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Automatic Learning of Combat Models for RTS Games

AAAI Conferences

Game tree search algorithms, such as Monte Carlo Tree Search (MCTS), require access to a forward model (or "simulator") of the game at hand. However, in some games such forward model is not readily available. In this paper we address the problem of automatically learning forward models (more specifically, combats models) for two-player attrition games. We report experiments comparing several approaches to learn such combat model from replay data to models generated by hand. We use StarCraft, a Real-Time Strategy (RTS) game, as our application domain. Specifically, we use a large collection of already collected replays, and focus on learning a combat model for tactical combats.


Self-Confidence of Autonomous Systems in a Military Environment

AAAI Conferences

The topic of the self-confidence of autonomous systems is discussed from the perspective of its use in a military environment. The concepts of autonomy and self-confidence are quite different in a military environment from the civilian environment. The military’s recruit indoctrination provided a basis for the concept, the factors affecting the concept, and its measurement and communication. These and other aspects of the topic self-confidence in autonomous systems are discussed along with examples based on current research on the interface between human operators and such systems.


A Taxonomy for Improving Dialog between Autonomous Agent Developers and Human-Machine Interface Designers

AAAI Conferences

Autonomous agents require interfaces to define their interactions with humans. The coupling between agents and humans is often limited, with disjoint goals between the agent interface and its associated autonomous components. This leads to a gap in human interaction relative to agent capabilities. We seek to aid interface designs by clarifying agent capabilities within an interface context. A taxonomy was developed that can help elucidate the agent’s affordances and constraints that guide interface design. Moreover, the descriptors employed in the taxonomy can serve as a common language to support dialog between agent and interface developers, resulting in improved autonomous systems that support human-autonomy coordination.


Toward Adversarial Online Learning and the Science of Deceptive Machines

AAAI Conferences

Intelligent systems rely on pattern recognition and signature-based approaches for a wide range of sensors enhancing situational awareness. For example, autonomous systems depend on environmental sensors to perform their tasks and secure systems depend on anomaly detection methods. The availability of large amount of data requires the processing of data in a “streaming” fashion with online algorithms. Yet, just as online learning can enhance adaptability to a non-stationary environment, it introduces vulnerabilities that can be manipulated by adversaries to achieve their goals while evading detection. Although human intelligence might have evolved from social interactions, machine intelligence has evolved as a human intelligence artifact and been kept isolated to avoid ethical dilemmas. As our adversaries become sophisticated, it might be time to revisit this question and examine how we can combine online learning and reasoning leading to the science of deceptive and counter-deceptive machines.



Machine Interface for Contracting Assistance

AAAI Conferences

We describe a cognitive assistant in early-stage development for the United States Air Force as an aid to contracting officers and potential commercial offerors for navigating the government-contracting process. The goal is easing compliance and affording flexibility and transparency so as to support an innovative and rapid acquisition process. The motivation, use cases, and technical approach for MICA, a Machine Interface for Contracting Assistance, are discussed here along with the technical challenges posed.


Fiascomatic: A Framework for Automated Fiasco Playsets

AAAI Conferences

We present Fiascomatic , a mixed initiative system for generating consistent scenarios for the indie storytelling RPG Fiasco . Players can repeatedly generate scenarios, locking down aspects of a scenario they like and regenerating aspects they don’t, until they arrive at a scenario they find entertaining.  It is not a story generation system; it generates scenarios from which players then generate stories.  Nor is it intended to generate optimal scenarios; it generates random scenarios which the players can then curate according to their taste. Fiascomatic presents an interesting intermediate point between non-automated table-top RPGs and fully automated systems such as story generators or autonomous characters.  It is a tool that can be used by Fiasco players to speed the generation of game setups while preserving creative input on the part of the players, and by Fiasco playset authors to make automated playsets.


Modeling Motivational States for Adaptive Robot Companions

AAAI Conferences

Motivation impacts people’s lives in a powerful way and is at the heart of a plethora of day-to-day activities and achievement settings, from success at the workplace to learning and acquiring knowledge to trying to quit bad habits. The current work aims to develop an adaptive robot companion that models a user’s daily motivational state and chooses appropriate motivational strategies to keep the user on track for achieving a daily goal. The two main components we are focusing on in this context are creating an ontology-based user model of the person’s motivational states and using an appropriate strategy selection algorithm that chooses the best motivational strategies for the user each day based on the user model’s output. Specifically, we are focusing on the important application domain of physical activity and aim to help early adolescents achieve daily-recommended levels of physical activity. Our human-robot interaction system uses information acquired from the user to feed the user model and physical activity data from a wristband device to inform the strategy selection algorithm.


Cognitive Assistants for Document-Related Tasks in Law and Government

AAAI Conferences

The legal relationship between government and citizens is mediated by documents. This paper identifies four classes of cognitive assistants that could improve the experience of citizens and government officials in using and understanding government documents: self-filling forms; error-detecting forms; proactive information search; and deductive document synthesis. Each of these classes of cognitive assistants has the potential to significantly improve access to justice and delivery of information, services, and other benefits to citizens by improving the ability of citizens to understand and correctly fill out forms and to comprehend informational documents.


COGENT: Cognitive Agent for Cogent Analysis

AAAI Conferences

Timely, relevant, and accurate intelligence analysis is critical to national security, but it is astonishingly complex. This paper provides an intuitive overview of Cogent, a cognitive assistant that facilitates a synergistic integration of analyst's imaginative reasoning with agent's critical reasoning to draw defensible and persuasive conclusions from masses of evidence, in a world that is changing all the time. It presents Cogent's design goals characterizing a new generation of structured analytical tools, introduces the evidence-based analysis concepts on which it is grounded, illustrates a sample session with its current version, and summarizes the cognitive assistance provided to its user.