Title: Common Knowledge and Handshakes in Computer-Mediated Cooperation
1Common Knowledge and Handshakes in
Computer-Mediated Cooperation
- Albert Esterline
- Dept. of Computer Science
- North Carolina AT State University
2Introduction
- Goal
- Model human and artificial agents formally and
uniformly in systems where they collaborate - Gain insight into the conditions for coordination
that such modeling offers.
3- Start with a simple distributed game that
displays a common interface. - Players collaborate to move proxy agents around a
grid. - Requires making agreementsentails common
knowledge. - Formal characterization and interpretation of
common knowledge. - New common knowledge and simultaneous actions.
4- Handshakes and process algebras
- Process-algebraic agent abstraction
- Must add account of common knowledge and deontic
notions. - Co-presence heuristics for establishing common
knowledge - Grounding (human-computer dialog)
- Back to the simple distributed game
- Virtual agents
5Simple Distributed Cooperative System
- Users move proxy agents on a grid.
- Each player participates at his own workstation.
- But system ensures that grid state is displayed
in exactly the same way to all players. - Each agent visits several goal cells specific to
it in an unspecified order. - Single-cell moves are made in round-robin
fashion. - Object cooperate so as to minimize the total
number of single-cell moves taken by all proxy
agents to visit all their goal cells.
6- Free space on the grid tends to occur in long
corridors. - Need agreements to avoid lengthy backtracking
when two agents travel in opposite directions on
a corridor. - Interface has features that allow the players to
suggest and agree on itineraries. - All interaction is by clickingeasy
interpretation of communication
7- A player can make a suggestion when its his/her
turn. - All players can negotiate.
- Agreement must be unanimous.
- An agreement is obligates the player of the proxy
agent in question. - It must be common knowledge.
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9Three Approaches to Common KnowledgeIterate
Approach
- Assume n agents named 1, 2, , n., G1,,n
- Introduce n modal operators Ki, 1 ? i ? n.
- Ki ? is read agent i knows that ?.
- EG ?, read as everyone in group G knows that ?.
- is the EG operator iterated k times.
- CG ? ? is common knowledge in group G.
10Fixed-point Approach
- View CG ? as a fixed-point of the function
- f(x) EG(? ? x).
- Specifically (derivable in augmented S5),
- CG ? ? EG (? ? CG ?)
11Shared Situation Approach
- Assume that A and B are rational.
- We may infer common knowledge among A and B that
? if - A and B know that some situation ? holds.
- ? indicates to both A and B that both A and B
know that ? holds. - ? indicates to both A and B that ?.
12Barwise on the Three Approaches
- Barwise contrasts the 3 approaches within his
situation theory. - An infon is an (n1)-tuple of a relation and n
(minor) constituents. - Its polarity is 1 if the minor constituents are
related as per the relation. - A set of infons is a situation (small world).
- An infon with polarity 1 is a fact (of some
situation, not others).
13- Minor constituents may be situations, even one
where the infon itself occurs. - Example
- ?H, pi, 3?? player i has the 3 of clubs
- ?S, pi, s? player i sees situation s
- s ?H, p1, 3??, ?S, p1, s?, ?S, p2, s?
- situation where player 1 has the 3 of hearts and
this is publicly perceived by both player 1 and
player 2
14- Define classes INFON (of infons) and SIT of
(situations) by mutual induction. - Consider the fixed-points of a monotone
increasing operator ? corresponding to this
inductive definition. - If a standard set theory (e.g., ZFC) is used as
the metatheory, theres a unique fixed-point. - But Barwise considers a variant of ZFC giving
multiple fixed-points
15- Two intuitions about sets
- I1. Sets are collections got by collecting
together things already at hand to get something
new (a set). - I2. Sets arise from independently given
structured situations by dropping the
structureforgetful situations. - I1 generates the cumulative hierarchy
characteristic of, e.g., ZFC. - I2 gives a richer universe of sets.
16- b ? s b is a constituent of situation s (a
minor constituent of some infon in it). - Reality is wellfounded iff every situation is
wellfounded. - A situation is wellfounded iff its neither
circular nor ungroundable. - Situation s is circular if s ? ? s.
- s is ungroundable if theres an infinite sequence
- ? s? ? s? ? s
17- These notions also apply to sets.
- The Axiom of Foundation of ZFC
- A set contains no infinitely decreasing
membership sequence. - Rules out circular and ungroundable sets.
- Barwise proves
- The universe of sets is wellfounded iff the
universe of situations is. - So we must replace the Axiom of Foundation of ZFC
with something that - admits non-wellfounded sets and
- supports unique construction of sets.
18- Take Aczels Anti-Foundation Axiom, AFA.
- When this replaces the Axiom of Foundation in
ZFC, get ZFC/AFA set theory. - A tagged graph is a directed graph where each
node without children is tagged with an atom or
?. - A decoration for a tagged graph is a recursive
function ? mapping a node x to a set. - If x is childless, then ?(x) is its tag.
- Otherwise ?(x) ?(y) y is a child of x.
- A tagged graph G is wellfounded if the child-of
relation on G is wellfounded (no circular or
infinite directed paths).
19- Without AFA, can prove that every wellfounded
tagged graph has a unique decoration in the
universe of sets. - AFA asserts that every tagged graph has a unique
decoration.
20- With ZFC/AFA as our metatheory, there are many
fixed-points of ?. - Least fixed-point gives collection of wellfounded
infons and situations. - Interested in greatest fixed-point.
- Includes all the non-wellfounded infons and
situations as well.
21- Want to compare iterate and fixed-point
approaches. - Show how infon ? gives rise to an transfinite
sequence of wellfounded infons ??, ? a finite or
infinite ordinal. - Requires a sequence s? for any situation as well.
- These are sequences of approximations.
- Members of a sequence approximating a
non-wellfounded situation have increasingly deep
nestings. - Corresponds to increasingly deep nestings of
everyone knows that operator.
22- For circular infon ?, approximations get ever
stronger but never as strong as ?. - Yet the totality of all approximations captures
?. - If each ?? holds in a situation, so does ?.
- The finite approximations of a circular infon are
equivalent to it w.r.t. finite situations. - But this doesnt hold for infinite situations.
- In this sense, iterate approach is weaker than
fixed-point approach.
23- In shared-situation approach, characterize common
knowledge in terms of existence of a real
situation meeting a certain condition. - Introduce a second-order language to express the
existential conditions. - Variables range over situations, may be bound by
existential quantifiers. - Semantics stated in terms of assignment of
situations to free situation variables in a
condition. - A model for a condition is an assignment making
it true.
24- Two conditions with the same free variables are
strongly equivalent if they have the same models. - A condition entails a sequence of infons
- if that sequence is a list of facts, each
holding in the situation assigned to a given
variable in any assignment satisfying the
condition. - Two conditions with the same free variables are
informationally equivalent if they entail the
same sequences of infons. - A model M of a condition ? is a minimal model of
? - if each situation in M has no more
information than the corresponding situation in
any other model of ?. - A condition generally has several minimal models.
25- Can be shown that 2 conditions are
informationally equivalent iff they have a
minimal model in common. - So, suppose we start with shared-situation
approach, formulating a condition. - Situations in a minimal model of this condition
give a handle for fixed-point approach. - But 2 conditions can be informationally
equivalent and not strongly equivalent. - Conditions are more discriminating than the
situations that are their minimal models. - 2 conditions may be different but equally correct
ways a group comes to have shared information.
26Barwises Conclusions
- Fixed-point approach is correct analysis of
common knowledge. - Common knowledge generally arises via shared
situations. - Iterate approach characterizes how common
knowledge is used? - Progress through sequence of approximations
corresponds to inferring ever deeper nestings of
everyone knows that? - But doubt about a given inference blocks next
step.
27- Knowing that ? is stronger than carrying the info
that ?. - Involves carrying the info in a way relating to
ability to act. - Possible-worlds semantics of standard epistemic
logic requires we know all logical consequences
of what we know.
28- Common knowledge (per fixed-point approach) is a
necessary but not sufficient condition for
action. - Useful only when arising in a straightforward
shared situation. - A situation works not just by giving rise to
common knowledge. - It also provides a stage for maintaining common
knowledge through the maintenance of a shared
situation. - The shared interface of our system is a common
artifact in Devlins sense.
29Common Knowledge and Simultaneous Action
- Agents A and B communicate over a channel.
- Its common knowledge that
- delivery of a message is guaranteed and
- a message A sends to B arrives either immediately
or after ? time units. - At time mS, A sends B a message ? that doesnt
specify the sending time. - Let
- mD denote the message arrival time and
- sent(?) the proposition that ? has been sent.
30- KB sent(?) is true at mD.
- But A cant be sure that KB sent(?) before mS?.
- So KA KB sent(?) isnt true until mS?.
- And B knows this.
- But ? may have been delivered immediately.
- So B doesn't know that mS? time has elapsed
until mD?. - So KB KA KB sent(?) doesnt hold until mD?.
- And A knows this.
- But it may take ? time for ? to be delivered.
- So mD could (for all A knows) be mS?.
- So KA KB KA KB sent(?) does not hold until mS2?.
31mS
mS ?
mS 2?
mS 3?
?
mD
mD ?
mD 2?
mS
mS ?
mS 2?
mS 3?
?
mD
mD ?
mD 2?
mD 3?
32- A straightforward induction shows that, for any
natural number k, - before mSk?, (KA KB)k sent(?) doesnt hold,
while - at mSk? it does.
- Common knowledge requires infinitely deep nesting
of KA KB. - So common knowledge of sent(?) is never attained
no matter how small ?.
33- But suppose that
- A attaches the sending time mS to ?, giving
message ??, and - A and B use the same global clock .
- When B receives ??, he knows it was sent at mS.
- Because of the global clock, it is common
knowledge at time mS? that it is mS?. - Since it is also common knowledge that a message
received at mS? was sent at mS, - CG sent(??), G A, B,
- holds at mS?.
34- Can model the global clock is with another agent.
- An action by any other agent is always
simultaneous with one of this agents actions (a
tick). - More parsimoniously
- Require that an agent have a different state at
each point in a run. - It always knows what time it is.
35- A thesis of standard epistemic logic
- CG ? ? EG CG ?.
- So the transition
- from ? not being common knowledge
- to it being common knowledge
- must involve simultaneous changes in the
knowledge of all agents in the group. - I.e., information becomes shared in the required
sense at the same time for all agents sharing it. - No surpriseall the agents are involved in the
circularity.
36Common Knowledge Inherent in Agreement and
Coordination
- Suppose that A and B agree to something ?.
- For there to be an agreement, every party in
group G A, B must know theres agreement - agreeG(?)? EG agree(?) ()
- By idempotence of ?, this is equivalent to
- agreeG(?)? EG (agreeG(?) ? agreeG(?))
- But standard epistemic logic includes the
inference rule - From ?1 ? EG (?2 ? ?1) infer CG ?2
- Substituting agreeG(?) for both ?1 and ?2 in the
rule and using () for the premise, we infer - agreeG(?)? CG agree(?)
37- To show formally that coordination implies common
knowledge requires extensive development. - But the result is just as direct.
38Process Algebras and Handshakes
- The standard epistemic-logic framework explicates
the notion of simultaneous actions. - But the notion it provides of a joint action
preformed by n agents is simply - an (n1)-tuple whose components are the
simultaneous actions of the environment and the n
agents. - One thing critical to a joint action is
- the agents must time their contributions so that
each contributes only when all are prepared.
39- A handshake in process algebras is a joint
communication action that happens only when both
parties are prepared for it. - A process algebra (e.g., ?-calculus, CCS, CSP) is
a term algebra. - Terms denote processes.
- Combinators apply to processes to form more
complex processes. - Combinators typically include
- alternative and parallel composition and
- a prefix combinator that forms a process from a
given process and a name.
40- Names come in complementary pairs.
- A prefix offers a handshake.
- A handshake results in an action identified by
the prefix of the selected alternative. - Resulting process consists of only the selected
alternative with its prefix removed. - Parallel processes may handshake if they have
alternatives with complementary prefixes. - Only way a process can evolve is as result of
handshakes.
41- Handshakes between parallel components can happen
only when they have evolved to have alternatives
beginning with complementary prefixes. - In this sense, they can handshake only when both
are prepared. - Handshakes synchronize the behavior of components
- They thereby coordinate behavior.
- Handshakes are like speech acts.
- Contemporary analysis of face-to-face
conversation emphasizes the active role of
addressees (e.g., nods).
42Process-Algebraic Agent Abstraction
- Some of the combinators (and their syntactic
patterns) persist through transitions - e.g., parallel composition and restriction (or
hiding) combinators. - Other combinators (e.g., alternative composition
and prefix) don't thus persist. - Processes corresponding to agents persist
through transitions. - So a a multiagent system from is
- a parallel composition.
- Each component models an agent and involves a
recursively defined process identifier.
43- This view of agents is simpler than that of
standard epistemic logic. - Handshakes are primitives, so no need for
assumptions about agents states or a global
clock to support joint actions. - State of an agent given simply by the current
form of the term denoting it. - A process algebra is more concrete than epistemic
logic. - A logic lets us assert abstract properties of an
agent or system of agents. - Using a process algebra, we specify the behavior
of agents.
44Whats Missing in the Process-Algebraic Agent
Abstraction
- Tempting to view process-algebraic terms as
possible plans an agent or a person may
undertake. - But the notion that humans execute predefined
plans in interacting with technology or with each
other has been heavily criticized by
ethnomethodologists. - Emphasize how situated behavior is determined in
an ongoing way.
45- Certain speech acts occur only to establish
common knowledge. - Nearly all contributions in a conversation
advance our common knowledge. - So what future actions might be appropriate is
determined as a joint project unfolds. - And patterns of joint communication actions have
nothing to say about behavior that deviates from
them.
46- What was missing in our agent abstraction was the
persisting effects of speech acts. - Within a conversation speech acts can establish
common knowledge. - Also, certain speech acts have deontic effects,
such as obligations, prohibitions, and
permissions.
47Deontic Logic
- Modal operators of standard deontic logic
- O ?, ? is obligatory,
- P ?, ? is permitted, and
- F ?, ? is forbidden (or prohibited).
- P ? ? ? O ? ? ? ? F ?
- Development driven by certain paradoxes that
arise when theres a conflict between - the logical status (valid, satisfiable, etc.) of
a deontic-logic formula and - the intuitive understanding of the
natural-language reading of the formula.
48- Dyadic deontic logice.g.,
- O? ? Given ?, it is obligatory that ?.
- Special obligations, permissions, and
prohibitionse.g., - OA ? It is obligatory for A that ?.
- Directed obligations, etc.e.g.,
- OA,B ? A is obligated to B that ?.
- Deontic operators derived from operators that
make action explicite.g., - A sees to it that ?
- operators of dynamic logic.
49- Deontic notions are appropriate whenever we
distinguish between - what is ideal (obligatory) and
- what is actual.
- Reject O ? ? ? as a thesis.
- Obligation may be violated.
50- Some application areas of computer science
- formal specification
- Modern software is so complex, we must cover
non-ideal cases too in specifications. - fault tolerance
- Non-ideal behavior introduces obligations to
correct the situation. - database integrity constraintsdistinguish
between - deontic constraints may be violated
- necessity constraints largely analytically true.
51Co-presence Heuristics
- Clack and Carlson people ordinarily rely on
special kinds of evidence to which the
shared-situation induction scheme is applied. - Co-presence heuristics
- Physical co-presence (cf. Chwe)
- Object is located between agents A and B.
- Both A and B see the object and each other
simultaneously. - Gives evidence of the triple co-presence of A,
B, and the object of common knowledge.
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53- Linguistic co-presence
- Triple co-presence of A, B, and the linguistic
positing of the object of common knowledge - Community membership
- If A finds that B is in the same community as A,
- then A can conclude that B must have common
knowledge shared by that community. - The other 2 heuristics presuppose this one.
54Physical Co-presence
- Apply the physical co-presence heuristic so that
groups of agents may attain common knowledge
perceptually. - Agents must model each others perceptionrequires
- shared perceptual abilities and
- common knowledge of these abilities.
- A standard design would have
- rules for classifying perceived objects
(including other agents) and - rules for constructing perceptual models of other
agents.
55- Implemented a prototype, coupled with a back
propagation neural network. - Agent behavior adapted to trainers feedback.
- Captured hidden knowledge not captured by
knowledge engineer.
56Grounding
- Clark emphasizes the common ground in
face-to-face conversation. - Grounding has become a major topic in
human-computer dialog. - Two-phase communication presentation,
acceptance. - Grounding criterion threshold at which evidence
for common knowledge is deemed sufficient. - Diagram (e.g., human-computer) conversations.
- Brennan emphasize private models to avoid
inconsistencies in a diagram. - But omits whats critical shared situation
57Back to the Simple Distributed Game
- An agreement is sealed with a handshake in which
all players take part. - This joint action establishes the required common
knowledge. - The itineraries record obligations.
58- For implementing a handshake mechanism
- each player must be able independently to
initiate his contribution (this is being
prepared), and - there must be feedback indicating to all that all
have initiated he contributions and persisted
with them. - In our implementation, a player
- moves the mouse cursor over a designated area and
- holds down the left mouse button.
- If all players participate, the suggestion is
displayed in the updated display of the
itinerary.
59- Ways a player may disagree
- By simply not participating in the handshake.
- Then the opportunity times out.
- By offering a counter-suggestion.
- Done in the same way as the original suggestion.
- But done by a player during the turn of the
player who made the original suggestion.
60Virtual Agents (Clark)
- Clark is concerned with how we communicate with
virtual partnerse.g., - the person speaking to me in the letter
- the person giving me directions via a cook book
- Disembodied language not produced by an actual
speaker at the moment its interpreted. - Two main forms
- written language
- mechanized speech (e.g., films, telephone
messages)
61- Disembodied language is a representation of
embodied language. - Were intended to imagine the embodied language
it represents. - Salient features
- Virtual speaker
- Producer the person/institution ultimately
responsible for the disembodied language - Virtual time
- Pacing
62- Many joint activities divide into layers of joint
actions. - what is actually happeninga pretense
- the pretense itself
- Two things needed for successful layering
- Credible characters
- Props
63- When we interpret any form of communication with
a computer, we communicate with virtual agents. - Reeves and Nass, The Media Equation
- People equate media and real life.
- This is very common, it is easy to foster, it
does not depend on fancy equipment, and thinking
will not make it go away.
64- Our proxy agents are virtual agents?
- But the language (clicking fields) is produced by
the player at the moment its interpreted. - The 2 layers intermingle.
- Equally natural to say
- the proxy agent moves
- the player moves the proxy agent
- Likewise for obligations.
65- But common knowledge?
- The activities in our game can be automated (some
easily) - No way to tell whether were communicating with a
person or agent behind the proxy agent. - And no way to tell whether theres one person
controlling two proxy agents.
66Conclusion
- Insights from formal modeling into coordination.
- Started with a simple distributed cooperative
game. - Agreements, presupposing common knowledge.
- Formal characterization of common knowledge.
- Iterate, fix-point, and shared-situation
approaches. - New common knowledge and simultaneous actions.
- Handshakesjoint actions
- Process-algebraic agent abstraction
- Also need epistemic and deontic effects.
67- Co-presence heuristics for common knowledge
- Grounding
- Back to coordination game
- Virtual agents and disembodied language
68- Need conventions to escape dependence on
simultaneous actions. - Cf. disembodied language
- In CS, we have languages and protocols.
- Agent communication in the first instance
(conceptually) is synchronous. - Need appropriate support for asynchronous
communication. - Need the appropriate language game.
69- Agent software development
- Specification
- Modal logics, concepts of common knowledge and
obligations, etc. - Design
- Process algebras (or something at comparable
level of abstraction) - Implementation
- Appropriate communication primitives, including
transactional features
70Future WorkCoordination Game
- Agents with path-planning and negotiation
abilities - Automated aids for players (e.g., measure
distances) - Implementing counters allows operational
definitions of - Fairness
- When several players want to make a
counter-suggestion at the same time, who gets the
floor? - Linear combination of inverses of counters gives
priorities. - Trustworthiness
- Dont enforce obligations, but can count
violations
71Formal
- General obligations and some special obligations
(roles) should be common knowledge. - Multi-modal logic
- Relation between process algebras and modal
logics - Cf. Hennessey-Milner logics
72Conceptual
- A lot packed into the notions of situation,
situated. - Also environment, information in the environment
- Not amount of information
- Important for ubiquitous and embedded computing.
- Joint action, joint activity
- Relate to distributed, extended transactions