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A Hierarchical Hybrid AI Approach: Integrating Deep Reinforcement Learning and Scripted Agents in Combat Simulations
Black, Scotty, Darken, Christian
In the domain of combat simulations in support of wargaming, the development of intelligent agents has predominantly been characterized by rule-based, scripted methodologies with deep reinforcement learning (RL) approaches only recently being introduced. While scripted agents offer predictability and consistency in controlled environments, they fall short in dynamic, complex scenarios due to their inherent inflexibility. Conversely, RL agents excel in adaptability and learning, offering potential improvements in handling unforeseen situations, but suffer from significant challenges such as black-box decision-making processes and scalability issues in larger simulation environments. This paper introduces a novel hierarchical hybrid artificial intelligence (AI) approach that synergizes the reliability and predictability of scripted agents with the dynamic, adaptive learning capabilities of RL. By structuring the AI system hierarchically, the proposed approach aims to utilize scripted agents for routine, tactical-level decisions and RL agents for higher-level, strategic decision-making, thus addressing the limitations of each method while leveraging their individual strengths. This integration is shown to significantly improve overall performance, providing a robust, adaptable, and effective solution for developing and training intelligent agents in complex simulation environments.
Agent-Based Modeling and Deep Neural Networks for Establishing Digital Twins of Secure Facilities under Sensing Restrictions
Gunaratne, Chathika, Stott, Mason, De, Debraj, Thakur, Gautam Malviya, Young, Chris
Digital twin technologies help practitioners simulate, monitor, and predict undesirable outcomes in-silico, while avoiding the cost and risks of conducting live simulation exercises. Virtual reality (VR) based digital twin technologies are especially useful when monitoring human Patterns of Life (POL) in secure nuclear facilities, where live simulation exercises are too dangerous and costly to ever perform. However, the high-security status of such facilities may restrict modelers from deploying human activity sensors for data collection. This problem was encountered when deploying MetaPOL, a digital twin system to prevent insider threat or sabotage of secure facilities, at a secure nuclear reactor facility at Oak Ridge National Laboratory (ORNL). This challenge was addressed using an agent-based model (ABM), driven by anecdotal evidence of facility personnel POL, to generate synthetic movement trajectories. These synthetic trajectories were then used to train deep neural network surrogates for next location and stay duration prediction to drive NPCs in the VR environment. In this study, we evaluate the efficacy of this technique for establishing NPC movement within MetaPOL and the ability to distinguish NPC movement during normal operations from that during a simulated emergency response. Our results demonstrate the success of using a multi-layer perceptron for next location prediction and mixture density network for stay duration prediction to predict the ABM generated trajectories. We also find that NPC movement in the VR environment driven by the deep neural networks under normal operations remain significantly different to that seen when simulating responses to a simulated emergency scenario.
Abstracting Geo-specific Terrains to Scale Up Reinforcement Learning
Ustun, Volkan, Hans, Soham, Kumar, Rajay, Wang, Yunzhe
ABSTRACT Multi - agent reinforcement learning (MARL) is increasingly ubiquitous in training dynamic and adaptive synthetic characters for interactive simulations on geo - specific terrains. Frameworks such as Unity's ML - Agents help to make such reinforcement learning e xperiments more accessible to the simulation community. Military training simulations also benefit from advances in MARL, but they have immense computational requirements due to their complex, continuous, stochastic, partially observable, non - stationary, a nd doctrine - based nature. Furthermore, these simulations require geo - specific terrains, further exacerbating the computational resources problem. In our research, we leverage Unity's waypoints to automatically generate multi - layered representation abstract ions of the geo - specific terrains to scale up reinforcement learning while still allowing the transfer of learned policies between different representations. Our early exploratory results on a novel MARL scenario, where each side has differing objectives, indicate that waypoint - based navigation enables faster and more efficient learning while producing trajectories similar to those taken by expert human players in CSGO gaming environments. This research points out the potential of waypoint - based navigation for reducing the computational costs of developing and training MARL models for military training simulations, where geo - specific terrains and differing objectives are crucial. ABOUT THE AUTHORS Volkan Ustun is the Associate Director of the Human - Inspired Adaptive Teaming Systems Group at the USC I nstitute for Creative Technologies .
Scaling Intelligent Agents in Combat Simulations for Wargaming
Black, Scotty, Darken, Christian
Remaining competitive in future conflicts with technologically-advanced competitors requires us to accelerate our research and development in artificial intelligence (AI) for wargaming. More importantly, leveraging machine learning for intelligent combat behavior development will be key to one day achieving superhuman performance in this domain--elevating the quality and accelerating the speed of our decisions in future wars. Although deep reinforcement learning (RL) continues to show promising results in intelligent agent behavior development in games, it has yet to perform at or above the human level in the long-horizon, complex tasks typically found in combat modeling and simulation. Capitalizing on the proven potential of RL and recent successes of hierarchical reinforcement learning (HRL), our research is investigating and extending the use of HRL to create intelligent agents capable of performing effectively in these large and complex simulation environments. Our ultimate goal is to develop an agent capable of superhuman performance that could then serve as an AI advisor to military planners and decision-makers. This papers covers our ongoing approach and the first three of our five research areas aimed at managing the exponential growth of computations that have thus far limited the use of AI in combat simulations: (1) developing an HRL training framework and agent architecture for combat units; (2) developing a multi-model framework for agent decision-making; (3) developing dimension-invariant observation abstractions of the state space to manage the exponential growth of computations; (4) developing an intrinsic rewards engine to enable long-term planning; and (5) implementing this framework into a higher-fidelity combat simulation.
Real-Time Surface-to-Air Missile Engagement Zone Prediction Using Simulation and Machine Learning
Dantas, Joao P. A., Geraldo, Diego, Medeiros, Felipe L. L., Maximo, Marcos R. O. A., Yoneyama, Takashi
Surface-to-Air Missiles (SAMs) are crucial in modern air defense systems. A critical aspect of their effectiveness is the Engagement Zone (EZ), the spatial region within which a SAM can effectively engage and neutralize a target. Notably, the EZ is intrinsically related to the missile's maximum range; it defines the furthest distance at which a missile can intercept a target. The accurate computation of this EZ is essential but challenging due to the dynamic and complex factors involved, which often lead to high computational costs and extended processing times when using conventional simulation methods. In light of these challenges, our study investigates the potential of machine learning techniques, proposing an approach that integrates machine learning with a custom-designed simulation tool to train supervised algorithms. We leverage a comprehensive dataset of pre-computed SAM EZ simulations, enabling our model to accurately predict the SAM EZ for new input parameters. It accelerates SAM EZ simulations, enhances air defense strategic planning, and provides real-time insights, improving SAM system performance. The study also includes a comparative analysis of machine learning algorithms, illuminating their capabilities and performance metrics and suggesting areas for future research, highlighting the transformative potential of machine learning in SAM EZ simulations.
AI Enabled Maneuver Identification via the Maneuver Identification Challenge
Samuel, Kaira, LaRosa, Matthew, McAlpin, Kyle, Schaefer, Morgan, Swenson, Brandon, Wasilefsky, Devin, Wu, Yan, Zhao, Dan, Kepner, Jeremy
Artificial intelligence (AI) has enormous potential to improve Air Force pilot training by providing actionable feedback to pilot trainees on the quality of their maneuvers and enabling instructor-less flying familiarization for early-stage trainees in low-cost simulators. Historically, AI challenges consisting of data, problem descriptions, and example code have been critical to fueling AI breakthroughs. The Department of the Air Force-Massachusetts Institute of Technology AI Accelerator (DAF-MIT AI Accelerator) developed such an AI challenge using real-world Air Force flight simulator data. The Maneuver ID challenge assembled thousands of virtual reality simulator flight recordings collected by actual Air Force student pilots at Pilot Training Next (PTN). This dataset has been publicly released at Maneuver-ID.mit.edu and represents the first of its kind public release of USAF flight training data. Using this dataset, we have applied a variety of AI methods to separate "good" vs "bad" simulator data and categorize and characterize maneuvers. These data, algorithms, and software are being released as baselines of model performance for others to build upon to enable the AI ecosystem for flight simulator training.
Controlling Synthetic Characters in Simulations: A Case for Cognitive Architectures and Sigma
Ustun, Volkan, Rosenbloom, Paul S., Sajjadi, Seyed, Nuttal, Jeremy
Simulations, along with other similar applications like virtual worlds and video games, require computational models of intelligence that generate realistic and credible behavior for the participating synthetic characters. Cognitive architectures, which are models of the fixed structure underlying intelligent behavior in both natural and artificial systems, provide a conceptually valid common basis, as evidenced by the current efforts towards a standard model of the mind, to generate human-like intelligent behavior for these synthetic characters. Sigma is a cognitive architecture and system that strives to combine what has been learned from four decades of independent work on symbolic cognitive architectures, probabilistic graphical models, and more recently neural models, under its graphical architecture hypothesis. Sigma leverages an extended form of factor graphs towards a uniform grand unification of not only traditional cognitive capabilities but also key non-cognitive aspects, creating unique opportunities for the construction of new kinds of cognitive models that possess a Theory-of-Mind and that are perceptual, autonomous, interactive, affective, and adaptive. In this paper, we will introduce Sigma along with its diverse capabilities and then use three distinct proof-of-concept Sigma models to highlight combinations of these capabilities: (1) Distributional reinforcement learning models in; (2) A pair of adaptive and interactive agent models that demonstrate rule-based, probabilistic, and social reasoning; and (3) A knowledge-free exploration model in which an agent leverages only architectural appraisal variables, namely attention and curiosity, to locate an item while building up a map in a Unity environment.
Adaptive Synthetic Characters for Military Training
Ustun, Volkan, Kumar, Rajay, Reilly, Adam, Sajjadi, Seyed, Miller, Andrew
Behaviors of the synthetic characters in current military simulations are limited since they are generally generated by rule-based and reactive computational models with minimal intelligence. Such computational models cannot adapt to reflect the experience of the characters, resulting in brittle intelligence for even the most effective behavior models devised via costly and labor-intensive processes. Observation-based behavior model adaptation that leverages machine learning and the experience of synthetic entities in combination with appropriate prior knowledge can address the issues in the existing computational behavior models to create a better training experience in military training simulations. In this paper, we introduce a framework that aims to create autonomous synthetic characters that can perform coherent sequences of believable behavior while being aware of human trainees and their needs within a training simulation. This framework brings together three mutually complementary components. The first component is a Unity-based simulation environment - Rapid Integration and Development Environment (RIDE) - supporting One World Terrain (OWT) models and capable of running and supporting machine learning experiments. The second is Shiva, a novel multi-agent reinforcement and imitation learning framework that can interface with a variety of simulation environments, and that can additionally utilize a variety of learning algorithms. The final component is the Sigma Cognitive Architecture that will augment the behavior models with symbolic and probabilistic reasoning capabilities. We have successfully created proof-of-concept behavior models leveraging this framework on realistic terrain as an essential step towards bringing machine learning into military simulations.