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Autonomous Target Assignment: A Game Theoretical Formulation

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Global Utility = Utility generated at target j ... Relaxation techniques available for suboptimal solutions. Decentralized implementation ... – PowerPoint PPT presentation

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Title: Autonomous Target Assignment: A Game Theoretical Formulation


1
Autonomous Target AssignmentA Game Theoretical
Formulation
  • Gurdal Arslan Jeff Shamma
  • Mechanical and Aerospace Engineering
  • UCLA
  • AFOSR / MURI

2
Setup for Target Assignment Problem
  • max Global Utility ( assignment )

3
Global Utility Example
  • Global Utility Utility generated at
    target j
  • E total value of ( destroyed target vehicles
    lost )

No engagement here
Independent engagements
(for example)
4
Joint Optimization
Global Utility
Assignment Profile
  • Can be formulated as an integer programming
    problem
  • - Computationally hard
  • - Relaxation techniques available for suboptimal
    solutions
  • Decentralized implementation
  • - Requires global information
  • - Agreement issues can arise

5
Game Theory Formulation
  • Vehicles are self-interested players with private
    utilities
  • A vehicle need not know other vehicles
    utilities.
  • Individual utilities depend on local information
    only.
  • Vehicles negotiate an agreeable assignment.

6
Autonomous Target Assignment Problem
  • Design
  • - Vehicle utilities
  • - Negotiation mechanisms
  • so that
  • vehicles agree on an assignment with high Global
    Utility
  • using
  • - low computational power
  • - low inter-vehicle communication

7
Agreeable Assignment - Nash Equilibrium
  • An assignment is a ( pure ) Nash equilibrium
    if no player has an
    incentive to unilaterally deviate from it.
  • Example
  • Pure Nash equilibria (1,1), (2,2), (3,3)
  • Mixed Nash equilibria ( .54 .27 .18 ,
    .27 .54 .18)

2
1
1
2
3
3
2,1 0,0 0,0
0,0 1,2 0,0
0,0 0,0 3,3
1
2
3
8
Utility Design
  • Vehicle utilities should be aligned with Global
    Utility
  • Ideal alignment
  • Only globally optimal assignments should be
    agreeable
  • Not possible without computing globally optimal
    assignments
  • Relaxed alignment ( factoredness in Wolpert et
    al. 2000 )
  • Globally optimum assignment is always agreeable
    (pure Nash)

9
Aligned Utilities - Team Play
  • For every vehicle,
  • Example
  • Not localized
  • - Each vehicle needs global information
  • - Low Signal-to-Noise-Ratio (Wolpert et al.
    2000)

2
1
1
2
2 , 2 0 , 0
0 , 0 1 , 1
1
2
Suboptimal Nash
10
Aligned Utilities - Wonderful Life Utility
(Wolpert et al. 2000)
  • Marginal contribution of vehicle i to Global
    Utility, i.e.,
  • Localized
  • - Equal marginal contribution to engagements
    within range
  • - Signal-to-Noise-Ratio is maximized

no engagement
11
Aligned Utilities - Wonderful Life Utility
(Wolpert et al. 2000)
  • Aligned
  • Leads to a Potential Game with potential
  • Convergent negotiation mechanisms for potential
    games

12
A Misaligned Utility Structure
  • Equally Shared Utilities
  • Hence
  • Global optimum may not be Nash agreeable
  • A pure Nash agreeable assignment may not exists
    at all !

13
Negotiation Mechanisms
  • At step k, vehicle i proposes a target
  • based on the past proposal profiles
  • Is there a reasonable negotiation mechanism that
    leads to a Nash equilibrium ?
  • Adopt learning methods in repeated games

14
Fictitious Play (FP)
  • Empirical frequencies of past proposals
  • Vehicle i proposes the best response to
  • Initial proposals are random

target 1
target 2
15
Convergence of FP in Potential Games
  • Convergent to a (possibly mixed) Nash equilibrium
  • Believed to be generically convergent to a pure
    Nash
  • May be trapped at a suboptimal Nash

2
1
1
2
2 , 2 0 , 0
0 , 0 1 , 1
1
2
16
Stochastic FP
  • Randomness may help avoid a suboptimal assignment
  • Positive probability of convergence to any pure
    Nash equilibrium in almost all potential games
  • Conjecture
  • Stochastic FP converges to one of the pure Nash
    equilibria almost surely, in almost all potential
    games.

17
Stochastic FP with Utility Measurements
  • Empirical average payoff for past proposals
  • Propose the target with largest empirical average
    payoff

target 1
target 2
18
Stochastic FP with Utility Measurements
  • Advantage
  • Dont need to keep track of empirical
    frequencies
  • Conjecture
  • Converges to one of the pure Nash equilibria
    almost surely, in almost all potential games.
  • Convergence may be slower than FP

19
Near Optimum Performance
  • Example
  • 40 uniform weapons negotiate 40 non-uniform
    targets

20
Simulation Environment
  • Consists of entities and a battlefield

21
Entity Types
  • Entities can be of different types
  • Each entity type represented by a data structure
  • For example
  • type uav
  • side blue
  • attributes radius pkill SARscanrate
  • states health location heading
    nstores
  • routine uav_rule

22
Entity Rules
  • How an entity type interacts and performs tasks
  • For example, routine for uav type
  • If UAV is alive
  • Find all SAMs within radius
  • If no missile is launched UAV has ammo
  • Target closest live enemy

23
State Space
  • State space consists of
  • - states of all entities
  • - environment states
  • number of iterations left, etc.
  • Simulation state is updated essentially based on
    the entity rules
  • At each step, simulation state is displayed using
    visualization tools.

24
Simulation
  • Scalable One routine for each entity type
  • Easy to modify, introduce new types, rules, etc.

25
Extensions Issues
  • Investigate other negotiation mechanisms
  • - Gradient based mechanisms
  • - Replicator dynamics
  • - Finite Memory
  • - Asynchronous mechanisms
  • Explore applications
  • - Traffic management
  • - Routing in communication networks
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