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Marti Sanchez-Fibla

Publications and source records attributed to Marti Sanchez-Fibla.

4 recordsLinked to original sources

The Coordination Gap: Multi-Agent Alternation Metrics for Temporal Fairness in Repeated Games

Repeated multi-agent interactions require evaluation metrics that capture not only payoff distributions but also their temporal organization. Conventional outcome-based fairness measures can assign similar aggregate scores to temporally distinct coordination patterns, obscuring whether access to a shared resource is genuinely rotating or persistently monopolized. We study this problem in the Honey-Jar Game (HJG), a minimally dynamic repeated threshold-congestion Markov game in which n agents compete for exclusive access to a single high-reward resource. We introduce Perfect Alternation (PA), a reference turn-taking regime corresponding to the n-periodic round-robin picking sequence, together with six novel Alternation (ALT) metrics and a benchmarking methodology mapping ALT values to interpretable PA-equivalent performance. Using Q-learning agents as a minimal adaptive baseline against analytically derived random-policy baselines, we uncover a clear measurement failure: despite deceptively high traditional metrics (e.g., reward fairness often exceeding 0.9), learned policies perform worse than random on every ALT metric, by 34-74% on CALT and up to 92% on EALT, with PA-equivalent coordination falling to roughly one-fifth of the population at n=10. EALT further reveals two distinct failure patterns: without episodic memory (Type-A), the deficit grows from -20% at n=2 to -92% at n=10; with episodic memory (Type-B), it reaches a trough of -76% at n=5 before partially recovering to -10% at n=10. Conventional efficiency and fairness metrics do not reveal these differences. The ALT framework complements the temporal fair division and picking-sequence literature by diagnosing whether temporal fairness emerges spontaneously in decentralized adaptive systems rather than how to enforce it.

cs.MA

Temporal Fair Division in Multi-Agent Systems: From Precise Alternation Metrics to Scalable Coordination Proxies

Many intelligent computing and autonomous systems rely on multiple independent, often learning, agents repeatedly sharing a limited resource. Examples include autonomous robots accessing a shared workstation, wireless devices competing for communication opportunities, and distributed AI agents coordinating access to shared computational resources. While conventional fairness measures assess whether resources are shared equally overall, they cannot distinguish orderly turn-taking from irregular access patterns that produce long and unpredictable waiting times despite similar cumulative outcomes. We introduce Rotational Periodicity (RP), a computationally efficient metric that evaluates both the regularity of waiting times between successful accesses and the balance of access frequencies across agents. We evaluate RP alongside a family of more detailed alternation metrics using a repeated threshold-congestion game in which two to ten reinforcement-learning agents compete for exclusive access to a shared resource. Our experiments reveal that independently trained agents often coordinate substantially worse than random-policy agents, even though conventional fairness metrics consistently report highly favourable outcomes. At the same time, RP closely reproduces the rankings of the more computationally expensive alternation metrics while computing twelve to twenty-five times faster as the number of agents increases. These findings show that evaluating multi-agent learning systems requires temporally aware measures of coordination, not only aggregate outcomes, and that efficient proxy metrics such as RP make this type of evaluation practical for larger intelligent computing systems.

cs.MA

Modeling the Formation of Social Conventions from Embodied Real-Time Interactions

What is the role of real-time control and learning in the formation of social conventions? To answer this question, we propose a computational model that matches human behavioral data in a social decision-making game that was analyzed both in discrete-time and continuous-time setups. Furthermore, unlike previous approaches, our model takes into account the role of sensorimotor control loops in embodied decision-making scenarios. For this purpose, we introduce the Control-based Reinforcement Learning (CRL) model. CRL is grounded in the Distributed Adaptive Control (DAC) theory of mind and brain, where low-level sensorimotor control is modulated through perceptual and behavioral learning in a layered structure. CRL follows these principles by implementing a feedback control loop handling the agent's reactive behaviors (pre-wired reflexes), along with an adaptive layer that uses reinforcement learning to maximize long-term reward. We test our model in a multi-agent game-theoretic task in which coordination must be achieved to find an optimal solution. We show that CRL is able to reach human-level performance on standard game-theoretic metrics such as efficiency in acquiring rewards and fairness in reward distribution.

cs.MA

The Morphospace of Consciousness

We construct a complexity-based morphospace to study systems-level properties of conscious & intelligent systems. The axes of this space label 3 complexity types: autonomous, cognitive & social. Given recent proposals to synthesize consciousness, a generic complexity-based conceptualization provides a useful framework for identifying defining features of conscious & synthetic systems. Based on current clinical scales of consciousness that measure cognitive awareness and wakefulness, we take a perspective on how contemporary artificially intelligent machines & synthetically engineered life forms measure on these scales. It turns out that awareness & wakefulness can be associated to computational & autonomous complexity respectively. Subsequently, building on insights from cognitive robotics, we examine the function that consciousness serves, & argue the role of consciousness as an evolutionary game-theoretic strategy. This makes the case for a third type of complexity for describing consciousness: social complexity. Having identified these complexity types, allows for a representation of both, biological & synthetic systems in a common morphospace. A consequence of this classification is a taxonomy of possible conscious machines. We identify four types of consciousness, based on embodiment: (i) biological consciousness, (ii) synthetic consciousness, (iii) group consciousness (resulting from group interactions), & (iv) simulated consciousness (embodied by virtual agents within a simulated reality). This taxonomy helps in the investigation of comparative signatures of consciousness across domains, in order to highlight design principles necessary to engineer conscious machines. This is particularly relevant in the light of recent developments at the crossroads of cognitive neuroscience, biomedical engineering, artificial intelligence & biomimetics.

q-bio.NC