[IEEE 2013 IEEE Conference on Self-Adaptive and Self-Organizing Systems Workshops (SASOW) -...
Transcript of [IEEE 2013 IEEE Conference on Self-Adaptive and Self-Organizing Systems Workshops (SASOW) -...
Reasoning and Reflection in the Game of Nomic:Self-Organising Self-Aware Agents with Mutable Rule-Sets
Stuart Holland, Jeremy Pitt, David Sanderson, Dıdac Busquets
Department of Electrical & Electronic EngineeringImperial College London, SW7 2BT, UK
Email: {stuart.holland09, j.pitt, dws04, didac.busquets}@imperial.ac.uk
Abstract—The Game of Nomic was developed to investigatethe idea that any modifiable rule-based system could resultin situations where the ruleset is paradoxical, contradictoryor incomplete. This has interesting and important implicationsfor designers of open, self-organising, rule-based systems, ifour concern is to ensure that the system should operatewithin a ‘corridor’ of behaviour, or should avoid certain non-normative states. To investigate this issue, this paper presentsthe preliminary design, implementation and operation of a self-organising multi-agent system in which the agents play theGame of Nomic. While not yet in a position to test Suber’shypothesis fully, we can see how different agent strategies canreason, reflect, and make decisions that benefit their internalobjectives relative to the game itself, by using an awarenessof themselves, other players, the ruleset and the projectedoutcome of proposed rule modifications.
Keywords-Self-Organising Systems, Multi-Agent Systems,Rule-based Systems, Reflection, Awareness, Nomic
I. INTRODUCTION
The Game of Nomic [1] involves several players interact-
ing in the context of a set of rules. Players start with zero
points and take it in turns to propose a rule modification;
the proposal is voted on; the player scores some points; first
to 100 points wins. More than a game, its inventor (Peter
Suber) wanted to make a point about legal or parliamentary
systems, and that any modifiable ruleset might end up
being incomplete or inconsistent, and to investigate what
he called the paradox of self-amendment, that any proposed
rule amendment might apply to itself, and therefore the rule
would authorize its own amendment.
Our concern is the effect of self-modification on a set
of conventional, mutually-agreed rules, such as those found
in self-organising institutions for common-pool resource
management [2]. We want to examine what we are calling
Suber’s Thesis, that any system allowing unrestricted self-
modification of the rules will tend to paradox. A group of
agents specifically motivated to avoid paradox might be able
to do so, but without a specific intention to avoid paradox,
and careful execution, their modifications to the rules will
be subject to a probabilistic or entropic tendency to paradox.
Suber’s thesis, if true, has interesting and important im-
plications for designers of open, self-organising, rule-based
systems, if their concern is that the system should operate
within a ‘corridor’ of behaviour [3], should avoid certain
non-normative states [4], or there is a risk of unintended
consequences, for example undesirable pernicious outcomes
like inconsistency, deadlock or exploitable loopholes.
To investigate this issue, this paper presents the design,
implementation and operation of a self-organising multi-
agent system in which the agents play the Game of Nomic.
There is a significant challenge in designing and implement-
ing a Nomic-playing agent: firstly, how to decide on a move
in the game when it is its turn, i.e. what to propose as a
rule modification; and secondly, how to evaluate proposed
rule modifications to inform the decision on whether to
vote for or against the proposal. Taking inspiration from
ideas of computational reflection [5], generative simulation
[6], and internal modelling for robotics [7], we address this
challenge by sub-simulation: the simulated agents invoke the
simulation environment with their own (sub) simulation of
the other agents, and animate their expected behaviour with
the proposed modification of the ruleset.
While not (yet) in a position to test Suber’s hypothesis
fully in relation to self-organising rule-based systems, we
can see how different agent strategies can reason, reflect,
and make decisions that benefit their internal objectives
relative to the game itself, by using their awareness and
self-awareness, of themselves, other players, the ruleset and
the projected outcome of proposed rule modifications.
II. THE GAME OF NOMIC
A. Gameplay
The Game of Nomic is an n-player turn-based game in
which the rules of the game include mechanisms by which
the players change the rules.
Initially, the order of turns is pre-defined before the game
starts (positional, alphabetical, etc.), and play passes to the
next player in turn according to the rule specifying the
ordering. (However, even this rule could be changed.) In
each turn, a player proposes a rule-change, has it voted on,
and then throws a die to determine the addition to his/her
score. In fact, the way the game is played is also specified
as a rule, and therefore can also be changed.
In Suber’s initial ruleset, there were two types of rule: mu-
table rules and immutable rules. In any turn, a player could
2013 IEEE 7th International Conference on Self-Adaptation and Self-Organizing Systems Workshops
978-1-4799-5086-7/13 $31.00 © 2013 IEEE
DOI 10.1109/SASOW.2013.27
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propose the addition, amendment or repeal of a mutable rule,
or they could propose what was called transmutation, by
proposing to change a mutable rule into an immutable one,
or vice versa. Thus supposedly ‘immutable’ rules were not
fixed either, they could be amended or repealed provided
they were converted (transmuted) into mutable rules first.Mutable rules were numbered from 101, immutable rules
from 201. At the start of the game according to Suber’s
specification there were 16 immutable rules and 13 mutable
rules. An example each type of rule are as follows:
– 103. A rule-change is any of the following: (1) the
enactment, repeal, or amendment of a mutable rule; (2) the
enactment, repeal, or amendment of an amendment of a
mutable rule; or (3) the transmutation of an immutable rule
into a mutable rule or vice versa.
– 202. One turn consists of two parts in this order: (1)
proposing one rule-change and having it voted on, and (2)
throwing one die once and adding the number of points on
its face to one’s score.There are other rules which specify how a rule is passed,
or not; and which specify the precedence of rules. There
are also complex rules about adjudication of rules. For full
details, see [1].
B. Automating NomicThere are some obvious limitations in attempting to au-
tomate a game of Nomic. Human players acknowledge and
comply with a set of implicit rules that are not codified in the
initial ruleset. So some behaviour has to be hard-wired into
all the agents. Furthermore, Nomic has many subtle aspects
which may be considered peculiar to ‘intuitive’ decision
making [8]. Human players are likely to suggest rule changes
or vote according to a ‘feeling’ with respect to other players
or the playing of the game itself, rather than any specific
objective of winning. Moreover, Suber’s expectation was
that unrestricted self-modification will create inconsistency,
indeterminacy, and loopholes which can intentionally be
exploited. But reasoning under these conditions remains a
challenge for Artificial Intelligence.Therefore the internal reasoning components of an agent
that attempts to emulate these processes involves two related
but importantly differentiated tasks. Firstly, the analysis of a
proposed rule change, and the potential advantages it confers
to an agent, requires an internal model of the environment
within which the agent exists, and how that environment is
changed by the given rule change. Secondly, the proposing
of any new rule change requires a degree of creativity
and lateral thinking. The search space of new rules (or
modifications to existing rules) is infinite in an unbounded
game of Nomic, and the evaluation of those changes has to
take into consideration that, as with all conventional rule-
based systems, it is not a matter of people complying or not
with the rule that matters, it is how they react to incentives
implied by the rule [9].
rule ‘‘Example rule’’// attributes such as saliencewhen
// preconditions herethen
// consquences hereend
Figure 1: Standard Drools rule structure
These factors require bounding the Game of Nomic as
specified by Suber (pure-Nomic) through the the rule design
and the agent design, as described in the next two sections,
to produce the system implementation for the game of
bounded-Nomic, which still provides a starting point for
a meaningful investigation of Suber’s hypothesis for self-
organising rule-based systems.
C. Target Platform
For the implementation of bounded-Nomic, the multi-
agent simulation and animation platform Presage2 [10] has
been used for the implementation of the agents, and the
business rule engine Drools [11] has been used to represent
the game rules, which is used by the agents to inform their
decision-making about the moves they propose in their turns.
1) Presage2: Presage2 is a general purpose platform for
developing animation and simulations of collective self-
organising multi-agent systems. Presage2 provides services
to simulate large, heterogenous agents populations, multi-
ple different networks, inter-agent communication, policy
modelling, the physical environment, event recognition, data
logging and visualisation. Crucially, it extends the original
PreSage platform [12] by adding support for declarative rule
specifications using Drools.
2) Drools: Drools is a business rule engine that allows
declarative programming using a Prolog-like syntax.
Drools works by allowing rules and queries (and some
other constructs) to be specified in a declarative language.
At the core of a given Drools rules engine instance are rule
bases and knowledge bases. Knowledge bases encapsulate
rule base implementations, providing appropriate access to
the structures that define a rule and how it functions. In
order for rules to be ‘modifiable’, and so that previously
removed rules can later re-added within a single simulation,
this system separately keeps track of all available rules and
the required resources to recompile them.
The primary interaction with the Drools knowledge bases
is through knowledge sessions. Knowledge sessions come
in two varieties: stateless and stateful. Stateless knowledge
sessions do not use inference, though they can be useful
for validation and calculation operations. However, state-
ful knowledge sessions offer logical inference relationships
and persistent state over time. Through stateful knowledge
sessions, facts can be inserted into the Drools rules engine
knowledge base. Any Java object can be treated as a fact.
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Figure 2: Nomic rule represented as Drools rule
Most rule specifications involve the interaction between,
inserting of, or properties of new facts that are added to
the knowledge base. When a new fact is inserted, retracted,
or modified, then any number of rules may be triggered.
Any newly triggered rule is added to its associated knowl-
edge base’s agenda and scheduled for execution the next
time an appropriate API call is received. A rule consists of
a precondition block and a consequence block (see Figure 1).
The precondition block (when) specifies all conditions that
must be met for the rule to become active. Preconditions are
written using the declarative syntax used by the Drools rules
engine. The consequence block (then) specifies the actions
that should be taken when a given rule is activated.
Salience is an attribute of a rule that determines the order
in which rules execute after they have been added to the
knowledge base’s agenda. Rules with higher salience values
will execute first, ensuring that some rules can override
others. This is useful in rules such as ‘Each Agent Can Vote
Only Once per Turn’, where one rule needs to execute before
another (a second vote within a turn shouldn’t count toward
the current proposal vote if it is going to be denied for being
a duplicate afterwards).
III. RULE IMPLEMENTATION
A. Representation in Drools
Representation of Nomic rules is a matter of encoding
them as Drools rules. For example, the scoring element of
Rule 202 is encoded by the Drools rule shown in Figure 2.
However, there are some limitations, and some rules had
to be hard-wired and others merged.
1) Hard-Wired Rules: Several of the core rules of Nomic
need to be part of the framework within which the agents
exist, rather than being modifiable constructs as they are
in pure Nomic. For example, Rule 202 specifies that turns
must be composed of a single proposal stage followed by
a round of voting. Technically, this is a mutable rule and
therefore changeable. However, we have implemented this
as an unmodifiable component in bounded-Nomic.
The fact that all agents must vote is codified in a rule
specified as a part of the initial active set, but there is a
degree of implicit agreement regarding which agents will be
asked for votes. All agents will always be asked for a vote
during every voting phase, even though some of those votes
can be made ineffective by changes to relevant rules. This
means that rules which limit the set of agents that can vote
are effective, but difficult for the agents to recognize their
effects, limiting the scope to reason about such changes.
There are other core concepts to pure Nomic which are
technically mutable but are hard-wired into bounded Nomic:
the fact that there are turns, that players can win, that the
order of voting does not matter, that there can be only one
active player per turn, and several more. However, these do
not substantially alter the fundamental nature of the game,
i.e. unrestricted player-modification of game rules.
2) Merged Rules: Several rules in pure Nomic interact in
ways that produce conceptual relationships between separate
rules and determine flow of play. In bounded-Nomic, several
such rules are merged into a single rule that performs the
overarching concept. This is primarily due to difficulties with
rule interactions affecting each other’s outcomes.
A side effect is that multiple core systems essential to the
continued proper execution of the game of Nomic within the
simulations are codified in single rules, affected by single
removals and modifications. This means that the continued
stability of the game (where stability is the ability of the
game and agents within the simulation to continue play in a
meaningful way) can be unseated by individual rule changes.
For example, if the ability to pass proposals was revoked
in the first few turns, this would prevent any agents from
making progress for the remainder of that simulation.
This makes any rule modifications which reduce the
majority required for a proposal to be successful extremely
volatile, tending to either end the simulation quickly or cause
instability such that little happens until the simulation ends.
B. ¬(Representation in Drools)
Some aspects of the pure-Nomic rules are not imple-
mented in bounded-Nomic.
The distinction between mutable and immutable rules has
been removed to limit the search space of agents so that the
two transmutation proposals do not need to be considered.
Note that the concept of transmutation can be removed from
a game of pure Nomic by the players if all relevant rules are
repealed, the implementation of bounded-Nomic is a game
of pure Nomic where these moves have already been made.
Pure-Nomic uses judges and arbitration to make decisions.
The necessity for judges in a game of pure Nomic (with
human players) is largely due to player interpretation of
rules. In bounded Nomic, the behaviour of rules and the
interaction between them is entirely determined by the rule
engine implementation. The inclusion of a dispute resolution
mechanism [13] as a system of arbitration and overriding
decisions has been left to future work.
Finally, players in pure-Nomic are allowed to leave the
game, but in bounded-Nomic they cannot, although its im-
plementation is not overly complex. The concept of ‘losing’
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is not specified as a part of pure-Nomic’s default ruleset, it
can be introduced by new rule additions. None of the rules
in the pool available to bounded-Nomic create a potential
for agents to ‘lose’ (except implicitly, where any agents that
do not win can be considered to have lost).
IV. AGENT IMPLEMENTATION
A. Agent Proposals and Rule Flavours
The creation of new proposals from no initial informa-
tion requires a degree of creativity not easily emulated in
software applications. A new rule can be triggered by any
known action and affect any facet of the existing simulation.
Furthermore, before making any proposal, the agent must be
able to formalize the concepts it finds desirable (requiring
an ability to generate correct Java code) and analyze the
result of this formalization. While sub-simulations (see
below) offer a facility to evaluate a given formalization,
it is not computationally feasible to analyze the scope of
permutations available to each agent.
With these limitations and challenges in mind, bounded-
Nomic agents, instead of ‘creating’ new rules themselves,
draw from a preset pool of available rule proposals. These
proposals represent only a very small subset of available rule
proposals for a game of Nomic, but are used to represent
the agents’ capacities to reason about which changes afford
them the most advantage.
This pool of available rules offers a number of valid
proposals that agents can make on any given turn. To
further reduce the search space, the concept of rule flavourswas introduced. Rule flavours are conceptual markers that
allow an agent to make an informed decision about the
properties of a given rule without expensive computation.
This allows rules to be flagged, for example, as introducing
new win conditions or being beneficial to all players. This
information means the agents can make decisions on the
kinds of proposals they wish to pursue, given the current
simulation state, before having to run entire sub-simulations.
Bounded-nomic offers eight compile-time specified rule
flavours that allow agents to quickly categorize the pool
of proposals available to them and analyze only those
that are relevant. The eight available flavours are complex,
destructive, simple, desperation, beneficial, winCondition,
stable and detrimental.
For example, a new rule proposal’s complexity flavour
represents how difficult it is to properly gauge the effect of
the rule it has on the game. A rule with a high complexity
requires a longer sub-simulation to properly assess its ef-
fects, while a low complexity requires only a short time to
produce effects. As an example of a low complexity rule, e.g.
“Agent4 wins”, the effects of this rule are seen immediately,
and agents need run only short sub-simulations to determine
its effects. A high complexity rule proposal might be “If all
other agents vote against a given agent’s proposal, they each
steal 7 points from the proposer”, which is complex because
it is unlikely to occur and assessing whether this behaviour
is desired requires a long projection further into the future.
B. Sub-SimulationIn order for agents to be able to reason about the effects
of rule changes and whether or not those changes are
preferable to the current state of the simulation, they must
be able to model what effects those changes will have. To
do this, the agents are capable of running sub-simulationswhich are secondary simulations that do not affect the
‘super-simulation’ where Nomic is actually being played.
Explicitly, an agent in Presage2 with a Drools knowledge
base invokes Presage2 with a variant of that knowledge
base and its own, internal simulation of the other (super-
simulation) simulated agents.These sub-simulations are defined by the rules from the
super-simulation and any proposed changes whose effects
the invoking agent wants to analyze. The sub-simulation is
then populated by a set of proxy agents corresponding to
the agents in the super-simulation. This is a limited form of
reflective reasoning [5], [7] or awareness, by which is meant
that each agent has a model of its environment, including
itself (i.e. self-awareness), and animates that model to inform
its decisions (rather than ‘awareness’ as any deep subjective
reflective experience).Each agent is capable of executing entirely isolated sub-
simulations (often in parallel with other agents) in which
the actions and the consequences of those actions can be
used to evaluate the value of a proposed rule change (or
a rule change that the agent is considering proposing) and
inform the voting decision. The effectiveness of these sub-
simulations depends on the controlling agent’s ‘avatar’, the
proxy that represents the super-simulation agent that invoked
the sub-simulation. The avatar agent measures its preference
for the sub-simulation using a set of preference rules defined
by the controlling agent in the super-simulation.
C. Agent Implementation: StrategiesThe agents’ reasoning about mutable rulesets in bounded
Nomic fall into four major categories of strategic interac-
tions. Each strategy differs mostly in how it decides on a rule
change to propose during its own turn, where each different
strategy requires branching decision-making depending on
the current state of the simulation.Most agents, when required to propose a rule change,
begin by running a sub-simulation with a ‘blank’ rule
change, to analyze the current state of the game and decide
whether or not the current state is a desirable one. This
decreases the likelihood of the agent making decisions that
would later come to disadvantage itself. What actions an
agent takes after deciding on their preference for the current
state of the simulation varies from one strategy to the next.Several of the agent strategies make some assumptions
about the objectives the game of Nomic in the super-
simulation. These assumptions limit the scope of new rules
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that can be acted upon intelligently by these agents, but
are not indicative of such limitations being a part of the
framework within which they operate. More flexible rule
specifications for agent preference could deal with much
larger sets of available rule changes without any further
alteration to the simulation architecture’s framework.
An example of this kind of assumption is that many of
the agents’ strategies view gaining points as positive and
losing points as negative (for the player whose point total is
changing). However, in Nomic (or any equivalent mutable
rule-defined environment) a new rule can be introduced that
causes a player to win after reaching a large negative point
total. If the initial ‘100 points wins’ rule is then also re-
pealed, the agents’ objectives have swapped polarity, where
losing points is beneficial and gaining points is detrimental.
There are four basic agent strategies: selfish, harmonious,
vindictive and destructive.
1) Selfish Agent: A selfish agent attempts to maximize its
own value in the game and eventually achieve victory for
itself. Selfish agents prioritize gaining points for themselves
and any sub-simulation that leads to their own victory is
locked in as a positive result. Selfish agents are the uncoop-
erative with other agents, in terms of voting for and against
proposals. Simulations composed solely of selfish agents
tend to be very stable with few rule changes, because the
agents are unlikely to allow changes that aid their opponents.
2) Harmonious Agent: The harmonious agent is the coun-
terpoint to the selfish agent, prioritizing helping other agents
achieve victory. Harmonious agents prefer for other agents’
point totals to exceed their own and to assist other agents in
winning the game. Harmonious agents tend to be the primary
driving force for ‘positive’ change in a simulation. They
introduce rules that most often lead to other agents winning,
particularly those that have a self-interested strategy, who
will support such proposals.
3) Vindictive Agent: The vindictive agent is the most
variable of the four agent strategies. At the beginning of the
super-simulation, each vindictive agent selects an opponent
to be their ‘nemesis’ for the duration of that simulation. They
prefer any changes that disadvantage their nemesis and have
no particular preference toward their own victory.
4) Destructive Agent: The destructive agent attempts to
modify the rules in such a way that it is obstructive to
continued sensible execution of the game of Nomic active
within the given simulation. This is often achieved by
repealing the rules that define basic Nomic activities, such
as determining when a proposal has succeeded (once that
rule has been repealed, no further proposals can pass) or
determining whose turn it is (which means it will be the
proposing player’s turn until the end of the simulation or
that agent proposes the rule be re-added).
V. EXPERIMENTAL OBSERVATIONS
The system was run with different populations of the four
different types of agent. Several runs were used for each of
population distributions because the randomness and non-
linearities in the system meant that the same outcomes were
not observed from the same population.
The key observations are twofold. Firstly, the sub-
simulation strategy worked as intended: in its turn, an agent
was able to explore a search space (bounded by the use of
the proposal pool and rule flavours) to come up with possible
proposed rule modification, and when out-of-turn, the agents
were able to use sub-simulations to decide whether or not
to vote for, or against, a proposed rule modification.
Secondly, the different agent strategies gave rise to some
unusual proposals and variations in behaviour. For example,
when placed in larger simulations composed of multiple
agent strategies, selfish agents tend to be victorious quite
often. With other agents’ votes making many rule changes
more likely, the simulation tends to be more dynamic. Selfish
agents tend to benefit from the rule changes proposed by
other agents and then introduce or vote for win conditions
that cause them to win in the final few turns of the game.
Simulations composed entirely of harmonious agents
tended to be quite short. All ‘negative’ rules were generally
removed in the first few turns and new win conditions
introduced easily (in the sense that such proposals are passed
as soon as they are introduced). Often, there was a winner
soon after unanimity expired at the end of the second round,
when the to-be winner’s vote against a proposal ceases to
prevent it from being applied.
Vindictive agents’ nemeses vary as rule changes are
proposed and voted on. When a vindictive agent’s proposal
fails to pass, it chooses a new nemesis from among those
agents that voted against the proposal. Vindictive agents,
since they prioritize the success of any other agent above
their nemesis (not only themselves), often act similarly to
harmonious agents but were prone to sudden changes of
attitude if their current nemesis is succeeding.
Destructive agents proved to be precisely that, due to
the non-immediacy of the rule changes they propose. Any
simulation involving even a single destructive agent often
had no winner, mostly due to blocking rule changes.
Finally, there were some unexpected consequences, per-
haps of the kind Suber would have appreciated. For example,
Figure 3 shows a run in which agent0 ‘invented’ a proposal
which gave it an infinite number of turns, and the other voted
in favour of accepting it.
VI. SUMMARY AND CONCLUSIONS
This paper has described the implementation of a self-
organising system of self-aware agents that are designed to
play the game of Nomic. Like Nomic’s inventor, Peter Suber,
we are interested in what happens in a self-organising rule-
based system which allows unrestricted self-modification of
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Figure 3: Agent0 gets infinite turns
the rules. Suber’s belief was that, in such circumstances, the
rules would inevitably end in a paradoxical state. This is
a significant concern for the design of self-organising rule-
based systems, which may be required to stay in corridors
of operation [3] or avoid non-normative states [4].Despite the limitations and restrictions imposed by the
difficulty in automating pure-Nomic, we contend that the
bounded-Nomic platform presented here is a valid approx-
imation for investigations of this kind. However, there is
substantial scope for development, including extending the
knowledge base of each agent, mimicking successful prox-
ies, and reasoning about third-party decisions, as well as
implementing the judgement rules.We are not in a position to confirm or deny Suber’s hy-
pothesis in relation to artificial systems, but it is, we believe,
an essential question to investigate: do self-organising rule-
based systems which allow unrestricted modification of the
rules inevitably end in paradoxical rulesets, or contradiction,
impasse, or creation and exploitation of loopholes? Indeed,
the reported observations do show how different agent
strategies can reason, reflect, and make decisions that benefit
their internal objectives relative to the game itself, by using
their awareness and self-awareness, of themselves, of other
players, of the ruleset, and of the projected outcome of
proposed rule modifications.Finally, we intend to make the platform fully open source,
and invite others to write their own Nomic playing strategies.
It would be interesting to open up a “Nomic Playing Compe-
tition”, similar to other agent-based competitions (like TAC
(Trading Agent Competition) and RoboCup Rescue) to ob-
serve the effects of unrestricted interaction of Nomic-playing
strategies and examining what happens to the rulesets.
AckowledgmentsWe are grateful for the extensive and helpful comments
from both Peter Suber and the anonymous reviewers.
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