Title: Agent-based Composition of Behavior Models
1Agent-based Composition of Behavior Models
- Katia Sycara (PI) Start date 10/02/02
- Gita Sukthankar
- Anupriya Ankolekar
- The Robotics InstituteCarnegie Mellon University
2Talk Outline
- Vision
- Limitations of Current Models
- Research Objectives
- Research Approach
- Expected Impact
- Accomplishments
- Deliverables
3Fully automated, high fidelity Computer Generated
Forces have enormous value for military
simulation and training
- High fidelity CGFs provide realistic adversaries
and team mates - Utilize multi-agent architectures to go beyond
current limited behaviors to adaptive
opponent/teammates with human-like
unpredictability - Can learn from experience
- Embodying Team behaviors
- Can be used for shipboard and embedded training
- Training can be conducted using standard computer
equipment (e.g. PCs) - Will be cost-effective and affordable
- Automated CFGs reduce the training manning
requirements - Agent-oriented software engineering techniques
promote modularity and reuse
4Limitations of Current Models
- Current CGF training models are limited and
inflexible - They exhibit a small hard-coded set of behaviors
- They do not allow the coach to easily customise
the training experience - They are hard to develop and troubleshoot
- Current human performance modeling techniques
- Have not been successfully scaled to complex
tasks - Have not been applied to modeling teams
- Models are expensive to construct
- Models do not allow reuse
5Research Objectives
- Develop techniques that
- Enable CGFs to increase range of behaviors to
incorporate smart human-like strategies and
adaptation - Allow efficient reuse and composition of CGF
models - Allow the development of models of adversaries
and team mates that are consistent with human
behavior modeling - Reduce model construction time and cost
6Research Approach
- Integration of multi-agent architectures and
software engineering techniques to increase CGF
sophistication and enable reuse - Leverage our expertise in the development of
intelligent agents to increase the autonomy,
range of behaviors and long-term strategic level
thinking of the CGFs - Use knowledge bases of composable CGF plan
fragments that encapsulate particular behaviors - Use libraries of reusable software components and
connectors to create executable code - COTS game engines and state of the art animations
provide a realistic and affordable simulation
platform deployable for classroom, shipboard, and
embedded training (PCs with game software) - Demonstration Domain Urban Warfare
7Whats unique about our approach?
- The combination of semantically rich agent
representation and software engineering
development methodology - The multi-agent architectural approach enables
modeling of team behaviors - This approach will result in affordable,
coachable teams of realistic training forces
8Functional Architecture
Trainer
Reasoner
Plan Editor
Internal Events
Knowledge Structures
Reasoner
Belief Editor
CGF Model
Trainee
Simulation Environment
9Armies Fight in Teams and so must their Training
Simulations
- Teamwork in Open Environments Sycara et al.
incorporates heterogeneous teams and dynamic team
formation - Teams are not assumed to be fixed in size or team
members abilities - Model accommodates dynamic role assignment
according to current situation and individual
capability - Model accommodates discovery and incorporation
into the team of new appropriate team members
(adapts to the loss of members) - Teams can be formed/reformed dynamically during
execution in response to incoming/changing goals
and environment - Negotiation of team goals and commitments
- Has been applied to Joint Mission Planning (Agent
Storm)
10Our approach enables reuse at multiple levels
- Individual CGFs can be adapted for different
scenarios and domains - Programmers reuse already developed CGF behavior
fragments to construct new CGFs - Our multi-agent architecture (RETSINA) is a
proven model of software development that has
been reused across multiple domains
11Composition
- Composition of agents at task level
- SE language an agent is a computational process
(an smart component). An agent can be viewed as
a unit of planning and execution - Thus, composition of plan fragments and
associated code - Manage interdependencies between plan fragments
by matching preconditions, beliefs, commitments,
constraints (at reactive and cognitive levels) - Manage interdependencies between code by matching
inputs and outputs - Promising approach from Software Engineering
- Use a library of adapters and connectors to
manage interdependencies and repair violated
dependencies between composed agents
12Appropriate representation facilitates reuse and
composition of pre-existing plans
Knowledge base of pre-developed plan fragments
CLEAR AREA x
CLEAR INTERIOR OF x
GAIN DOMINANT POSITION
CLEAR ENTRY
IF DOOR LOCKED SHOOT BOLT IF DOOR CLOSED KICK
DOOR IF WIDE ENTRY STRAFE ENTRY
Abstract plan fragments
HUG WALL
Executable actions communicated to UT and
executed by CGF
13Appropriate representation facilitates reuse and
composition of pre-existing plans
CLEAR BUILDING
Clearing Room
CLEAR BUILDING INTERIOR
CLEAR ROOM
CLEAR ROOM INTERIOR
GAIN DOMINANT POSITION
CLEAR ENTRY
Plan fragment reuse and composition in similar
new situations
14Appropriate representation facilitates reuse and
composition of pre-existing plans
CLEAR CAVE
CLEAR CAVE INTERIOR
GAIN DOMINANT POSITION
CLEAR ENTRY
Clearing Cave
Plan fragment reuse and composition in similar
new situations
15Realistic and Affordable Simulation Environment
UnrealTournament (UT)
Gamebots TCP/IP Interface
Urban Scenario
UT Engine (C/C)
16 We can embed CGFs into larger tactical
simulations
UT Game Engine To provide real-time high quality
graphics and detailed local behavior
OneSAF To simulate larger military entities,
behaviors, capabilities
Correlated entities
Correlated terrain
17SAF Manager
Show entities information
SAF entities
Show existing OTB simulation
Show network information
Show Current PDUs in OTB
Show UT entities
18Advantages of our Approach
- Reuse
- knowledge base of plan fragments and beliefs
supports reuse in new situations - Modularity
- agent-based architecture provides modularity of
CGF plans and behaviors - Composition
- matching algorithms enable the matching of plan
fragments and behaviors so they can be composed
to form more intelligent adversaries and team
mates, as situations warrant - Verification
- our representation formalism can be used for
formal model-checking and verification of
desirable properties of the software, thus
reducing development time
19Expected Impact
- If successful, our research will provide
Reprogrammable and Instructable CGF teams which - Can be Coached by training instructor using a
simple GUI to provide trainee appropriate combat
experiences - Exhibit realistic team behaviors
- Considerably reduce development time and cost
while increasing behavior realism - Can be embedded in larger simulations (e.g.
OneSAF)
20Accomplishments
- Developed initial Agent Representation Scheme
- Developed initial algorithm that matches current
situation to previously developed plan fragments
for reuse. - Implemented initial teamwork scenario in Unreal
Tournament. - Publications
- Sycara, K. et al. Integrating Agents into Human
Teams, In Salas E. (ed.) Team Cognition, Erlbaum
Publishers, 2003. In Press. - Sycara K. et al. Ontologies in Agent
Architectures, In S. Staab and R. Studer (eds.)
Handbook on Ontologies in Information Systems,
Springer 2003. In Press.
21Hand Signal Behaviors
Cover Area
Listen
Wait
- Hand signals are important for team communication
in urban warfare since the enemy is often in
close proximity. - Extensions to Gamebots allow AI control over
these new behaviors.
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http//www.millenniumsend.com/user/pender/articles
/hands.html
22Composition L-Shaped Corridor and Room Clearing
MCWP 3-35.3 Military Operations on Urbanized
Terrain (MOUT)
23Composition L-Shaped Corridor and Room Clearing
MCWP 3-35.3 Military Operations on Urbanized
Terrain (MOUT)
24Composition L-Shaped Corridor and Room Clearing
MCWP 3-35.3 Military Operations on Urbanized
Terrain (MOUT)
25Composition L-Shaped Corridor and Room Clearing
MCWP 3-35.3 Military Operations on Urbanized
Terrain (MOUT)
26Composition L-Shaped Corridor and Room Clearing
MCWP 3-35.3 Military Operations on Urbanized
Terrain (MOUT)
27Composition L-Shaped Corridor and Room Clearing
MCWP 3-35.3 Military Operations on Urbanized
Terrain (MOUT)
28Composition L-Shaped Corridor and Room Clearing
MCWP 3-35.3 Military Operations on Urbanized
Terrain (MOUT)
29Composition L-Shaped Corridor and Room Clearing
MCWP 3-35.3 Military Operations on Urbanized
Terrain (MOUT)
30Composition L-Shaped Corridor and Room Clearing
MCWP 3-35.3 Military Operations on Urbanized
Terrain (MOUT)
31Composition L-Shaped Corridor and Room Clearing
MCWP 3-35.3 Military Operations on Urbanized
Terrain (MOUT)
32Composition L-Shaped Corridor and Room Clearing
MCWP 3-35.3 Military Operations on Urbanized
Terrain (MOUT)
33Composition L-Shaped Corridor and Room Clearing
MCWP 3-35.3 Military Operations on Urbanized
Terrain (MOUT)
34Composition L-Shaped Corridor and Room Clearing
MCWP 3-35.3 Military Operations on Urbanized
Terrain (MOUT)
35Composition L-Shaped Corridor and Room Clearing
MCWP 3-35.3 Military Operations on Urbanized
Terrain (MOUT)
36Composition L-Shaped Corridor and Room Clearing
MCWP 3-35.3 Military Operations on Urbanized
Terrain (MOUT)
37Composition L-shaped Corridor Stacked 2-Man
Room Clearing
38Milestones and Deliverables
- 4/30/03- 9/30/03
- Develop initial scenarios for CGF deployment
- Develop initial agent teamwork representation
- Implement the initial scenarios in Unreal
Tournament - 10/01/03-12/30/03
- Evaluate the resulting CGFs for realism
- Refine teamwork representation as a result
- 1/01/04 3/30/04
- Develop techniques for agent behavior reuse
- Continue development and testing of teamwork
schemes - Implement them and test them in new situations
39Milestones and Deliverables (2)
- 4/01/04- 6/30/04
- Evaluate the resulting CGFs from previous quarter
for realism and ease of development - Develop and test mechanisms for agent behavior
composition - 7/01/04 9/30/04
- Develop techniques for resolution of mismatches
in agent descriptions - Develop techniques for propagation of constraints
across plans and agent beliefs - 10/01/04 12/30/04
- Implement techniques from previous quarter in
Unreal Tournament and test in new situations - Develop techniques for belief propagation across
team members
40Milestones and Deliverables (3)
- 1/01/05- 3/30/05
- Develop indexing scheme for agent behaviors
- Develop techniques for dynamic retrieval of agent
behaviors and reuse - 4/01/05 6/30/05
- Implement dynamic retrieval and reuse of agent
behaviors in new situations - Design and implement coachs GUI
- 7/01/05 9/30/05
- Test control of CGFs from coachs GUI
- Demonstrate embedding of CGFs in OneSAF
41Hand Signal Behaviors