Exciting research in the design of automated negotiators is making great progress.
Negotiations surround our everyday life, usually without us
even noticing them. They can be simple and ordinary, as in
haggling over a price in the market or deciding on a meeting
time; or they can be complex and extraordinary, perhaps involving
international disputes and nuclear
disarmament14 issues that affect the
well-being of millions.
While the ability to negotiate successfully is critical for
any social interaction, the act of negotiation is not an easy
task. Something that might be perceived as a "simple" case of a
single-issue bilateral bargaining over a price in the marketplace
can demonstrate the difficulties that arise during the
negotiation process. In fact, it may demonstrate the complexity
of negotiation and the modeling of the environment. Each of the
two sides has his or her own preferences, which might or might
not be known to the other party. And if some of these preferences
conflict, reaching an agreement requires a certain degree of
cooperation or concession.
Keeping all this in mind, negotiation is an attractive
environment for automated agents. The many benefits of such
agents include alleviating some of the efforts required of humans
during negotiations and assisting individuals who are less
qualified in the negotiation process, or in some situations,
replacing human negotiators altogether. Another possibility is
for people embarking on important negotiation tasks to use these
agents as a training tool, prior to actually performing the task.
Thus, success in developing an automated agent with negotiation
capabilities has great advantages and implications. The design of
automated agents that proficiently negotiate is a challenging
task, as there are different environments and constraints that
should be considered.
The negotiation environment defines the specific settings of
the negotiation. Based on these settings, different
considerations should then be taken into account. In this
article, we focus on the question of whether an automated agent
can proficiently negotiate with human negotiators. To this end we
define a proficient automated negotiator as one that can achieve
the best possible agreement for itself. This, of course, also
depends on the preferences of the other party and thus adds
complexity to the design of such an agent.
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The Negotiation Environment
The designer of an automated agent must take into account the
environment in which the agent will operate. The environment
determines several parameters that dictate the number of
negotiators taking part in the negotiation, the time frame of the
negotiation, and the issues on which the negotiation is being
conducted. The number of parties participating in the negotiation
process can be two (bilateral negotiations) or more (multilateral
negotiations). For example, in a market there can be one seller
but many buyers, all involved in negotiating over a certain item.
On the other hand, if the item is common, there may also be many
sellers taking part in the negotiation process.
The negotiation environment also consists of a set of
objectives and issues to be resolved. Various types of issues can
be involved, including discrete enumerated value sets,
integer-value sets, and real-value sets. A negotiation consists
of multi-attribute issues if the parties have to negotiate an
agreement that involves several attributes for each issue.
Negotiations that involve multi-attribute issues allow making
complex decisions while taking into account multiple
factors.18 The negotiation
environment can consist of non-cooperative negotiators or
cooperative negotiators. Generally speaking, cooperative agents
try to maximize their combined joint utilities (see
Zhang40) while non-cooperative agents
try to maximize their own utilities regardless of the other
sides' utilities.
Finally, the negotiation protocol defines the formal
interaction between the negotiatorswhether the negotiation
is done only once (one-shot) or re-peatedlyand how the
exchange of offers between the agents is conducted. A common
exchange of offers model is the alternating offers
model.32 In addition, the protocol
states whether agreements are enforceable or not, and whether the
negotiation has a finite or infinite horizon. The negotiation is
said to have a finite horizon if the length of every possible
history of the negotiation is finite. In this respect, time costs
may also be assigned and they may increase or decrease the
utility of the negotiator.
Figure 1 depicts the different variations in
the settings, along with the location of each system that is
described in the section "Tackling the Challenges." For example,
point D in the cube represents bilateral negotiations with
multi-attribute issues and repeated interactions, while point B
represents multilateral negotiations with a single attribute for
negotiation and a one-shot encounter.
The negotiation domain encompasses the negotiation objectives
and issues and assigns different values to each. Thus, an agent
may be tailored to a given domain (for example, the
Diplomat agent22 described
later is tailored to a specific domain of the Diplomacy game) or
domain independent (for example, the
QOAgent24 also described
later).
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The Information Model
The information model dictates what is known to each agent. It
can be a model of complete information, in which each agent has
complete knowledge of both the state of the world and the
preferences of other agents; or it can be a model of incomplete
information, in which agents may have only partial knowledge of
either the states of the world or the preferences of other agents
(for example, bargaining games with asymmetric information), or
they may be ignorant of the preferences of the opponents and the
states of the world.33 The incomplete
information can be modeled in different ways with respect to the
uncertainty regarding the preferences of the other party. One
approach to modeling the information is to assume that there is a
set of different agent types and the other party can be any one
of these types.
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Human-Agent Negotiations
The issue of automated negotiation is too broad to cover in a
short review paper. To this end, we have decided to concentrate
on adversarial bilateral bargaining in which the automated
agent is matched with people. The challenges in this area could
motivate readers to pursue this field (note that this sets the
focus and leaves most auction settings outside the scope of this
article, even though automated agents that bid in auctions
competing with humans have been proposed and evaluated in the
literature; for example, Grossklags and
Schmidt11).
Automated Negotiator Agents. The problem of developing
an automated agent for negotiations is not new for researchers in
the fields of multiagent systems and game theory (for example,
Kraus20 and
Muthoo26). However, designing an
automated agent that can successfully negotiate with a human
counterpart is quite different from negotiating with another
automated agent. Although an automated agent that played in the
Diplomacy game with other human players was introduced by Kraus
and Lehmann22 some 20 years ago, the
difficulties of designing proficient automated negotiators have
not been resolved.
In essence, assumptions in most research are made that do not
necessarily apply in genuine negotiations with humans, such as
assuming complete information or the rationality of the opponent
negotiator. In this sense, both parties are assumed to be
rational in their behavior (for example, the decisions made by
the agents are described as rational and the agents are
considered to be expected utility maximizing agents that cannot
deviate from their prescribed behavior). Yet, when dealing with
human counterparts, one must take into consideration the fact
that humans do not necessarily maximize expected utility or
behave rationally. In particular, results from social sciences
suggest that people do not follow equilibrium
strategies.6,25
Moreover, when playing with humans, the theoretical equilibrium
strategy is not necessarily the optimal
strategy.38 In this respect,
equilibrium-based automated agents that play with people must
incorporate heuristics to allow for "unknown" deviations in the
behavior of the other party. Moreover, when people are the ones
who design agents, they do not always design them to follow
equilibrium strategies.12
Nonetheless, some assumptions are made, mainly that the other
party will not necessarily maximize its expected utility.
However, if given two offers, it will prefer the one with the
highest utility value. Lastly, it has been shown that whether the
opponent is oblivious or has full knowledge that its counterpart
is a computer agent can change the overall result. For example,
Grossklags and Schmidt11 showed that
efficient market prices were achieved when human subjects knew
that computer agents existed in a double auction market
environment. Sanfey34 matched humans
with other humans and with computer agents in the Ultimatum Game
and showed that people rejected unfair offers made by humans at
significantly higher rates than those made when matched with a
computer agent.
Automated Agents Negotiating with People. Researchers
have tried to take some of these issues into consideration when
designing agents that are capable of proficiently negotiating
with people. For example, dealing only with the bounded
rationality of the opponent, several researchers have suggested
new notions of equilibria (for example, the trembling hand
equilibrium described in
Rasmusen30). Approximately 10 years
ago, Kasbah, a seminal negotiation model between agents designed
by humans, was presented in the virtual marketplace by Chavez and
Maes.5 Here, the agent's behavior was
fully controlled by human players. The main idea was to help
users in the negotiation process between buyers and sellers by
using automated negotiators. Chavez and Maes's main innovation
was not so much the sophisticated design of the automated
negotiators but rather the creation of a multiagent negotiation
environment. Kraus21 describe an
automated agent that negotiates proficiently with humans.
Although they also deal with negotiation with humans, there is
complete information in their settings. Other researchers have
suggested a shift from quantitative decision theory to
qualitative decision theory.36 In
using such a model it is not necessary to assume that the
opponent will follow the equilibrium strategy or try to be a
utility maximizer. Another approach was to develop heuristics for
negotiations motivated by the behavior of people in
negotiations.22 However, the
fundamental question of whether it is possible to build automated
agents for negotiations with humans in open environments has not
been fully addressed by these researchers.
Another direction being pursued is the development of virtual
humans to train people in interpersonal skills (for example,
Kenny19). Achieving this goal
requires cognitive and emotional modeling, natural language
processing, speech recognition, knowledge representation, as well
as the construction and implementation of the appropriate logic
for the task at hand (for example, negotiation), is in order to
make the virtual human into a good trainer. An example of the
researchers' prototype, in which trainees conduct real-time
negotiations with a virtual human doctor and a village elder to
move a clinic to another part of the town out of harm's way is
given in Figure 2.
Commercial companies and schools have also displayed interest
in automated negotiation technologies. Many courses and seminars
are offered for the public and for institutions. These courses
often guarantee that upon completion you will "know many
strategies on which to base the negotiation," "Discover the
negotiation secrets and techniques," "Learn common rival's
tactics and how to neutralize them" and "Be able to apply an
efficient negotiation
strategy."1,27 Yet,
in many of these courses, the agents are restricted to one domain
and cannot be generalized. Some of the automated agents cannot be
adapted to the user and are restricted to a single attribute
negotiation with no time constraints. Nonetheless, human factors
and results of laboratory and field experiments reviewed in
esteemed
publications9,29
provide guidelines for the design of automated negotiators. Yet,
it is still a great challenge to incorporate these guidelines in
the inherent design of an agent to allow it to proficiently
negotiate with people.
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The Main Challenges
The main difficulty in the development of automated
negotiators is that in order to negotiate proficiently with a
human counterpart, they must be able to work in settings with
both opponents with bounded rationality and incomplete
information. The difficulty can also stem from the fact the
humans are also influenced by behavioral aspects and by social
preferences that hold between players (such as
inequity-aversion2 and
reciprocity4). Thus, it is difficult
to predict individual choices.
Tackling the issues of bounded rationality and incomplete
information is a complex task. To achieve this, an automated
agent is required to have two interdependent mechanisms. The
first is a decision-making component that works via modeling
human factors. This mechanism is in charge of generating offers
and deciding whether to accept or reject offers made by the
opponent. The challenge behind this mechanism does not lie in the
computational complexity of making good decisions but rather in
reasoning about the psychological and social factors that
characterize human behavior. The second component is learning,
which allows the agent to infer the opponent's preferences and
strategies, based on his actions.
Another inherent problem in the design of the automated agent
is the ability to generalize its behavior. While humans can
negotiate in different settings and domains, when designing an
automated agent a decision should be made whether the agent
should be a general-purpose negotiator, that is, will be able to
successfully negotiate in many settings and be
domain-independent,24 or the agent
will only be suitable for one specific domain (for example,
Ficici and Pfeffer,8 Kraus and
Lehmann22). Perhaps the advantage of
the agent's specificity is the ability to construct better
strategies that could allow it to achieve better agreements, as
compared to a more general-purpose negotiator. This is due to the
fact that the specificity allows the designer to debug the
agent's strategy more carefully and against more test cases. By
doing so, the designer can fine-tune the agent's strategy and
allow for a more proficient automated negotiator. Agents that are
domain independent, on the other hand, are more difficult to test
against all possible cases and states.
The issue of trust also plays an important role in
negotiations, especially when the other side's behavior is
unpredictable. Successful negotiations depend on the trust
established between all parties, which can depend on cheap-talk
during negotiations (that is, unverifiable information with
regard to the other party's private
information7) and the introduction of
unenforceable agreements. Based on the actions and information
each party can update its reputation (for better or for worse)
with regard to the other party and thus build trust between the
sides. Some of the systems we review below do allow cheap-talk
and unenforceable agreements. Building trust can also depend on
past and future interactions with the other party (for example,
one-shot interaction or repeated interactions). Due to limited
space, we do not cover the issue of trust in detail. Readers are
encouraged to refer to Ross31 for a
comprehensive review on this topic.
Another important issue is how automated agents can be
evaluated and compared. Such an evaluation is important in order
to select the most appropriate agent for the task at hand. Yet,
no single criteria is defined. The answer to the questions of
"what constitutes a good negotiator agent?" is multifaceted. For
example, is a good agent an agent that:
- Achieves a maximal payoff when matched with human
negotiators? But will it also generate these payoffs when matched
with other automated agents, which might be more accessible than
human negotiators, and which also exist in open
environments?
- Generates a maximal combined payoff for both negotiators,
that is, the agent is more concerned with maximizing the combined
utilities than its own reward?
- Allows most negotiations to end with an agreement, rather
than one of the sides opting-out or terminating the negotiations
with a status-quo outcome?
- Is domain dependent and its technique suitable only for that
domain or one that is domain independent and can be adapted to
several domains? This might be an important factor if an agent is
required to adapt to dynamic settings, for example.
- Behave in such a manner that would leave its counterpart
speculating whether it is an automated negotiator or a human
one?
In this article we do not define what or whether there is a
best answer. We also do not claim a best answer indeed exists.
Yet researchers should take these and other measures into
consideration when designing their agents. Perhaps certain
criteria and benchmarks are in order to allow an adequate
comparison between automated agents.
Here we review automated agents that incorporate the two
mechanisms of decision making via modeling human factors and
learning the opponent's model. By doing so they try to tackle the
aforementioned challenges in bilateral negotiations. While many
automated negotiators' designs have been suggested in the
literature, we only review those that have actually been
evaluated and tested with human counterparts. This is mainly due
to the fact that in order to test the proficiency of an automated
negotiator whose purpose is to negotiate with human negotiators,
one must match it with humans. It is not sufficient to test it
with other automated agents, even if they were supposed to have
been designed by humans as bounded rational agents, due to many
of the reasons previously mentioned.
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Tackling the Challenges
Here we describe several automated agents that try to tackle
the challenges and proficiently negotiate in open environments.
All of these agents were evaluated with human counterparts. It is
worth noting that most of these agents use structured (or
semi-structured) language and do not implement any natural
language processing methods (with the one exception of the
Virtual Human agent). In addition, the agents vary with respect
to their characteristics. For example, some are domain-dependent,
while others are domain-independent and are more general in
nature; some use the history of past interactions to model the
opponent, while others only have access to current interaction
data. Figure 3 depicts a general architecture for
an automated agent design. We begin by describing the oldest
agent of all of themthe Diplomat agent.
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The Diplomat Agent
Over 20 years ago Kraus and Lehmann developed an agent called
Diplomat22 that played the
Diplomacy game (see Figure 4) with the goal to
win. The game involves negotiations in multi-issue settings with
incomplete information concerning the other agents' goals, and
misleading information can be exchanged between the different
agents. The negotiation protocol extends the model of alternating
offers and allows simultaneous negotiations between the parties,
as well as multiple interactions with the opponent agents during
each time period. The issue of trust also plays an important
role, as commitments might be breached. In addition, as each game
consists of several sessions, it can be viewed as repeated
negotiation settings.
The main innovation of the Diplomat agent is probably
the fact that it consists of five different modules that work
together to achieve a common goal. Different personality traits
are implemented in the different modules. These traits affect the
behavior of the agent and can be changed during each run,
allowing Diplomat to change its 'personality' from one
game to another and to act nondeterministically. In addition, the
agent has a limited learning capability that allows it to try to
estimate the personality traits of its rivals (for example, their
risk attitude). Based on this, Diplomat assesses whether
or not the other players will keep their promises. In addition,
Diplomat incorporates randomization in its decision-making
component. This randomization, influenced by Diplomat's
personality traits, determines whether some agreements will be
breached or fulfilled.
The results reported by Kraus and Lehmann show that
Diplomat played well in the games in which it
participated, and most human players were not able to guess which
of the players was played by the automated agent. Nonetheless,
the main disadvantage of Diplomat is that it is a
domain-dependent agent, that is, suitable only for the Diplomacy
game. Since the game is quite complex and time consuming not many
experiments were carried out with human players to validate the
results and reach a level of significance. Yet, at the time
Diplomat did open a new and exciting line of research,
some of which we review here.
We continue with a more recent agent also constrained to a
specific domain and involving single-issue negotiations. However,
it takes into account the history of past interactions to model
the opponents.
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The AutONA Agent
Byde3 developed
AutONAan automated negotiation agent. Their problem
domain involves multiple negotiations between buyers and sellers
over the price and quantity of a given product. The negotiation
protocol follows the alternating offers model. Each offer is
directed at only one player on the other side of the market, and
is private information between each pair of buyers and sellers.
In each round, a player can make a new offer, accept an offer, or
terminate negotiations. In addition, a time cost is used to
provide incentives for timely negotiations. While the model can
be viewed as one-shot negotiations, for each experiment,
AutONA was provided with data from previous
experiments.
In order to model the opponent, AutONA attaches a
belief function to each player that tries to estimate the
probability of a price for a given seller and a given quantity.
This belief function is updated based on observed prices in prior
negotiations. Several tactics and heuristics are implemented to
form the strategy of the negotiator during the negotiation
process (for example, for selecting the opponents with which it
will negotiate and for determining the first offer it will
suggest to the opponent). Byde also allowed cheap-talk during
negotiations, that is, the proposition of offers with no
commitments. The results obtained from the experiments with human
negotiators revealed that the negotiators did not detect which
negotiator was the software agent. In addition, Byde found that
AutONA is not sufficiently aggressive during negotiations
and thus many remained incomplete. Their experiments showed that
at first AutONA performed worse than the human players.
Thus, a modified version that fine-tuned several configuration
parameters of the AutONA agent, improved the results that
were more in line with those of human negotiators, yet not
better. They conclude that different environments would most
likely require changing the configurations of the AutONA
agent.
We now proceed with agents that are applicable to a larger
family of domains: The Cliff Edge and Colored
Trails agents.
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The Cliff-Edge Agent
Katz and Kraus16 proposed an
innovative model for human learning and decision making. Their
agent competes repeatedly in one-shot interactions, each time
against a different human opponent (for example, sealed-bid
first-price auctions, ultimatum game). Katz and Kraus utilized a
reinforcement learning algorithm that integrates virtual learning
with reinforcement learning. That is, offers higher than an
accepted offer are treated as successful (virtual) offers,
notwithstanding they were not actually proposed. Similarly,
offers lower than a rejected offer are treated as having been
(virtually) unsuccessfully proposed. A threshold is also employed
to allow for some deviations from this strict categorization. The
results of previous interactions are stored in a database used
for later interactions. The decision-making mechanism of Katz and
Kraus's Ultimatum Game agent follows a heuristic based on the
qualitative theory of Learning
Direction.35 Simply speaking, if an
offer is rejected at a given interaction, then at the next
interaction the proposer will offer the opponent a higher offer.
In contrast, if an offer is accepted, then during the following
interaction the offer will be decreased. Katz and Kraus show that
their algorithm performs better than other automated agents. When
compared to human behavior, there is an advantage to their
automated agent over the human's average payoff.
Later, Katz and Kraus17 improved
the learning of their agent by allowing gender-sensitive
learning. In this case, the information obtained from previous
negotiations is stored in three databases, one is general and the
other two are each associated with a specific gender. During the
interaction, the agent's algorithm tries to determine when to use
each database. Katz and Kraus show their gender-sensitive agent
yields higher payoffs than the generic approach, which lacks
gender sensitivity.
However, Katz and Kraus's agent was tested in a single-issue
domain with repeated interactions that are used to improve the
learning and decision-making mechanism. It is not clear whether
their approach would be applicable to negotiation domains in
which several rounds are made with the same opponent and
multi-issue offers are made. In addition, the success of their
gender-sensitive approach depends on the existence of different
behavioral patterns of different gender groups.
The following agents are tailored to a rich environment of
multi-issue negotiations. Similar to the agent proposed by Katz,
the history of past interactions is used to fine-tune agents'
behavior and modeling.
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The Colored-Trails Agents
Ficici and Pfeffer8 were concerned
with understanding human reasoning, and using this understanding
to build their automated agents. They did so by means of
collecting negotiation data and then constructing a proficient
automated agent. Both Byde's AutONA
agent3 and the Colored-Trail
agent collect historical data and use it to model the opponent.
Byde used the data to update the belief regarding the price for
each player, while Ficici and Pfeffer used it to construct
different models of how humans reason in the game.
The negotiation was conducted in the Colored Trails game
environment12 played on a
n×m board of colored squares. Players are issued
colored chips and are required to move from their initial square
to a designated goal square. To move to an adjacent square, a
player must turn in a chip of the same color as the square.
Players must negotiate with each other to obtain chips needed to
reach the goal square (see Figure 5). Their
learning mechanism involved constructing different possible
models for the players and using gradient descent to learn the
appropriate model.
Ficici and Pfeffer trained their agents with results obtained
from human-human simulations and then incorporated their models
in their automated agents that were later matched against human
players. They show that this method allows them to generate more
successful agents in terms of the expected number of accepted
offers and the expected total benefit for the agent. They also
illustrate how their agent contributes to the social good by
providing high utility scores for the other players. Ficici and
Pfeffer were also able to show that their agent performs
similarly to human players.
In order for the Colored-Trails Agent to model the
opponent, prior knowledge regarding the behavior of humans is
needed. The learning mechanism requires sufficient human data for
training and is currently limited to one domain only.
Gal10 also examines automated
agent design in the domain of the Colored Trails. They present a
machine-learning approach for modeling human behavior in a
two-player negotiation, where one player proposes a trade to the
other, who can accept or reject it. Their model tries to predict
the reaction of the opponent to the different offers, and using
this prediction it determines the best strategy for the agent.
The domain on which Gal et al. tested their agent can also be
viewed as a Cliff-Edge environment, more complex than the
Ultimatum Game, upon which Katz and Kraus evaluated their
agent.16
Gal et al. show that the proposed model successfully learns
the social preferences of the opponent and achieves better
results than the Nash equilibrium, Nash bargaining computer
agents, and human players.
We now continue with agents that are domain-independent, and
we propose an agent that has greater generality than the
aforementioned agents.
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The Guessing Heuristic Agent
Jonker et al.15 deal with
bilateral multi-issue and multi-attribute negotiations that
involve incomplete information. The negotiation follows the
alternating offer protocol and is conducted once with each
opponent. Jonker designed a generic agent that uses a "guessing
heuristic" in the buyer-seller
domain.a This heuristic tries to
predict the opponent's preferences based on its offers' history.
This is under the assumption the opponent's utility has a linear
function structure. Jonker et al. assert that this heuristic
allows their agent to improve the outcome of the negotiations.
Regarding the offer generation mechanism, they use a concession
mechanism to obtain the next offer. In their experiments, the
automated agent acts as a proxy for the human user. The user is
involved only in the beginning when he inputs the preference
parameters. Then the agent generates the offers and the
counteroffers. When comparing negotiations involving only
automated agents with negotiations involving only humans, the
agents usually outperformed the humans (in the buyer's role).
Yet, in an additional experiment they matched humans versus agent
negotiators. In this experiment, humans only played the role of
the buyer. When comparing the human vs. agent negotiations to
that of only automated agents, the humans attained somewhat
better results than the agents (in the buyer's role), based on
the average utilities. The authors believe this should be
accounted to the fact that humans forced the automated
negotiators to make more concessions then they themselves
did.
If we look into the design elements of all
the agents mentioned in this article, we cannot find one specific
feature that connects them or can account for their good
negotiation skills.
The next agent also deals with bilateral multi-issue
negotiations that involve incomplete information. Nonetheless the
negotiation protocol is richer than that of the Guessing
Heuristic agent.
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The QOAgent
The QOAgent24 is a
domain-independent agent that can negotiate with people in
environments of finite horizon bilateral negotiations with
incomplete information. The negotiations consider a finite set of
multi-attribute issues and time constraints. Costs are assigned
to each negotiator, such that during the negotiation process, the
negotiator might gain or lose utility over time. If no agreement
is reached by a given deadline a status quo outcome is enforced.
A negotiator can also opt-out of the negotiation if it decides
that the negotiation is not proceeding in a favorable manner.
Similar to the negotiation protocol in the Diplomat
agent's domain, the negotiation protocol in the QOAgent's
domain extends the model of alternating offers such that each
agent can perform up to M > 0 interactions with the
opponent agent during each time period. In addition, queries and
promises are allowed that add unenforceable agreements to the
environment.
With respect to incomplete information, each negotiator keeps
his preferences private, though the preferences might be inferred
from the actions of each side (for example, offers made or
responses to offers proposed). Incomplete information is
expressed as uncertainty regarding the utility preferences of the
opponent, and it is assumed there is a finite set of different
negotiator types. These types are associated with different
additive utility functions (for example, one type might have a
long-term orientation regarding the final agreement, while the
other type might have a more constrained orientation). Lastly,
the negotiation is conducted once with each opponent.
As for incomplete information, the QOAgent tackles the
problem by applying a simple Bayesian update mechanism, which,
after each action tries to infer which utility best suits the
opponent (when receiving an offer or when receiving a response to
an offer). For the decision-making process, the approach used by
the QOAgent is more of a qualitative
approach.36 While the
QOAgent's model applies utility functions, it is based on
a non-classical decision-making method, rather than focusing on
maximizing the expected utility. The QOAgent uses the
maximin function and the qualitative valuation of offers. Using
these methods the QOAgent generates offers and decides
whether to accept or reject proposals it has received.
Lin et al.24 tested the
QOAgent in several distinct domains and their results show
that the QOAgent reaches more agreements and plays more
effectively than its human counterparts, when the effectiveness
is measured by the score of the individual utility. They also
show that the sum of utilities is higher in negotiations when the
QOAgent is involved, as compared to human-human
negotiations. Thus, they assert, it is indeed possible to build
an automated agent that can negotiate successfully with humans.
However, it is also important to state that their agent has
certain limitations. They assume there is a finite set of
different agent types and thus their agent cannot generate a
dynamic model (and perhaps a more accurate one) of the opponent.
In addition, they have not shown whether their agent can also
maintain high scores when matched with other automated agents,
which is an important characteristic of open environment
negotiations. Moreover, the QOAgent does not scale well
when numerous offers are proposed, which can cause its
performance to deteriorate.
Finally, we conclude with a description of a more complex type
of agent that incorporates many features, far beyond the
negotiation strategy itself.
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The Virtual Human Agent
Kenny et al.19 describe work on
virtual humans used for interpersonal training for skills, such
as: negotiation, leadership, interviewing, and cultural training.
To achieve this they require a large amount of research in many
fields (such as, knowledge representation, cognitive and
emotional modeling, natural language processing, among others).
Their intelligent agent is based on the Soar Cognitive
Architecture, which is a symbolic reasoning system used to make
decisions.
Traum et al. discuss the negotiation strategies of the virtual
human agent in more detail.37 In
their paper they describe a set of strategies implemented by the
agent (for example, when to act aggressively if it seems that the
current outcome will incur a negative utility, or when to find
the appropriate issue on which to currently negotiate). The
strategy chosen each time is influenced by several factors: the
control the agent has over the negotiations, the estimated
utility of an outcome and the estimated best utility of an
outcome, the trust the agent bestows the opponent and the
commitment of all agents to the given issues. The virtual agent
also tries to model the opponent by reasoning about its mental
state.
Traum et al. tested their agents in several negotiation
scenarios. One of these scenarios is a simulation for soldiers
that practice and conduct bilateral engagements with virtual
humans, and in situations in which culture plays an important
role. In this case, the different actions can be selected from a
menu that includes appropriate questions based on the history of
the simulation thus far. The second domain requires trainees to
communicate with an embodied virtual human doctor to negotiate
and convince him to move a clinic, located in a middle of a war
zone, out of harm's way (see Figure 2). Their
prototypes are continuously tested with cadets and civilians.
Traum et al. are more concerned with the system as a whole and
thus they do not provide insights with respect to the proficiency
of their automated negotiator. Regarding the environment, they
state that the subjects enjoy using the system for negotiations
and that it also allows them to learn from their mistakes.
Traum also report some of the existing limitations of their
system. Currently, the virtual agent cannot consider arbitrary
offers made by a human negotiator. In addition, more strategies
are required to better cover the environment's rich settings.
They also state that the negotiation problem can be addressed
more in depth (following other researchers who have focused
mainly on the negotiation field), rather than in breadth (as
presently conducted in their system).
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The Rule of Thumb for Designing Automated Agents
We should probably begin with the conclusion. Despite the
title of this section, there may not be a good rule of thumb for
designing automated negotiators with human negotiators. The
accompanying table summarizes the main contributions made by each
of the reviewed agents. If we look into the design elements of
all the agents mentioned in this article, we cannot find one
specific feature that connects them or can account for their good
negotiation skills. Nonetheless, we can note several features
that have been used in several agents. Agent designers might take
these features into consideration when designing their automated
agent, while also taking into account the settings and the
environment in which their agent will operate.
The first feature is randomization, which was used in
Diplomat, QOAgent, and also (though not explicitly)
in the Cliff-Edge agents. The randomization factor allows
these agents to be more resilient (or robust) to adversaries that
try to manipulate them to gain better results on their part. In
addition, it allows them to be more flexible, rather than strict,
in accepting agreements and ending negotiations.
The second feature can be viewed as a concession
strategy. Both the AutONA agent and the Guessing
Heuristic agent implemented this strategy, which influenced
the offer-generation mechanism of their agent. A concession
strategy might also have a psychological effect on the opponent
that would make it more comfortable for the opponent to accept
agreements or to make concessions on his own as well.
The last feature common in several agents is the use of a
database. The database can be built on previous
interactions with the same human opponent or for all opponents.
The agent consults the database to better model the opponent, to
learn about possible behaviors and actions and to adjust its
behavior to the specific opponent. A database of the history can
also be used to obtain information about the behavior of the
opponents, if such information is not known, or cannot be
characterized, in advance.
Lastly, though not exactly a feature, but worth mentioning, is
that none of the agents we reviewed implemented equilibrium
strategies. This is an interesting observation and most
likely is due to the fact that these strategies have been shown
to behave poorly when implemented in automated negotiators
matched with human negotiators, mainly due to the complex
environment and the bounded rationality of people. In some
cases,21 experiments have shown that
when the automated agent follows its equilibrium strategy the
human negotiators who negotiate with it become frustrated, mainly
since the automated agent repeatedly proposes the same offer, and
the negotiation often ends with no agreement. This has been shown
in cases in which the complexity of finding the equilibrium is
low and the players have full information.
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Conclusion
In this article we presented the challenges and current
state-of-the-art automated solutions for proficient negotiations
with humans. Nonetheless we do not claim that all existing
solutions have been summarized in this article. We briefly state
the importance of automated negotiators and propose suggestions
for future work in this field.
The importance of designing an automated negotiator that can
negotiate efficiently with humans cannot be understated and we
have shown that indeed it is possible to design such negotiators.
By pursuing non-classical methods of decision making and a
learning mechanism for modeling the opponent it could be possible
to achieve greater flexibility and effective outcomes. As we have
shown, this can also be accomplished without constraining the
model to the domain.
Many of the automated negotiation agents are not intended to
replace humans in negotiations, but rather as an efficient
decision support tool or as a training tool for negotiations with
people. Thus, such agents can be used to support training in
real-life negotiations, such as: e-commerce and electronic
negotiations (e-negotiations), and they can also be used as the
main tool in conventional lectures or online courses, aimed at
turning the trainee into a better negotiator.
To date, it seems that research in AI has neglected the issue
of proficiently negotiating with people, at the expense of
designing automated agents aimed to negotiate with rational
agents or other automated agents.39
Others have focused on improving different heuristics and
strategies and the analysis of game theory aspects (for example,
Kraus20 and
Muthoo26). Nonetheless, it is
noteworthy that these are important aspects in which the AI
community has certainly made an impact. Unfortunately, not much
progress has been made with regard to automated negotiators with
people, leaving many un-faced challenges.
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Suggestions for Future Research
The work is far from complete and the challenges remain
exciting. To entice the reader, we list a few of these challenges
here:
The first challenge is to enrich the negotiation language.
Many researchers restrict themselves to the basic model of
alternating offers whereby the language consists of offers and
counteroffers alone. Rich and realistic negotiations, however,
consist of other types of actions (for example, threats,
comments, promises, and queries), as well as simultaneous actions
(that is, each agent can perform up to M > 0
interactions with the other party each time period). It is
essential these actions and behaviors are modeled in the
automated negotiators to allow better negotiations with human
negotiators.
Another challenge, also discussed previously, is the need for
a general-purpose automated negotiator. With the vast amount of
applications and domains, automated agents cannot be restricted
to one single domain and must be adaptable to different settings.
The trade-off between the performance of a general-purpose
automated negotiator and a domain-dependent negotiator should be
considered and methods for improving the efficacy of a
general-purpose negotiator should be sought. Achieving this will
also contribute to the feasibility of comparing between different
automated agents when matched with people. Preliminary work on
this facet is already under way by Hindriks et
al.13 and Oshrat et
al.,28 however, we believe the aspect
of generality should be addressed more by researchers. In this
respect, metrics should be designed to allow a comparison between
agents. To achieve this, some of the questions described earlier
regarding "what constitutes a good negotiator agent?" should be
answered as well.
In addition, argumentation, though dealt with in the past,
still poses a challenge for researchers in this field. For
example, about 10 years ago Kraus23
presented argumentation as an iterative process emerging from
exchanges among agents to persuade each other and bring about a
change in intentions. They developed a formal logic that forms a
basis for the development of a formal axiomatization system for
argumentation. In particular, Kraus identified argumentation
categories in human negotiations and demonstrated how the logic
can be used to specify argument formulations and evaluations.
Finally, they developed an agent that was implemented, based on
the logical model.
However, this agent was not matched with human negotiators.
Moreover, there are several open research questions associated
with how to integrate the argumentation model into automated
negotiators. Since the argumentation module is based on logic and
thus is time consuming, a more efficient approach should be used.
In addition, the current model is built on a very complex model
of the opponent and therefore should be incorporated in the
automated negotiator's model of the opponent. In order to
facilitate the design, a mapping between the logical model and
the utility-based model is required.
To conclude, in recent years the field of automated
negotiators that can proficiently negotiate with human players
has received much needed focus and the results are encouraging.
We presented several of these automated negotiators and showed it
is indeed possible to design such proficient agents. Nonetheless,
there are still challenges that pose interesting research
questions that must be pursued and exciting work is still very
much in progress.
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Acknowledgments
We thank David Sarne, Ya'akov (Kobi) Gal, and the anonymous
referees for their helpful remarks and suggestions.
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Authors
Raz Lin is a Postdoctoral Fellow in the computer
science department at Bar-Ilan University, Ramat-Gan, Israel.
Sarit Kraus is a professor of computer science
department at Bar-Ilan University, Ramat-Gan, Israel, and adjunct
professor in the Institute for Advanced Computer Studies at the
University of Maryland, College Park, MD.
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Footnotes
a. Although Jonker et al. discuss and
present results on one domain only, they state their model is
generic and has also been applied in other domains.
This research is based upon work supported in part by the U.S.
Army Research Laboratory and the U.S. Army Research Office under
grant number W911NF-08-1-0144 and under NSF grant 0705587.
DOI: http://doi.acm.org/10.1145/1629175.1629199
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Figures
Figure 1. Variations of the negotiation settings.
Figure 2. Example of virtual humans'
negotiations.
Figure 3. Architecture of a general agent's
design.
Figure 4. The Diplomacy game.
Figure 5. The Colored-Trail game screenshot.
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Tables
Table. Main contributions of each
agent.
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