A study of the Markov game approach to tactical maneuvering problems
Application of Markov game approach to planar air combat problems
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Application of Markov game approach to planar air combat problems
The procedure for finding the closed-loop Nash equilibrium solution of two-player zero-sum linear time-invariant differential games with quadratic performance criteria and classical information pattern may be reduced in most cases to the solution of an algebraic Riccati equation. Based on the results obtained by Willems, necessary and sufficient conditions for existence of solutions to these equations are derived, and explicit conditions for a scalar example are given.
The development of criteria which specify the roles of pursuer and evader as functions of the relative geometry and of the important parameters of the problem are discussed. A reduced-order model of the relative motion is derived and discussed. In this model, the two aircraft move in the same plane at unequal but constant speeds, and with different maximum turn rates. The equations of relative motion are of third order, the dependent variables being the relative range, bearing, and heading of the two aircraft. Termination of the pursuit-evasion game is defined by either the heading-limited or the range-limited end condition. These are geometric conditions for which the evading aircraft is in front of the other, with the relative heading and relative range satisfying certain inequalities. Retrograde solutions to the equations of relative motion were used with the derived optimal terminal maneuvers to find where an assumed set of end conditions could have begun.
An approach to one-on-one air-combat analysis is described which employs discrete gaming of a parameterized model featuring choice between several closed-loop control policies. A preference-ordering formulation due to Falco is applied to rational choice between outcomes: win, loss, mutual capture, purposeful disengagement, draw. Approximate optimization is provided by an active-cell scheme similar to Falco's obtained by a 'backing up' process similar to that of Kopp. The approach is designed primarily for short-duration duels between craft with large-envelope weaponry. Some illustrative computations are presented for an example modeled using constant-speed vehicles and very rough estimation of energy shifts.
Method which present a student with a more challenging and true to life situation of needing to conduct research in a problem solving context--and not thinking about organization of format until research and thinking are complete are investigated. Simulation-gaming techniques which attempt to teach initiative and creativity that library research are used for this purpose. However, it is shown case studies provide the greatest opportunities to engage the students in problem solving situations in which they develop skills as researchers and writers.
The duality approach, which is motivated by computational needs and is done by introducing N + 1 Language multipliers is addressed. For N-person linear quadratic games, the primal min-max problem is shown to be equivalent to the dual min-max problem.
The equilibrium strategy for N-person differential games can be found by studying a min-max problem subject to differential systems constraints. The differential constraints are penalized and finite elements are used to compute numerical solutions. Convergence proof and error estimates are given. Numerical results are also included and compared with those obtained by the dual method.
A synthesis technique for handling unmodeled disturbances in nonlinear control law synthesis was advanced using differential game theory. Two types of modeling inaccuracies can be included in the formulation. The first is a bias-type error, while the second is the scale-factor-type error in the control variables. The disturbances were assumed to satisfy an integral inequality constraint. Additionally, it was assumed that they act in such a way as to maximize a quadratic performance index. Expressions for optimal control and worst-case disturbance were then obtained using optimal control theory.
In concurrent systems, a major responsibility of the resource management system is to decide how the application program is to be mapped onto the multi-processor. Instead of using abstract program and machine models, a generate-and-test framework known as 'post-game analysis' that is based on data gathered during program execution is proposed. Each iteration consists of (1) (a simulation of) an execution of the program; (2) analysis of the data gathered; and (3) the proposal of a new mapping that would have a smaller execution time. These heuristics are applied to predict execution time changes in response to small perturbations applied to the current mapping. An initial experiment was carried out using simple strategies on 'pipeline-like' applications. The results obtained from four simple strategies demonstrated that for this kind of application, even simple strategies can produce acceptable speed-up with a small number of iterations.
Distributed search algorithms are crucial in dealing with large optimization problems, particularly when a centralized approach is not only impractical but infeasible. Many machine learning concepts have been applied to search algorithms in order to improve their effectiveness. In this article we present an algorithm that blends Reinforcement Learning (RL) and hill climbing directly, by using the RL signal to guide the exploration step of a hill climbing algorithm. We apply this algorithm to the domain of a constellations of communication satellites where the goal is to minimize the loss of importance weighted data. We introduce the concept of 'ghost' traffic, where correctly setting this traffic induces the satellites to act to optimize the world utility. Our results indicated that the bi-utility search introduced in this paper outperforms both traditional hill climbing algorithms and distributed RL approaches such as team games.
The authors tested the hypothesis that individuals with a variety of severe chronic illnesses and the healthy elderly exhibit a loss of flexibility in their response to a variety of stressors, compared with healthy adults. A card sort game designed to assess self-reported coping behavior under different stressful life situations was used to compare healthy adults with individuals with multiple sclerosis, rheumatoid arthritis, systemic lupus erythematosus, and the elderly. The healthy adults were found to exhibit more variability than any of the illness groups or the elderly. Healthy function is marked by a complex type of variability.
A long-running difficulty with conventional game theory has been how to modify it to accommodate the bounded rationality of all red-world players. A recurring issue in statistical physics is how best to approximate joint probability distributions with decoupled (and therefore far more tractable) distributions. This paper shows that the same information theoretic mathematical structure, known as Product Distribution (PD) theory, addresses both issues. In this, PD theory not only provides a principle formulation of bounded rationality and a set of new types of mean field theory in statistical physics; it also shows that those topics are fundamentally one and the same.
Engaging includes: Learn by doing; Learn through failure; New Learning Styles; Perspective taking; Epistemic games; Teacher Buy-In;
Learners are encouraged to combine knowledge from different areas to choose a solution or to make a decision at acertain point. Learners can test how the outcome of the game changes based on their decisions and actions. Learners are encouraged to contact other team members and discuss and negotiate subsequent steps, thus improving their social skills.
GoView is a video-game-like software engine, written in the C and C++ computing languages, that enables real-time, three-dimensional (3D)-appearing visual representation of spacecraft and trajectories (1) from any perspective; (2) at any spatial scale from spacecraft to Solar-system dimensions; (3) in user-selectable time scales; (4) in the past, present, and/or future; (5) with varying speeds; and (6) forward or backward in time. GoView constructs an interactive 3D world by use of spacecraft-mission data from pre-existing engineering software tools. GoView can also be used to produce distributable application programs for depicting NASA orbital missions on personal computers running the Windows XP, Mac OsX, and Linux operating systems. GoView enables seamless rendering of Cartesian coordinate spaces with programmable graphics hardware, whereas prior programs for depicting spacecraft trajectories variously require non-Cartesian coordinates and/or are not compatible with programmable hardware. GoView incorporates an algorithm for nonlinear interpolation between arbitrary reference frames, whereas the prior programs are restricted to special classes of inertial and non-inertial reference frames. Finally, whereas the prior programs present complex user interfaces requiring hours of training, the GoView interface provides guidance, enabling use without any training.
The advantages of creating interactive 3D simulations that allow viewing, exploring, and interacting with land improvements, such as buildings, in digital form are manifold and range from allowing individuals from anywhere in the world to explore those virtual land improvements online, to training military personnel in dealing with war-time environments, and to making those land improvements available in virtual worlds such as Second Life. While we haven't fully explored the true potential of such simulations, we have identified a requirement within our organization to use simulations like those to replace our front-desk personnel and allow visitors to query, naVigate, and communicate virtually with various entities within the building. We implemented the Virtual VMASC 3D simulation of the Virginia Modeling Analysis and Simulation Center (VMASC) office building to not only meet our front-desk requirement but also to evaluate the effort required in designing such a simulation and, thereby, leverage the experience we gained in future projects of this kind. This paper describes the goals we set for our implementation, the software approach taken, the modeling contribution made, and the technologies used such as XNA Game Studio, .NET framework, Autodesk software packages, and, finally, the applicability of our implementation on a variety of architectures including Xbox 360 and PC. This paper also summarizes the result of our evaluation and the lessons learned from our effort.
Appropriate cross-cultural communication requires a critical skill set that is increasingly being integrated into regular military training regimens. By enabling a higher order of communication skills, military personnel are able to interact more effectively in situations that involve local populations, host nation forces, and multinational partners. The Virtual Cultural Awareness Trainer (VCAT) is specifically designed to help address these needs. VCAT is deployed by Joint Forces Command (JFCOM) on Joint Knowledge Online (JKO) as a means to provide online, mission-based culture and language training to deploying and deployed troops. VCAT uses a mix of game-based learning, storytelling, tutoring, and remediation to assist in developing the component skills required for successful intercultural communication in mission-based settings.
The Office of Chief Technologist (OCT), NASA has identified the need for research and technology development in part from NASA's Strategic Goal 3.3 of the NASA Strategic Plan to develop and demonstrate the critical technologies that will make NASA's exploration, science, and discovery missions more affordable and more capable. Furthermore, the Game Changing Development Program (GCDP) is a primary avenue to achieve the Agency's 2011 strategic goal to "Create the innovative new space technologies for our exploration, science, and economic future." In addition, recently released "NASA space Technology Roadmaps and Priorities," by the National Research Council (NRC) of the National Academy of Sciences stresses the need for NASA to invest in the very near term in specific EDL technologies. The report points out the following challenges (Page 2-38 of the pre-publication copy released on February 1, 2012): Mass to Surface: Develop the ability to deliver more payload to the destination. NASA's future missions will require ever-greater mass delivery capability in order to place scientifically significant instrument packages on distant bodies of interest, to facilitate sample returns from bodies of interest, and to enable human exploration of planets such as Mars. As the maximum mass that can be delivered to an entry interface is fixed for a given launch system and trajectory design, the mass delivered to the surface will require reduction in spacecraft structural mass; more efficient, lighter thermal protection systems; more efficient lighter propulsion systems; and lighter, more efficient deceleration systems. Surface Access: Increase the ability to land at a variety of planetary locales and at a variety of times. Access to specific sites can be achieved via landing at a specific location (s) or transit from a single designated landing location, but it is currently infeasible to transit long distances and through extremely rugged terrain, requiring landing close to the site of interest. The entry environment is not always guaranteed with a direct entry, and improving the entry system's robustness to a variety of environmental conditions could aid in reaching more varied landing sites."