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Tech Report kmi-04-10 Abstract


Modelling Agents Behaviour in Automated Negotiation
Techreport ID: kmi-04-10
Date: 2004
Author(s): Chongming Hou
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This paper presents a learning mechanism that applies nonlinear regression analysis to model a negotiation agents behaviour based only on the opponent's previous offers. The behaviour of negotiation agents in this study is determined by their tactics in the form of decision functions. Heuristics based on estimates of an agents tactics are drawn from a series of experiments. By applying the nonlinear regression and the obtained heuristic knowledge, an agent can improve their overall performance by predicting the opponents deadline and reservation value, terminating pointless negotiation, and avoiding negotiation breakdown. The findings of this study show that this approach can be used to obtain better deals than previously proposed tactics. The learning mechanism can be used online, without any prior knowledge about the other agents and is therefore, very useful in open systems where agents have little or no information about each other.
 
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Social Software is...


Social Software
Social Software can be thought of as "software which extends, or derives added value from, human social behaviour - message boards, musical taste-sharing, photo-sharing, instant messaging, mailing lists, social networking."

Interacting with other people not only forms the core of human social and psychological experience, but also lies at the centre of what makes the internet such a rich, powerful and exciting collection of knowledge media. We are especially interested in what happens when such interactions take place on a very large scale -- not only because we work regularly with tens of thousands of distance learners at the Open University, but also because it is evident that being part of a crowd in real life possesses a certain 'buzz' of its own, and poses a natural challenge. Different nuances emerge in different user contexts, so we choose to investigate the contexts of work, learning and play to better understand the trade-offs involved in designing effective large-scale social software for multiple purposes.