A MULTI-AGENT BASED FRAMEWORK FOR SUPPORTING
LEARNING IN ADAPTIVE AUTOMATED NEGOTIATION
R
ˆ
omulo Oliveira, Herman Gomes
Federal University of Campina Grande
Av. Apr
´
ıgio Veloso, 882 - Campina Grande, Paraiba, Brazil
Alan Silva, Ig Bittencourt, Evandro Costa
Federal University of Alagoas
Campus A.C. Sim
˜
oes - BR 104 - Km 14 - Macei
´
o, Alagoas, Brazil
Keywords:
Trading agents, multi-agent architecture, cognitive models, machine learning.
Abstract:
We propose a multi-agent based framework for supporting adaptive bilateral automated negotiation during
buyer-seller agent interactions. In this work, these interactions are viewed as a cooperative game (from the idea
of two-person game theory, nonzerosum game), where the players try to reach an agreement about a certain
negotiation object that is offered by one player to another. The final agreement is assumed to be satisfactory to
both parts. To achieve effectively this goal, we modelled each player as a multi-agent system with its respective
environment. In doing so, we aim at providing an effective means to collect relevant information to help agents
to make good decisions, that is, how to choose the “best way to play” among a set of alternatives. Then we
define a mechanism to model the opponent player and other mechanisms for monitoring relevant variables
from the player´ environment. Also, we maintain the context of the current game and keep the most relevant
information of previous games. Additionally, we integrate all the information to be used in the refinement of
the game strategies governing the multi-agent system.
1 INTRODUCTION
A recent trend within electronic commerce systems
is to provide automated negotiation, that is one of
the hottest research topic in Artificial Intelligence and
Economy. Lately this topic is receiving more at-
tention from the scientific community with the chal-
lenges related for providing more realistic and fea-
sible solutions. Following this track, is proposed a
multi-agent based framework for supporting adaptive
bilateral automated negotiation during buyer-seller
agent interactions. In this work, these interactions are
viewed as a cooperative game (from the idea of two-
person game theory, nonzerosum game), where the
players try to reach an agreement of a certain nego-
tiation object that is offered by one player to another.
The final agreement is assumed to be satisfactory to
both parts. A particular challenge for researchers in
adaptive automated negotiation concerns how to ef-
fectively model the opponent and for monitoring the
environment, here assumed as dynamic.
To achieve effectively the issues above, each player
is modelled as a MAS with its respective environ-
ment. In doing so, we aim at providing an effective
means to collect relevant information to help agents to
make good decisions, that is, how to choose the “best
way to play” among a set of alternatives. Following,
is used some machine learning technique, neural net-
work, to define a mechanism to model the opponent
players and other mechanisms for monitoring relevant
variables from the player environment. Also, is main-
tained the context of the current game and keep track
the most relevant information of previous games. Ad-
ditionally, is integrated all the information to be used
in the refinement of the game strategies governing the
multi-agent system. To this end, is used a Q-learning
algorithm.
2 ENVIRONMENT DESCRIPTION
In a system to negotiate in the e-commerce, the ne-
gotiator, before being seen as only one entity (Fatima
et al., 2004; Narayanan and Jennings, 2005), is de-
signed as a Multiagent System (MAS), where their
members collaborate between them (Filho and Costa,
2003; Bartolini et al., 2004; Sardinha et al., 2005).
Thereby, necessaries tasks as analyze of proposals,
learning, perception of changes in the market and oth-
ers are distributed for the members in the MAS.
An essential item in a negotiation is the exchange
of messages, however, two things have to be resolved:
153
Oliveira R., Gomes H., Silva A., Bittencourt I. and Costa E. (2006).
A MULTI-AGENT BASED FRAMEWORK FOR SUPPORTING LEARNING IN ADAPTIVE AUTOMATED NEGOTIATION.
In Proceedings of the Eighth International Conference on Enterprise Information Systems - SAIC, pages 153-158
DOI: 10.5220/0002452601530158
Copyright
c
SciTePress
Physical Communication between the agents:: in-
volves all the interaction process between the
agents, since the communication protocol until the
use of software structure. FIPA (Foundation for
Intelligent Physical Agents) resolved part of this
stage by means of the development of an universal
standard protocol to MAS. Jade (Java Agent De-
velopment) implements FIPAs standards, resolv-
ing this item completely;
Negotiation Protocol: protocol to manage the ex-
change of proposals in the negotiation environ-
ment. There are some works that propose solution
for this stage (Filho and Costa, 2003).
What follows, are approached some fundamentals
details involved in framework building, divided into
three subsections: negotiation objects, negotiation
protocol and negotiator model.
2.1 The Negotiation Object
The negotiation object is represented for a vector of
attributes that assumes the values in a determinate
range (Filho and Costa, 2003). Thereby, in negotia-
tion, the negotiation object has a subset of attributes
that belongs to a set of attributes pre-adjusted of the
negotiation object. In others words:
Consider A = {a
1
,a
2
,a
3
, ..., a
m
} a set of possible
attributes pre-adjusted in a negotiated process;
and also, C = {c
1
,c
2
,c
3
, ..., c
n
} a set of charac-
teristics that composes a physical description of the
negotiation object.
Finally, a negotiation object is defined as: o =
{C
,A
}, where A
A and C
C. The Fi-
gure 1 illustrates this definition. All attributes a A
and characteristics c C
are decision variables with
discreet or linear values, and its respectives domains
should be predefined. During this paper, the decision
variables are called as the set (a
i
c
i
) represented by
the object o
i
.
P ossible objects characteristics
P ossible decision variables
in negotiation
N egotiable object
Objects caracteristics
chosen in negotiation
Decision variables
chosen in negotiation
Figure 1: Composition of a negotiation object.
2.2 Negotiation Protocol
The Negotiation Protocol is responsible for organi-
zing the actions of the entities involved in the nego-
tiation concerning the time. According to (Filho and
Costa, 2003; Debenham, 2003), are necessaries that
the agents holds actions defined during the negotia-
tion: accept a proposal; give up of the negotiation;
send a proposal; suggest alternatives products; sug-
gest correlates products.
Algorithm 1 General Algorithm of Negotiation
1 - The Buyer-MAS search the Seller-MAS;
2 - The negotiators define the negotiation objects with its weight and
restrictions in the pre-negotiation;
3 - One of the negotiators send a propose;
4 - The other negotiator analyze his utility criteria and send a response
informing if the proposal was accepted or not;
IF Proposal Rejected THEN
IF Negotiators want continue THEN
Go to step 3;
ELSE
Go to step 7;
END IF
END IF
5 - Negotiators evaluate the general result, that is kept in a historic;
Is percepted that for each action, there is a neces-
sity of a reasoning considering the knowledge of the
domain and motivations that justify the presence of
AI techniques as a possible solution.
The Negotiation Protocol is divided into three
steps, showed in Algorithm 1: pre-negotiation, nego-
tiation and general evaluation of negotiation. Each
one of these steps are approached below.
2.2.1 Pre-Negotiation
As far as Rubens’s work (Filho and Costa, 2003) con-
cerned, the negotiation should be started with a pre-
negotiation, where the agents should define which one
of the negotiate object and which ones attributes that
should be considered in the negotiation. Preferences
and restrictions of the negotiation object are com-
bined between the negotiators, as showed in Subsec-
tion 2.1.
Each attribute a
i
and c
i
considered in the nego-
tiation receives influence for a weight w
i
( where
w
i
=1) that represents the importance degree of
the attribute in the negotiation. In this way, for in-
stance, a negotiator can gives more importance for an
attribute, such as price, than the others, such as time of
delivery. If the characteristics of the negotiated object
were fixable and unnegotiable (for instance, a specific
book ), all the weights referents to c
i
will be nulls.
The negotiator can solicits some personal datas for
his opponent, with the aim the treatment negotiation
in a different way, D = d
1
,d
2
,d
3
, ..., d
n
. Then, the
negotiator can use only the set D
D.
2.2.2 Competitive Negotiation
Here occur the exchange of proposals aiming a deal
between the two parts. For the successful of a safe
ICEIS 2006 - SOFTWARE AGENTS AND INTERNET COMPUTING
154
deal and to measure how interesting are the generated
proposals, is necessary the existence of auxiliary
functions (Faratin et al., 2002; Klein et al., 2003).
With this in mind, each agent has two own functions,
often used during the negotiation:
- Utility Function
This function evaluates how useful is a proposal.
Considering criterions defined for each negotiator,
and adjusts of each weight w
i
to the attributes in-
volved in the negotiation, the utility function U
T
, for
convenience,returns a value inside the range [0, 1].
U
T
(P )=
n
i=1
w
i
u
ai
(P ), where U
T
(P ) [0, 1] (1)
- Similarity Function
Is a function based in fuzzy similarity that calcu-
lates the similarity degree between two proposals, re-
turning values in the range [0, 1]. Two proposals are
similar when their contents (attributes and values) are
similar. The similarity degree is a physical measure
of semblances and is not influenced for the utility of
the proposals. Then, two proposals can have a high
similarity degree and hold different utilities and vice
versa.
Consider the following proposals, each one of then
is based and composed in a unique object.
R = {r
a1
,r
a2
, ..., r
an
,r
c1
,r
c2
, ..., r
cm
}
S = {s
a1
,s
a2
, ..., s
an
,s
c1
,s
c2
, ..., s
cm
}
The function that calculates the similarity between
two attributes r
i
,s
i
is given for: sim(r
i
,s
i
)=
1|h
i
(r
i
) h
i
(s
i
)|∈[0, 1], where h
i
() is the simi-
larity function to the i
th
attribute that returns values
in the range [0, 1].
Now, the function SIM() that calculates the simi-
larity between two proposals is defined for:
SIM (R, S)= (w
i
sim(r
i
,s
i
)) [0, 1] (2)
When a proposal P
1
is received, the negotiator
agent responsible for receiving the proposal can per-
forms any attitude mentioned in the begin of this sec-
tion. Besides that, to send another proposal P
2
, the
negotiator should have how measure the proposal re-
ceived, and then:
To generate proposals P
2
i with utility higher than
the P
1
utility;
To choose the most similar for P
1
between the pro-
posals P
2
i generated;
Send the proposal;
This process occurs repeatedly until that the negotia-
tion finish due to a negative deal (Zeng and Sycara,
1997). A deal occurs in the negotiation process when
a proposal is accepted for both parts (Jennings et al.,
2001; Faratin et al., 2002). There are facts that can in-
fluence in change of behavior and attitudes of the ne-
gotiators agents: the time, data of the negotiation en-
vironment, analyze of opponent profile (Faratin et al.,
2002). An attitude can be viewed as an action of
the agent that influences the trajectory of the nego-
tiation (Zhang et al., 2004). Are cited as examples
of attitudes: send ultimates, finish the negotiation,
change the negotiation strategy, send alternative pro-
ducts, show correlates products, others.
Grouping negotiators profiles for their characteris-
tics and associate for this profiles a set of adequate
weight w
i
, the chances of the proposals been accepted
by opponent negotiator improve considerable. Retak-
ing the exposition of the prior paragraph, we will try
to find a set of weight w
i
B
that best represent, or
assimilate, with the set of weight w
i
B.
2.2.3 General Evaluation of Negotiation
Here, an evaluation process classifies how good was
the negotiation (general outcomes) and also the set of
techniques used to reach these outcomes. Based on
the data acquired during the various negotiations, are
used some AI techniques to tuning the strategy and
to minimizing the time spent in the process (Wong
et al., 2000); data mining to propose correlate pro-
ducts; Q-learning to reinforce the set of ideal weight
to the elaboration of good proposals. In the next sec-
tion, is showed that this evaluation will be kept as his-
torical, and is provided to the agent negotiator.
3 MAS ARCHITECTURE
This section shows how each agent behavior inside
a e-commerce scenery following the protocol specifi-
cations approached in the prior section. Then agent
descriptions based in Figure2 is explained below:
Mediator Agent: is responsible for communicating
with others agents, managing decision of the col-
laborator agents and executing the negotiation pro-
tocol specified in Subsection 2.2.
Manager Negotiator Agent: this agent is responsi-
ble for keeping the status of each negotiation that
has been performed. Also, the agent receives in-
formations about existent profile by Profile Cata-
loguer Agent (flows “b” in the Figure 2), jointly
with the credibility level.
Manager Proposal Agent: This agent is responsible
for generating a good proposal to a negotiation that
has been performed. This agent searches the Man-
ager Strategies Agent the best strategy to be used to
send a proposal to MAS partner in question (flows
“g” in the Figure 2).
A MULTI-AGENT BASED FRAMEWORK FOR SUPPORTING LEARNING IN ADAPTIVE AUTOMATED
NEGOTIATION
155
M ediator
A gent
Partner
M AS
M anager
N egotiation
A gent
Profile
cataloguer
A gent
Historical
Agent
Strategies
M anager
A gent
Proposal
generator
Agent
Evaluator
A gent
Similarity
R eckoner
A gent
M AS N egociator - Architecture
1 - To request autentication
2 - To answ er autentication
3 - To define scenario in negotiation
4 - To configure pre-negociation
5 - To send agreem ent proposal
6 - To answ er agreem ent proposal
7 - To configure cooperative negotiation
8 - To send
mutual benefit proposal
9 - To answ er mutual benefit proposal
ab
c
d
e
f
g
h
i
j
l
k
Figure 2: Negotiator MAS - Architecture.
Evaluator Agent: This agent is responsible for eval-
uating how to determine if the proposal is satisfac-
tory in a certain moment (flows “f and “j” in the
Figure 2).
Historical Agent: This agent is responsible for
maintaining the historical of each action performed
by the agent. It always notifies the agents Manager
Strategies and Profile Cataloguer (respectively, the
flows “h” and “e” in the Figure 2).
Profile Cataloguer Agent: This agent is able to
identify the partners profiles under various view,
and, at the same time, inform the credibility level
that can be mapped in a determined client.
Similarity Reckoner Agent: This agent is respon-
sible for evaluating how two proposals are simi-
lar, according to certain criterions are evaluated and
how each ones of these criterions are relevant to
this evaluation (flows “i” in the Figure 2).
Manager Strategies Agent: This agent is responsi-
ble for inferring a strategy that is probably more
effectiveness in the negotiation.
4 LEARNING TECHNIQUES
One of the advantages in an multiagent approach
refers the use of artificial intelligence techniques in
a independent view, in each agents, and then optimize
all the system. In a negotiation process, learning is
present in the elaboration of the proposals, client clas-
sification, negotiation management and in any other
process associated in an agent of section 3.
The profile grouping comes to help the identifica-
tion of the MAS Negotiator’s, choosing a strategy.
The Profile Cataloger Agent is responsible for profiles
grouping. This agent uses a set of negotiation data
sent to learn about these classified groups. The pro-
file identification is made through the use of a Neural
Network SOM technique due its high generalization
power. As is used in each new business domain, the
network should be trained, using the n first occurred
negotiation to train the network. Besides this, the
agent should train the network periodically, making
it learn with new cases. After trained, the network is
able to identify quickly a new set of inputs between
the n generated profiles. The agent goals made the
classification based on personal client datas associ-
ated with features of the object negotiated. The sets of
weight w
i
for each proposal can be used in the future,
however, makes necessary a treatment to the identifi-
cation of standard variation in each negotiation. Be-
low, following the Learning techniques explored in
the Profile Cataloger Agent.
Algorithm 2 Neural Network Algorithm
1 - Obtain the first n negotiation in the historic;
2 - Define the quantity q of learning profiles;
3 - Performing a Network SOM with q output neurons and use the set of
negotiation n in the historic for treatment.
4 - Receive a new case and classify it as one profile q;
5 - Use a set of strategies associated to the profile;
6 - In the end of the negotiation, insert a new case in the historic;
7 - IF The number of new cases in historic justifying treatment
THEN Go to Step 3
ELSE Go to Step 4;
The profile identification algorithm defines the pro-
files grouping, thereby, before a new negotiation been
started, is defined the kind of profile that the nego-
tiation is embedded. In negotiation, is used the Q-
Learning approach objectifying improve the negotia-
tion process through the selection of betters strategies.
The goal of the agent in a Reinforcement Learn-
ing problem is to learn an action policy that maxi-
mizes the expected long term sum of values of the
reinforcement signal, from any starting state (Bianchi
et al., 2004). The Reinforcement Learning Problem
can be resolved as a discrete time, finite state, fi-
nite action Markov Decision Process (MDP). In the
present work, the problem is defined as a MDP solu-
tion.
The chosen of better strategies can modelled by a
4-tuple (S, A, T, R), where: S is finite set of states; A
is finite set of actions; T : S × A: is state transition
function represented for the probability value, signal-
izing the betters strategy to be chosen; R : S × A:is
is a reward function.
The Reinforcement Learning algorithm, concern-
ing Markov Decision Process, the estimated reward
function is defined as
ˆ
Q(s, a)=
ˆ
Q(s, a)+α
r + γmax
ˆ
Q(s
,a
)
ˆ
Q(s, a) ,
where
ˆ
Q(s, a) is a recursive algorithm used to pre-
ICEIS 2006 - SOFTWARE AGENTS AND INTERNET COMPUTING
156
dict the best action; α =1/(1 + visits(s, a)), where
visits(s, a) is a total number of times this state-action
pair has been visited up to and including the current
interaction; r is a reward received; γ is a discount fac-
tor (0 γ<1).
We use in the e-commerce environment a proposal
approached in (Bianchi et al., 2004), the implements
an algorithm that is used in the action choice rule,
which defines which action must be performed when
the agent is in state s
t
. The heuristic function included
π(s
t
)=
argmax
at
[
ˆ
Q(s
t
,a
t
)+ξH
t
(s
t
,a
t
)] if q p,
a
random
otherwise,
H : S × A R is the heuristic function;
: is a real variable used to weight the influence of
the heuristic function;
q: is a random uniform probability density mapped
in [0, 1] and p(0 p 1) is the parameter which
defines the exploration / exploitation balance;
a
random
is a random action selected among the
possible actions in state s
t
;
Then, the value heuristic H
t
(s
t
,a
t
) that can be de-
fined as:
H(s
t
,a
t
)=
max
a
ˆ
Q(s
t
,a)
ˆ
Q(s
t
,a
t
)+ηifa
t
= π
H
(s
t
),
0 if otherwise,
Mapping the reinforcement learning algorithm to
e-commerce domain, the solution process used was
through MDP. Intuitively, a process is Markovian if
and only if the state transitions depend only on the
current state of the system and are independent of
all preceding states (Narayanan and Jennings, 2005).
Formally, in Markov Process, the conditional proba-
bility density function, P, is defined as:
P (x
n
|x
1
,x
2
,...,x
n1
)=P (x
n
|x
n1
)
The 4-tuple in e-commerce environment is defined as:
S is set of pair of proposal and counter-proposal;
A: finite set of strategies;
T : S × A Π(s): state transition function rep-
resented for the probability value, signalizing the
betters strategy to be chosen;
R : S × A: is described as a utility value, defined
for the similarity of the attributes, mapped as a re-
ward function.
5 EXPERIMENTAL ANALYSIS
Were realized learning negotiation experiments, due
this was used a scenery of vehicles. In the exper-
iments, only the seller has learning characteristics.
Were used as negotiation attributes the product price,
the delivery time and the payment time ( A
= Price
Algorithm 3 The Heuristics Algorithm
Initialize Q(s, a)
Repeat:
Visit the s state
Select a strategy using the choice rule
Receive the reinforcement r(s, a) and observe the next state s
.
Update the values of H
t
(s, a).
Update the values of Q
t
(s, a) according to:
ˆ
Q(s, a)=
ˆ
Q(s, a)+α
r + γmax
ˆ
Q(s
,a
)
ˆ
Q(s, a)
Update the s s
state
Until some stop criteria is reached,
where s = s
t
,s
= s
t+1
,a = a
t
ea
= a
t+1
=[
$
17000,
$
90000]; Delivery Time = {1 day, 2 days,
3 days, ...}; Payment
Time = {1 month, 2 months, 3
month, ...} ).
As characteristics C
, were defined the follow
attributes: potency (hp), consumption , luggage space
and quantity of doors ( Potency = [67hp,400hp];
Consumption = [8Km/liter,16Okm/liter]; Lug-
gage
Space = [180 liters,300 liters]; Quan-
tity
of doors = {3 doors, 5 doors} ).
The set D
, viewed in subsection 2.2.1, is
represented for the attributes name, civil state,
gender, finance, profession, age (Civil State =
{Single, Married, widower, Divorced}; Gender =
{Male,Female}; Finance = [
$
6000,
$
90000]; Profes-
sion = {Bricklayer, Programmer, Teacher, Journalist,
Engineering, Architect, Doctor, Lawyer, Judge, Politi-
cian }; Age = [18,80]).
Given this domain specification, were simu-
lated, firstly, 1000 negotiation. Then, were
created 1000 clients with different characteris-
tics, but coherent with their preferences. For
instance, a client with characteristics: D’ =
{Gender=Male, Civil
State=single, Age=35, Fi-
nance=
$
60000, Profissao=Lawyer}, his preferences
are adjusted to: Weight = {Price = 0.6, Deliv-
ery
Time = 0.05, Payment Time = 0.05 , Potency
= 0.1, Consumption = 0.1, Luggage
Space = 0.05,
Quantity
of Luggage = 0.05}.
The outcomes of this first stage of the experiment
can be viewed in the Figure 3. The average time, spent
to the seller in a negotiation was 432ms.
Using the techniques showed in Section 4, and us-
ing the historical of 1000 negotiations of the first ex-
periment, a second experiment with more 1000 clients
created randomly was realized. The outcomes is rep-
resented in the Figure 4. In this experiment, the seller
knew decrease the average of interactions with their
clients and, consequently, decrease the average time
per negotiation to 207ms.
A MULTI-AGENT BASED FRAMEWORK FOR SUPPORTING LEARNING IN ADAPTIVE AUTOMATED
NEGOTIATION
157
1
0,2
0
0,1
0,3
0,4
0,5
0,6
0,7
0,8
1
0,9
2
3
4
5
6
78
Utility
Interactions
tneSslasoporP
devieceRslasoporP
Average Utility of Seller
Figure 3: Before, without machine learning.
1
0,2
0
0,1
0,3
0,4
0,5
0,6
0,7
0,8
1
0,9
2
3
4
5
6
78
Utility
Interactions
tneSslasoporP
devieceRslasoporP
Average Utility of Seller
Figure 4: After, with machine learning.
6 FINAL REMARKS
This paper has presented a novel approach by propos-
ing a software framework for supporting adaptive bi-
lateral negotiation. The major contribution of this pa-
per is the proposed decision making apparatus. To
model opponent players, an algorithm that uses self-
organizing maps (neural networks) and a Q-Learning
algorithm used basically to predicting the next im-
portant actions were proposed. Therefore, some im-
provements over current existing approaches include
the combination of neural networks and Q-Learning,
used in an appropriated software framework.
For future work, is aimed to develop new com-
ponents that implement other artificial intelligence
techniques in order to be compared with the exist-
ing ones. For example, case-based learning to be
compared with neural networks with regard to play-
ers modelling.
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