Chris Miles Sushil J. Louis Nicholas Cole
Evolutionary Computing Systems LAB
University of Nevada
John McDonnell
SPAWAR Systems Center
San Diego, CA
Our research focuses on a strike force asset allocation game which maps to a broad category of resource allocation problems in industry and the military. Genetic algorithms can be used in our game to robustly search for effective allocation strategies, but these strategies may may not necessarily approach real world optima as the game is an imperfect reflection of reality. Humans with past experience playing the real world game tend to include external knowledge (gained through their experience) when producing strategies for the real-world problem underlying the game. Acquiring and incorporating knowledge from the way these humans play should allow us to carry over some of this external knowledge into our own play. Results show that case injection combined with a flexible representation biases the genetic algorithm toward producing strategies similar to those learned from human players. Beyond playing similarly on the same mission, the genetic algorithm can use strategic knowledge across a range of similar missions to continue to play as the human would. The left side of Figure 1 shows a screen shot of the game we are designing while the right side shows the scenario considered in this abstract.
Previous work in strike force asset allocation has been done in optimizing the allocation of assets to targets, the majority of it focusing on static pre-mission planning [2,3,4,5]. A large body of work exists in which evolutionary methods have been applied to games [6,7,8,9,10]. However the majority of this work has been applied to board, card, and other well defined games which have many differences from popular real time strategy (RTS) computer games such as Starcraft, Total Annihilation, and Homeworld[11,12,13]. Entities in our game exist and interact over time in continuous three dimensional space. Sets of algorithms control these entities, seeking to fulfill goals set by the player leading them. This adds a level of abstraction not found in those traditional games. In most of these computer games, players not only have incomplete knowledge of the game state, but even identifying the domains of this incomplete knowledge is difficult. John Laird [14,15,16] surveys the state of research in using Artificial Intelligence (AI) techniques in interactive computers games. He describes the importance of such research and provides a taxonomy of games. Several military simulations share some of our game's properties [17,18,19], the purpose of our game is not to provide a perfect reflection of reality however, but to both provide a platform for research in strategic planning and to have fun.
The mission being played is shown in on the right side of Figure 1.
This mission was chosen to be simple, to have easily analyzable results, and to allow the GA to learn external knowledge from the human.
As many games show similar dynamics, this mission is a good arena for examining the general effectiveness of using case injection for learning from humans.
The mission takes place in Northern Nevada and California, Lake Tahoe is visible near the bottom of the map.
Blue possesses one platform which is armed with 8 assets (weapons) and the platform takes off from and returns to the lower left hand corner of the map.
Red possesses eight targets distributed in the top right region of the map, and six threats that defend them.
The first stage in Blue's planning is determining the allocation of the eight assets.
Each asset can be allocated to any of the eight targets, giving
allocations.
The second stage in Blue's planning involves finding routes for each of the platforms to follow during their mission.
These routes should be short and simple but still minimize exposure to risk.
We categorize Blue's possible routes into two categories.
Yellow routes fly through the corridor between the threats, while green routes fly around.
The evaluator has no direct knowledge of potential danger presented to platforms inside the corridor area.
Because of this, the evaluator optimal solution is the yellow route, as it is the shortest.
The human expert however, understands the potential for danger in the corridor because of likelyhood of a pop-up trap.
Knowing this the green route is the human optimal solution.
Our goal is now to bias the GA to produce the green route, while still optimizing the allocation.
Teaching GAP to learn from the human and produce green strategies even though yellow strategies have higher fitness is the goal of this research.
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We wish to investigate knowledge acquisition and incorporation (from humans) to bias genetic algorithm search to model human decision making. Knowledge acquisition is generally considered a difficult Artificial Intelligence (AI) problem and we tackle this using case-injected genetic algorithms. Case-injected genetic algorithms work by saving individuals from the population of a GA, and later introducing them into a GA solving a similar but different problem. Louis showed that case injection improves convergence speed and the quality of solutions found by biasing the current search toward promising regions identified from previous problem solving experience [1,20]. In this work, the system acquires cases from humans for injection into GAP's population. The idea is to automatically acquire cases by instrumenting the game interface to record all human decision making during game play. Our goal is not only to improve the GA's performance, but to bias the search by acquiring and using knowledge that is external to the actual evaluation and fitness of an individual plan - knowledge being expressed by expert humans in their formation of game plans. The genetic algorithm searches for an optimal strategy while case injection biases it to contain elements from strategies used by humans. Used in conjunction we hope to produce near optimal strategies that incorporate important information external to the evaluation function.
We would also like to incorporate dynamics into the game without the expense of simulating them. Consider a game involving armies doing battle, both players periodically rotate out their front line troops to let them rest. Whether or not the game simulation has an accurate model of fatigue the result is much the same, playing in anticipation of this dynamic (fatigue) is equivalent to implementing it. If GAP can incorporate these game dynamics from watching humans play, it should deepen the feeling of strategy involved in playing the game.
Our Genetic Algorithm Player (GAP) should be able to function both as a decision aid and as a trainer. GAP should be able to function as a trainer, a player who plays not just to win but to teach their opponent how to better play the game, in particular to prepare them for future play against human opponents. This would allow us to use GAP for acquiring knowledge from human experts and transferring that knowledge to less adept human players without the expense of individual training with experts. We want to use GAP for decision support, whereby GAP provides suggestions and alternative strategies to humans actively playing the game. Producing strategie that are both near optimal strategies and compatible with those being considered by human players, should help maximize the positive effect on the decision making process.
These roles require GAP to play with objectives in mind besides that of winning - objectives that would be difficult to quantify inside the evaluator. As humans function effectively in these regards, learning from them should help GAP better fulfill these responsibilities. Preliminary results indicate that case injection seems to be a promising approach towards acquiring knowledge and biasing genetic search toward human preferred solutions.
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