personality, Adaptive Learning (PAL) Agent

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Human behavior

model

Take action

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machine learning

Decision Making

Data from specific country

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Learning People's Reliability

Predict if the other player will keep its promise

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Learning how People Accept Offers

10 Accept or reject the proposal?

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Feature Set

Domain independent feature:– Current and Resulting scores– Offer generosity– Reliability: between 0 (completely unreliable) to

1(fully reliable)– Weighted reliability: over the previous rounds in the

game Domain dependent feature:

– Round number

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How to Model People's Behavior 

For each culture:– Use different features – Choose learning algorithm that minimized error using

10-fold cross validation

In US and Israel - we only used domain independent features

In Lebanon we added domain dependent features

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Data Collection with Sparse Data

Sources of data to train our classifiers:– 222 game instances consisting of people playing a

rule-based agent – U.S. and Israel: collect 112 game instances of people

playing other people– Lebanon: collect 64 additional games

“Nasty agent”: less reliable when fulfilling its agreement

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The Lebanon people in this data set almost

always kept the agreements and as a

result, PAL never kept agreements

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People Learned Reliability

People learned reliability: Dependent case0

0.1

0.2

0.3

0.4

0.5

0.6

0.7

0.8

LebanonU.S.AIsrael

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Experiment Design

3 countries: 157 people– Israel: 63 – Lebanon: 48– U.S.A: 46

30 minutes tutorial Boards varied dependencies between players People were always the first proposer in the

game There was a single path to the goal

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Decision Making

There are 3 decisions that PAL needs to make: Reliability: determine the PAL transfer strategy Accepting an offer: accept or reject a specific offer

proposed by the opponent Propose an offer

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Use backward induction over two rounds…

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Success Rate: Getting to the Goal

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Performance Comparison: Averages

18U.S Lebanon Israel

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50

100

150

200

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PALHuman

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Example in Lebanon

2 chips for 2 chips; accepted both sent 1 chip for 1 chip; accepted PAL learned that people in Lebanon were highly

reliable PAL did not send, the human sent

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games were relatively shorter

people were very reliable in the

training games

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Example in Israel

2 chips for 2 chips; accepted only PAL sent 1 chip for 1 chip; accepted the human only sent 1 chip for 1 chip; accepted the human only sent 1 chip for 1 chip; accepted only PAL sent 1 chip for 3 chips; accepted only the human sent

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games were relatively

longer

people were less reliable in the

training games than in Lebanon

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Conclusions

PAL is able to learn to negotiate proficiently with people across different cultures

PAL was able to outperform people in all dependency conditions and in all countries

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This is the first work to show that a computer agent can

learn to negotiate with people in different countries

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Colored trails is easy to use

for your own research

Open source empirical test-bed for investigating decision making

Easy to design new games Built in functionality for conducting experiments with

people Over 30 publications Freely available; extensive documentation http://eecs.harvard.edu/ai/ct (or Google ”colored trails”)

THANK YOU [email protected]