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webppl-cognitive-agents

v1.0.0

Published

WebPPL library for cognitive agents

Downloads

37

Readme

webppl-cognitive-agents

This is a WebPPL library for modelling cognitive agents interacting in an environment we call cognitive stochastic multiplayer game. The library currently supports (i) construction of cognitive models, (ii) simulating their execution, (iii) as well as inferring characteristics of cognitive agents from data.

Background (theoretical)

Our framework is based on standard constructs from game theory, such as expected utility, rationality or discounted rewards, but its novelty has to do with capturing what really motivates (predominantly human) decision makers and how they deal with arising uncertainty. In particular, we hypothesise that, besides the usual physical rewards, such as money, time, fast car or new dress, humans also care about less tangible things, like sustaining interpersonal relations, conforming to social norms, maximising happiness and avoiding negative emotions. These mental attitudes pose various modelling challenges; it's not clear how to quantify them, and it's not realistic to treat their values as public information.

The way we handle it is by defining a set of mental attitudes that give rise to mental rewards, which are accumulated by agents during execution of the game along with standard, physical rewards. Each mental attitude induces a mental state for each agent, which specifies the value of an attitude at a given time. Since agents can't directly observe mental states of their opponents, they use heuristics, which we call dynamics functions, to estimate them. An agent might be motivated by maximising the value of their own mental states (which they know), or someone else's (which they estimate), reflected in their utility function, which is a linear combination of physical and mental rewards.

Code Overview

The meat of the library is the top level of the src directory which contains the following files:

  • cognitiveAgent.wppl implements the decision-making process of cognitive agents
  • cognitiveGame.wppl implements the cognitive stochastic multiplayer game model
  • simulate.wppl contains scaffold code for running simulations
  • infer.wppl contains scaffold code for running inferences

There are also several auxiliary files in the aux subdirectory:

  • lambdas.wppl contains definitions of some trivial functions, so they can be used as lambdas in HOFs like maps and folds (called reduce here)
  • logging.wppl implements a basic logging mechanism
  • array.wppl provides a variety of utility functions that operate on arrays
  • assert.wppl implements a basic assertion mechanism
  • auxiliary.wppl collects various helper functions that do not fit into any category
  • metaParams.wppl provides utility functions that abstract away the implementation details of meta-parameters
  • printing.wppl implements printing for various objects (needed because webppl doesn't print objects when used inline)
  • belief.wppl collects functions that operate on beliefs; it effectively hides the complexity of different belief representations, providing a uniform interface

Next, the templates directory includes templates for defining (i) an instance of a cognitive stochastic game (gameTemplate.wppl) and (ii) a set of simulation scenarios (simulationTemplate.wppl). Apart from the templates, numerous examples are included in the examples directory.

Finally, some tests are defined in the test directory; most notably, integration.wppl defines a set of games of increasing complexity, simulates their execution and checks that the traces are as expected. It is designed as a comprehensive test with high codebase coverage. Note that the tests are made into a node package (by including a package.json file) so that common code may be placed in a separate file (util.wppl) which is then used by various test files.

Installation

To use the webppl-cognitive-agents package, a running installation of webppl is required, which in turn requires Node.js to be present.

Follow instructions from WebPPL documentation, available at https://webppl.readthedocs.io/en/master/installation.html to install Node.js and WebPPL.

Then, webppl-cognitive-agents package is installed like any other Node package:

npm install webppl-cognitive-agents

To verify the installation was successful, execute

webppl test/installation.wppl --require .

from the root of the installed package.

Usage

A typical workflow of using the library will follow the structure of provided examples. In particular, one must specify the mechanics of the modeled scenario, which takes form of a function that defines all the standard (and non-standard) game components. The convention followed throughout examples directory is that this function is defined in a <name-of-scenario>.wppl file.

To do something useful with the defined model, one would typically (i) define a set of scenarios (i.e., agents' parameters and initial states along with game parameters) and simulate their execution and/or (ii) in presence of behavioural data, use that data to infer characteristics of the involved agents.

Note: each example is made into a separate webppl package (achieved by including package.json in each example directory). That's for a technical reason - WebPPL doesn't seem to have a mechanism for including files and so if we want to split the code into multiple files, creating a package is the only way I found of making it work. Assuming you have added your example to examples directory, to run the experiments from the top-level directory (webppl-cognitive-agents), you would execute

$ webppl examples/<exampleName>/src/simulations.wppl --require . --require examples/<exampleName>/ [--] [--experiment <experimentID>] [--scenario <scenarioID>]

So besides including the webppl-cognitive-agents package, you must also include your example.

As mentioned above, the experiments will be either (i) simulating model execution or (ii) learning agents' characteristics based on data, but regardless of the type of experiment, the model itself must be defined in the same way. Below, we formally outline how such a model is specified.

Defining the Model

The main thing is to define game setup, specifying the usual stuff such as states, actions, transition function as well as game API (described below), plus novel components to do with rewards. Game setup should be specified as a function which accepts an object with game-specific parameters (which differ for every game) as input and returns an object (dictionary) containing the following fields:

  • actions :: State -> [Action] a function that retrieves actions available to an agent in a given state
  • transitionFn :: (State, Action) -> State a function that gives a state to which the game transitions given that action was taken in a state
  • initialState :: State
  • API :: Object specifies definitions of several functions which are used by the library, but their implementations are game-specific, such as
    • getPreviousState :: State -> State given a state, returns a state that preceded state in the execution of the game. Normally states encode execution histories, so implementation of this function is trivial

    • getLastAction :: State -> Action

    • endsRound :: State -> Action -> Bool (optional) does action taken in a state end the round?; the notion of a round is introduced to allow control of timeframes when discounting happens

    • isInitial :: State

    • turn :: State -> Agent retrieves an agent that takes action in (owns) a given state

    • stateToString :: State -> String how to print states

    • actionSimilarity :: State -> Action -> Number (optional) provides a notion of similarity between actions, measured as a nonpositive distance; by default, distance is 0 for same actions and -100 for different actions. In general, the lower the score, the more dissimilar the actions are. A custom similarity measure may be especially useful when actions are numbers. It is used for making inferences about agent's characteristics when updating (discrete) belief

  • physicalRewardStructure :: Object captures action and state rewards of agents. Must contain following fields:
    • stateRewards :: State -> [[Number]] Given a state, returns an array (indexed by agentID) whose ith element is an array of rewards obtained by agent i in that state. The length of this array of rewards should be equal to params.numberOfRewards.physical (see below).
    • actionRewards :: State -> [[Number]] As above, but returns rewards obtained from taking an action.
  • mentalStateDynamics :: Object captures the mental reward component of the utility function - that involves providing estimation heuristic for each mental state as well as a way to compute each mental state. One must also specify the mental component of each agent's utility function. Therefore, this object must contain the following fields:
    • estimationHeuristicArr :: [Function] array of functions expressing heuristics for each mental attitude. The length of the array should be equal to the number of mental attitudes, i.e. equal to params.numberOfRewards.mental. Each function should have the following signature:
    Value -> AgentID -> AgentID -> Belief -> State -> Action
    where the arguments are as follows: + prevValue :: Value is the previous value (before action is taken at state [see below]) of the mental state; usually, Value = Double + estimatingAgentID :: AgentID identifies an agent who is estimating the value of this mental state + estimatedAgentID :: AgentID identifies an agent whose mental state is being estimated + state :: State Overall, each heuristic is a function that captures how estimatorAgentID's estimation of estimateeAgentID's mental state changed from prevValue upon action taken in state, given estimatorAgentID's belief
    • mentalStateArr :: [Function] an array with the same dimensions as estimationHeuristicArr, but containing functions that compute (rather than estimate) mental state of agents. It captures how agents feel. Each function should have the following signature:
        AgentID -> Belief -> State -> Value
    where each function computes agentID :: AgentID's mental state in state :: State given their belief :: Belief. Note that this computation is only available to agent identified by agentID. Typically Value = Double of course.
    • mentalUtilities :: [[[Int]]] captures mental utilities of each agent, indexed by agentID. Each element is an array indexed by mental attitudes (we assume they're ordered and indexed as 0,1,2,...) and the elements of that array are... arrays containing agentIDs, identifying agents whose mental state an agent cares about. It's easier to understand on an example. Take a game with two mental attitudes (trust and guilt) and two agents (alice, bob). The order here matters, so trust is mental attitude index 0, guilt index 1, alice is agent with agentID=0, bob has ID 1. Then, the following mentalUtilities array
    [
    [[1],[0]], /** mental utility of agent 0 - alice */
    [[0,1],[1]], /** mental utility of agent 1 - bob */
    ]
    would reflect that
    • alice cares about bob's trust ([1])
    • alice cares about her own guilt ([0])
    • bob cares about alice's as well as his own trust ([0,1])
    • bob cares about his own guilt ([1])
  • params :: Object must contain the following basic information about the game:
    • numberOfAgents :: Int
    • numberOfRewards :: Object, consisting of
      • physical :: Int
      • mental :: Int
  • rewardUtilityFunctions :: Object a set of functions, one per reward, that form part of the utility function, split into physical and mental:
    • physical :: [Function] ordered array of reward utility functions for physical rewards
    • mental :: [Function] ordered array or reward utility function for mental rewards
  • heuristics :: Object (optional) An optional specification of heuristics that agents use to guess actions of their opponents and/or update their belief following opponents' actions. Contains the following fields:
    • action :: Object (optional)
    • belief :: Object (optional) which specify the action and belief heuristics, respectively. Both elements have the same structure, consisting of a filter function that controls when the heuristic applies and the compute function that encodes the actual heuristic. Both elements are optional.

Running Simulations

To simulate the execution of a model, one must specify a scenario, which, besides some basic parameters, specifies the characteristics and initial state of agents. In particular, each scenario is an object (dictionary) consisting of the following fields:

  • name :: String the name of the scenario, or a short description
  • options :: Object, consisting of
    • horizon :: Int how many steps to run the simulation for
    • beliefRepresentation :: String either discrete or dirichlet
  • gameSpecificParams :: Object custom object; it is passed to the function that constructs game structure (see above)
  • agents :: [Object] most substantial component of a scenario; defines parameters and initial state of agents; each element of this array represents an agent and consists of:
    • params :: Object, consisting of
      • goalCoeffs :: [Double] an array of coefficients that should sum to 1; the length should be equal to numberOfRewards.phyiscal + numberOfRewards.mental
      • metaParams :: Object sets meta-parameters of an agent:
        • alpha :: Double rationality of an agent; a nonnegative real number where 0 means completely random actions and > 100 is (almost) perfect rationality
        • discountFactor :: Double how much an agent discounts future rewards: a real number between 0 (only cares about now) and 1 (no discounting)
        • lookAhead :: Int how far an agent looks into the future
    • initialState :: Object, consisting of
      • belief :: [Belief] array of beliefs over each agent (including oneself); length should be equal to numberOfAgents; each belief is either (i) a distribution over goal coefficient vectors (when discrete representation used) or (ii) an array of parameters (when dirichlet representation used)
      • mentalEstimations :: [[Distribution]] array of estimations of each agent's (including oneself) mental states; those estimations are distribution objects
      • metaParamsEstimations :: Object, consisting of
        • alpha :: [Distribution]

        • lookAhead :: [Distribution]

        • discountFactor :: [Distribution] each of the above is an array of estimations of one of meta-parameters of each agent (including oneself, which should be null)

See test/integration.wppl and examples directory for examples of scenarios.