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Common Knowledge and Handshakes in Computer-Mediated Cooperation

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Title: Common Knowledge and Handshakes in Computer-Mediated Cooperation


1
Common Knowledge and Handshakes in
Computer-Mediated Cooperation
  • Albert Esterline
  • Dept. of Computer Science
  • North Carolina AT State University

2
Introduction
  • 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

5
Simple 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.

8
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9
Three 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.

10
Fixed-point Approach
  • View CG ? as a fixed-point of the function
  • f(x) EG(? ? x).
  • Specifically (derivable in augmented S5),
  • CG ? ? EG (? ? CG ?)

11
Shared 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 ?.

12
Barwise 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.

26
Barwises 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.

29
Common 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?.

31
mS
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.

36
Common 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.

38
Process 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).

42
Process-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.

44
Whats 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.

47
Deontic 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.

51
Co-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.

52
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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.

54
Physical 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.

56
Grounding
  • 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

57
Back 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.

60
Virtual 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.

66
Conclusion
  • 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

70
Future 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

71
Formal
  • 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

72
Conceptual
  • 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
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