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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Introduction</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Carles Sierra</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marco Schorlemmer</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>IIIA - Artificial Intelligence Research Institute CSIC - Spanish National Research Council Bellaterra (Barcelona)</institution>
          ,
          <addr-line>Catalonia</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In a normative society there are two main problems: defining norms and enforcing them. Enforcement becomes a complex issue as societies become more decentralized and open. We propose a distributed mechanism to enforce norms by ostracizing agents that do not abide by them. The simulations have shown that, although complete ostracism is not always possible, the mechanism reduces substantially the number of norm violation victims.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>MULTI-AGENT SYSTEMS
agent with which to interact. All the agents in the path that are not the initiator or the partner
agent will be called mediator agents (i.e, agents mediating the interaction).</p>
      <p>We use a game-theoretic approach to interactions. They are modeled as a two-player game
with two possible strategies; cooperate and defect. The utility function will be that of a prisoner’s
dilemma (see Figure 1), since the total utility gained by both players is maximized if both players
cooperate, and the maximum utility to be gained by a single agent is maximized if it defects while
the other cooperates.</p>
      <p>PD</p>
    </sec>
    <sec id="sec-2">
      <title>Cooperate Defect</title>
    </sec>
    <sec id="sec-3">
      <title>Cooperate</title>
    </sec>
    <sec id="sec-4">
      <title>Defect</title>
      <p>3,3
5,0
0,5
1,1</p>
      <p>The norm in this scenario is for agents to cooperate with each other, thus attaining the maximum
utility for the society. Nonetheless, agents can choose to ignore the norm and defect (i.e., violate
the norm). Violators are better off because they prey on norm-abiding agents and gain more utility.
In order to attain norm enforcement, some agents (we will call them enforcer agents) are given the
ability to stop interacting with violators, and to stop them from interacting with the enforcer’s own
neighbors. When enough agents use this ability against a violator, it will be ostracized.</p>
      <p>The ostracism process can be seen in Figure 2. At first an undetected violator in the network
(the dark gray node) can interact with all the other agents (light gray nodes are liable to interact
with the violator). When the violator interacts, it can be detected by enforcer agents which will
start blocking its interactions (black nodes are blocking agents, and white nodes are agents that
the violator cannot interact with). When all the violator’s neighbors block it, it is ostracized.</p>
      <p>Gossip is essential to find out information about other agents in a distributed environment. We
will use gossip as part of the enforcement strategy in order to ostracize agents. Since we want gossip
to take up as little resources as possible, gossip information is given only to the agents mediating
the interaction. If agent agv violates the norm when interacting with agent ag1, ag1 may spread
this information to all mediator agents so they may block agv in the future.</p>
      <p>By running a set of simulations, we study under which conditions the mechanism works, and
give measures of its success (such as the violations received or the utility gained). Our hypothesis
are: (1) Norm violations can be reduced by applying a simple local blocking rule. (2) The way
agents are organized influences the enforcement capabilities. (3) The enforcement strategy used by
enforcer agents can reduce the number of violations received by norm-abiding agents which do not
enforce norms.</p>
      <p>In Section 2 we describe related work in the area of norm enforcement. In Section 3 we present
a detailed description of the scenario in which the simulations will be run. In Section 4 we describe
the simulations and we analyze the resulting data. In Section 5 we present the future work that
will follow from this research.</p>
      <sec id="sec-4-1">
        <title>Related Work</title>
        <p>
          The problem of norm enforcement is not new. It has been dealt with in human societies (also an
open MAS) through the study of law, philosophy, and the social sciences. Recently it is being dealt
with in computer science, specially since norms are being studied as a coordination mechanism for
multi-agent systems. Axelrod [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] first dealt with the application of norms from an evolutionary
perspective. Enforcement is seen by Axelrod as a sort of meta norm to punish agents that do not
punish violators. The norm game is often modeled as an N-Player Iterated Prisoner’s Dilemma [
          <xref ref-type="bibr" rid="ref1 ref8">1, 8</xref>
          ].
In these cases the norm is to cooperate and ways are sought to ensure agents prefer cooperation.
Other research studies see norms as a way to avoid aggression or theft [
          <xref ref-type="bibr" rid="ref11 ref13 ref4 ref7">4, 7, 11, 13</xref>
          ]. In these
cases agents gain utility by either finding items or receiving them as gifts. But these items can be
stolen by another agent through aggression, which is why possession norms are added that avoid
aggression.
        </p>
        <p>
          Mainly, two main enforcement strategies have been studied in order to attain norm compliance:
the use of power to change the utilities through sanctions or rewards [
          <xref ref-type="bibr" rid="ref12 ref2 ref3 ref8">2, 3, 8, 12</xref>
          ], and the spread
of normative reputation in order to avoid interaction with violators [
          <xref ref-type="bibr" rid="ref11 ref13 ref4 ref6 ref7">4, 6, 7, 11, 13</xref>
          ]. In both cases
researchers have tried to find ways to make norm adopters better off than norm violators. But this
is not always accomplished [
          <xref ref-type="bibr" rid="ref4 ref7">4, 7</xref>
          ].
        </p>
        <p>
          Norm enforcement models have been suggested in [
          <xref ref-type="bibr" rid="ref2 ref6">2, 6</xref>
          ]. They show how violating the norm
becomes an irrational strategy when punishment is possible. But these models assume the following:
(1) That agents are able to monitor other agents’ activities; (2) and that agents have the ability to
influence the resulting utility of interactions. Assumption (1) can be materialized in two ways; by
having a central agent mediate all interactions [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], or by having agents recognize violators through
direct interaction with them, or through gossip with other agents. The first solution does not scale,
since the mediator agent would be overwhelmed with information in a large system. The second
scales, but it is less efficient. Assumption (2) can be carried out through third-party enforcement
[
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], or self-enforcement. Using a third party does not scale [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] because the third party can easily be
overwhelmed. For self-enforcement, all agents must have the ability to affect the outcome utility of
interactions.
        </p>
        <p>
          Axelrod [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] proposes the “shadow of the future” as a reasonable mechanism to affect an agent’s
choice in the iterated prisoner’s dilemma game. An agent is deterred from defecting because the
probability of interacting with the same agent in the future is high, and agents will defect in future
interactions with known violators. Nonetheless, this method does not impose sanctions, since the
ability to enforce material sanctions is contradicts the agent’s inherent autonomy [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]; no technique
has been given to impose utilitarian sanctions. How can a sanction be applied to an agent who
refuses to pay? A possible method is the threat of ostracism or physical constraint. Conte and
Castelfranchi have studied the possibility of avoiding interaction with norm-violators, but this is not
the only factor in ostracism. Ostracism means excluding someone from the society, which implies
not just avoiding interaction with the ostracized agent but also preventing it from interacting with
anyone.
        </p>
        <p>
          Kittock [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] was the first to study how the structure of a multi agent system affected the
emergence of a social norm. He studied regular graphs, hierarchies, and trees. In [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] Delgado studied
emergence in complex graphs such as scale-free and small-world, and in [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] studied the relationship
between a graph’s clustering and emergence.
3
        </p>
      </sec>
      <sec id="sec-4-2">
        <title>The Scenario</title>
        <p>We model our multi-agent system as a undirected irreflexive graph. M AS = hAg, Reli, with Ag
the set of vertices and Rel the set of edges. Each vertex models an agent and each edge between
two vertices denotes that the agents are linked to each other. Different structures for an agent
society are possible. We have chosen three for their significance: Tree, Random, and Small-World.
We define a tree as a graph in which each node has one parent and some number of children; one
node, the root node, has no parent. Nodes are linked to both their parents and children. A random
graph is without structure, any node can be linked to any other one with a given probability. A
small-world graph is created by starting with a regular graph, and adding a small number of random
edges.</p>
        <p>We use a game-theoretic approach by modeling interactions as a two player prisoner’s dilemma
game. The norm is that agents ought to cooperate (i.e. an agent disobeys the norm by defecting).
In order for two agents to interact, there must be a path in the graph between the two (i.e. only
neigbors, and neighbors of neighbors can interact). One agent will search for a path that leads to
another agent with which to interact. The searching agent we will call initiator agent, the agent
chosen to interact we will call partner agent, and the rest of the agents in the path we will call
mediator agents. The partner finding process is explained below, but first we need to formally
describe some terms.</p>
        <p>We define the set of neighbors of an agent ai as the set of agents it is linked to directly in the
graph: N eighbors(ai) = {aj ∈ Ag | (ai, aj ) ∈ Rel}. Each agent also has a set of agents it blocks
(an agent cannot block itself ): Blocked(ai) ⊆ Ag \ {ai}. An agent ai can query another agent aj
about its neighbors. We denote the set of agents that aj answers with reportedN eighbors(ai, aj ) ⊆
N eighbors(aj ). This set depends on the blocking strategy of aj . The diferent strategies will be
explained below. A path is a finite (ordered) sequence of agents p = [a1, a2, . . . , an] such that for
all i with 1 ≤ i ≤ n − 1 we have that ai+1 ∈ N eighbors(ai), and for all i, j with 1 ≤ i, j ≤ n and
i 6= j we have that ai 6= aj . The agent a1 of a path is the initiator agent, agent an is the partner
agent, the rest are mediator agents.</p>
        <p>In order to find a partner, the initiator agent ai creates a path p = [ai] with itself as the only
agent in it. The initiator agent will then query the last agent in the path (the first time it will be
itself) to give it a list of its neighbors. It will choose one of them2 (aj ) and adds it to the end of
the path p = [ai, ..., aj ]. At this point, if agent aj allows it, the initiator agent can choose agent aj
as the partner. Otherwise, it can query agent aj and continue searching for a partner.3</p>
        <p>Once the partner is chosen a prisoner’s dilemma game is played between the initiator and the
partner. The game results and path are given to each of the playing agents. Playing agents
can choose to send this information to all the mediators in the path. This is what we call
gossip, which contains the agents’ names and their strategy choices for the given game: Gossip =
hagi, choicei, agj , choicej i, where choicei and choicej are either cooperate or defect.</p>
        <p>During the whole process agents can execute any of the following actions:
• Return a list of neighboring agents when asked for its neighbors.
• Choose one of the agents of a list as a mediator.
• Choose an agent as partner for an interaction.
• Choose a strategy to play in the PD game when interacting.
• Inform mediators of the outcome of the interaction.</p>
        <p>Our society of agents will be composed of three types of agents, each one having different
strategies for the actions it can execute. The meek agent is the norm-abiding agent that always
cooperates. It will always return all its neighbors to any agent that asks, it will choose an agent
randomly from the list as the mediator, with probability p it will choose the mediator as the partner
and with probability 1 − p will ask it for its neighbors, it will always cooperate in the PD game,
and finally it will do nothing independently of the game outcome. The violator agent has exactly
the same strategies as a meek agent, except that it will always defect when playing a game.</p>
        <p>Finally, the enforcer agent is the one with the ability to block violators, which is essential in
order to achieve their ostracism. An enforcer agent has the same strategies as the meek agent
with the following exceptions: It will add agents that have defected against it to the set of blocked
agents, and will inform all mediators when this happens. If an enforcer is informed of the results of
a game it was mediating, it will act as if it had played the game itself. Enforcer agents will never
choose an agent in their blocked set as a partner, and will not allow an agent in their blocked set
to choose it as a partner. Therefore, a violator agent will never be able to interact with an enforcer
who is blocking it. When an enforcer agent is asked to return a list of its neighbors by an agent who
is not in its blocked set, two different strategies are possible. The Uni-Directional Blockage (UDB)
strategy, where all its neighbors will be returned (reportedN eighbors(ai, am) = N eighbors(am)).
2To avoid loops, an agent that is already part of the path cannot be chosen again.</p>
        <p>3It may happen that a path’s last element is an agent that refuses to play a game with the initiator agent, and
will return an empty list of agents when queried for its neighbors. In that case backtracking is applied.
Or the Bi-Directional Blockage (BDB) strategy, where only those neighbors not in its blocked set
are returned (reportedN eighbors(ai, am) = N eighbors(am) \ Blocked(am)). When the querying
agent is in the enforcer agent’s blocked set it always returns an empty set.
4</p>
      </sec>
      <sec id="sec-4-3">
        <title>Simulations</title>
        <p>The simulations are going to be run using the scenario specified in section 3. Each simulation
consists of a society of 100 agents. The society will go through 1000 rounds, in each round agents
will take turns to find a partner with which to interact, one turn per round. If an agent cannot
find a partner it skips a turn. The interaction is modeled as a prisoner’s dilemma with the utility
function in Figure 1.</p>
        <p>The parameters that can be set in each simulation are:
• Percentage of Violators (V) - from 0% to 50% in 10% increments4.
• Percentage of Enforcers (E) - from 0% to 100% in 10% increments5.
• Type of Graph (G) - either hierarchy, small world, or random.
• Enforcement Type (ET) - Uni-Directional Blockage (UDB), or Bi-Directional Blockage (BDB).</p>
        <p>An exhaustive set of simulations have been run with all the possible values for each parameter.
Each simulation has been run 50 times in order to obtain an accurate value. The metrics that have
been extracted are: the average number of games played, the mean violations received, and the
mean utility gained by an agent. The standard deviation has been calculated for each one of these
metrics. The metrics have been calculated for the whole society and for each type of agent.</p>
        <p>The data gathered from the simulations support our hypotheses. The graph in Figure 3 shows
that the higher the percentage of norm-abiding agents that use a blocking rule the lower the average
number of norm violations received by any agent in our system. There are five different lines drawn
in the graph, each one stands for a different percentage of violating agents. It is intuitive that
the higher the percentage of violator agents, the higher the number of norm violations perceived
by any agent in the system. In all cases a higher enforcer to meek agent ratio (x-axes) leads to
lower violations received per agent (y-axes). When the ratio of enforcers is high, violators end up
interacting with each other. Since the y-axes measures the violations received by “any” agent, the
improvement seen in Figure 3 is not significant. The data referring to the violations received only
by norm-abiding agents shows a higher improvement.</p>
        <p>We also deduce from the data that different organizational structures in the multi-agent system
influence the norm enforcement. In Figure 4 we have extracted the average norm violations (y-axes)
for each of the different structures tested: Random, Small World, and Tree. We have only used the
simulations where violator agents account for 20% of the population, therefore at most there will
be an 80% of enforcers. The x-axes contains the different percentages of enforcer agents tested.
It can be seen that both random and small world networks have an almost identical graph line.
On the other hand the tree structure has shown to improve the enforcement capabilities. As an
interesting side note, the tendency is that the more enforcer agents, the less violations. But in
random and small world networks, when the percentage of enforcer agents reaches its maximum
the percentage of violations received are increased. We believe this happens because in both these
networks violator agents manage to find paths that link each other. Since at this point there are
no meek agents for them to prey on, they are forced to interact with each other. In an interaction
between two violator agents, two violations are being accounted for and the average of violations
is increased.</p>
        <p>The last hypothesis we made in Section 1 was that the enforcement strategy used by enforcer
agents impacts the number of violations perceived by meek agents. We have presented the data
in Figure 5 that supports this hypothesis. The x-axes shows the enforcer to meek agent ratio.
The higher the ratio the more enforcer agents. The y-axes contains a metric for the increment
4We will not consider societies with more than half the agents being violators since in that case the norm should
be to defect.</p>
        <p>5The percentage of meek agents is computed through the following formula: M = 100% − V − E. Therefore,
V + E cannot be more than 100%.
in efficiency at protecting meek agents from violations. The efficiency is calculated by getting
the ratio of violations perceived by meek agents (not any agent as in the previous two graphs)
for each of the two different enforcement strategies, and calculating the difference in percentage.
Efficiency = ((ViolationsBDB /ViolationsUDB ) − 1) × 100%. In Figure 5 we observe that for random
and small world networks the efficiency is positively correlated with the enforcer to meek agent ratio.
We can conclude that Bi-Directional Blockage has a higher efficiency at protecting meek agents from
violator agents. This cannot be extended to the tree network. In this case the efficiency stays along
the 0% line with some deviations. We argue that in networks organized as trees, the choice of
enforcement strategy does not have a significant influence in the outcome. The reason might be
that the tree network is already good for ostracizing offenders, and the blockage strategy does not
improve on that.
5</p>
      </sec>
      <sec id="sec-4-4">
        <title>Further Work</title>
        <p>This paper is part of ongoing research on norm enforcement. The data extracted from the
simulations has yet to be deeply analyzed. We think that more information can be extracted from
it. We have yet to analyze the impact of blockage on each agent type, this paper has presented
information mostly about the impact on any agent. We have to analyze the impact of blockage on
the amount of utility gained by the system. When interacting, agents play the prisoner’s dilemma,
which tends to benefit those who defect. We would like to test whether our approach to ostracism
makes cooperating rational from an utilitarian perspective.</p>
        <p>We want to analyze the impact of other network parameters (e.g., clustering factor, diameter,
number of links per agent). We have seen that a tree network is better from an enforcement
perspective, but we want to find out which characteristics of a tree make this possible.</p>
        <p>
          Other studies have shown that the efficiency of enforcement diminishes when enforcement
conveys a cost to the enforcing agent [
          <xref ref-type="bibr" rid="ref1 ref8">1, 8</xref>
          ]. We would like to add cost to the mixture in following
scenarios. Also our scenario is completely static, and if we try to model something similar to a real
network we need to simulate dynamic networks too.
        </p>
        <p>We believe this framework can be used to create a social network through which norms can be
enforced in an open MAS. In order to accomplish this we need to take into account agents that
are more complex (e.g., agents that can change their strategy, or agents that can lie about past
interactions), and we need to define the methods through which agents can join the society interact
with other agents using current technologies.
This work is supported under the OpenKnowledge6 Specific Targeted Research Project (STREP),
which is funded by the European Commission under contract number FP6-027253. The
OpenKnowledge STREP comprises the Universities of Edinburgh, Southampton, and Trento, the Open
University, the Free University of Amsterdam, and the Spanish National Research Council (CSIC).</p>
        <p>A. Perreau de Pinninck is supported by a CSIC predoctoral fellowship under the I3P program,
which is partially funded by the European Social Fund. M. Schorlemmer is supported by a Ram´on
y Cajal research fellowship from Spain’s Ministry of Education and Science, which is also partially
funded by the European Social Fund.</p>
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