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Engineering Agreement: The Naming Game with Asymmetric and Heterogeneous Agents

机译:工程协议:具有不对称和异质代理的命名游戏

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Being popular in language evolution, cognitive science, and culture dynamics, the Naming Game has been widely used to analyze how agents reach global consensus via communications in multi-agent systems. Most prior work considered networks that are symmetric and homogeneous (e.g., vertex transitive). In this paper we consider asymmetric or heterogeneous settings that complement the current literature: 1) we show that increasing asymmetry in network topology can improve convergence rates. The star graph empirically converges faster than all previously studied graphs; 2) we consider graph topologies that are particularly challenging for naming game such as disjoint cliques or multi-level trees and ask how much extra homogeneity (random edges) is required to allow convergence or fast convergence. We provided theoretical analysis which was confirmed by simulations; 3) we analyze how consensus can be manipulated when stubborn nodes are introduced at different points of the process. Early introduction of stubborn nodes can easily influence the outcome in certain family of networks while late introduction of stubborn nodes has much less power.
机译:在语言演变中,认知科学和文化动态受到欢迎,命名游戏已被广泛用于分析代理商如何通过多种代理系统中的通信达到全球共识。大多数事先工作被认为是对称和均匀的网络(例如,顶点传递)。在本文中,我们考虑了补充当前文献的不对称或异质设置:1)我们表明网络拓扑中的不对称性增加可以提高收敛速率。星形图凭经验比以前研究的图形更快地收敛; 2)我们考虑了对命名游戏进行特别具有挑战性的图形拓扑,例如不相交的群体或多级树木,并询问需要多大的均匀性(随机边缘)来允许收敛或快速收敛。我们提供了通过模拟确认的理论分析; 3)我们分析如何在处理的不同点引入顽固节点时如何操纵共识。早期引入顽固节点可以很容易地影响某些网络系列的结果,而顽固节点的后期引入具有更低的力量。

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