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At least 343 records · Page 19

Theory of Collective Intelligence

In this chapter an analysis of the behavior of an arbitrary (perhaps massive) collective of computational processes in terms of an associated "world" utility function is presented We concentrate on the situation where each process in the collective can be viewed as though it were striving to maximize its own private utility function. For such situations the central design issue is how to initialize/update the collective's structure, and in particular the private utility functions, so as to induce the overall collective to behave in a way that has large values of the world utility. Traditional "team game" approaches to this problem simply set each private utility function equal to the world utility function. The "Collective Intelligence" (COIN) framework is a semi-formal set of heuristics that recently have been used to construct private utility. functions that in many experiments have resulted in world utility values up to orders of magnitude superior to that ensuing from use of the team game utility. In this paper we introduce a formal mathematics for analyzing and designing collectives. We also use this mathematics to suggest new private utilities that should outperform the COIN heuristics in certain kinds of domains. In accompanying work we use that mathematics to explain previous experimental results concerning the superiority of COIN heuristics. In that accompanying work we also use the mathematics to make numerical predictions, some of which we then test. In this way these two papers establish the study of collectives as a proper science, involving theory, explanation of old experiments, prediction concerning new experiments, and engineering insights.

Nash equilibrium↗

The Design of Collectives of Agents to Control Non-Markovian Systems

The Collective Intelligence (COIN) framework concerns the design of collectives of reinforcement-learning agents such that their interaction causes a provided "world" utility function concerning the entire collective to be maximized. Previously, we applied that framework to scenarios involving Markovian dynamics where no re-evolution of the system from counter-factual initial conditions (an often expensive calculation) is permitted. This approach sets the individual utility function of each agent to be both aligned with the world utility, and at the same time, easy for the associated agents to optimize. Here we extend that approach to systems involving non-Markovian dynamics. In computer simulations, we compare our techniques with each other and with conventional "team games". We show whereas in team games performance often degrades badly with time, it steadily improves when our techniques are used. We also investigate situations where the system's dimensionality is effectively reduced. We show that this leads to difficulties in the agents ability to learn. The implication is that learning is a property only of high-enough dimensional systems.

Lawson, John W.↗

Improving Search Algorithms by Using Intelligent Coordinates

We consider algorithms that maximize a global function G in a distributed manner, using a different adaptive computational agent to set each variable of the underlying space. Each agent eta is self-interested; it sets its variable to maximize its own function g (sub eta). Three factors govern such a distributed algorithm's performance, related to exploration/exploitation, game theory, and machine learning. We demonstrate how to exploit alI three factors by modifying a search algorithm's exploration stage: rather than random exploration, each coordinate of the search space is now controlled by a separate machine-learning-based player engaged in a noncooperative game. Experiments demonstrate that this modification improves simulated annealing (SA) by up to an order of magnitude for bin packing and for a model of an economic process run over an underlying network. These experiments also reveal interesting small-world phenomena.

Wolpert, David H.↗

Beyond Mechanism Design

The field of mechanism design is concerned with setting (incentives superimposed on) the utility functions of a group of players so as to induce desirable joint behavior of those players. It arose in the context of traditional equilibrium game theory applied to games involving human players. This has led it to have many implicit restrictions, which strongly limits its scope. In particular, it ignores many issues that are crucial for systems that are large (and therefore far off-equilibrium in general) and/or composed of non-human players (e.g., computer-based agents). This also means it has concentrated on issues that are often irrelevant in those broader domains (e.g., incentive compatibility). This paper illustrates these shortcomings by reviewing some of the recent theoretical work on the design of collectives, a body of work that constitutes a substantial broadening of mechanism design. It then presents computer experiments based on a recently suggested nanotechnology testbed that demonstrates the power of that extended version of mechanism design.

Wolpert, David H.↗

Distributed Optimization

We demonstrate a new framework for analyzing and controlling distributed systems, by solving constrained optimization problems with an algorithm based on that framework. The framework is ar. information-theoretic extension of conventional full-rationality game theory to allow bounded rational agents. The associated optimization algorithm is a game in which agents control the variables of the optimization problem. They do this by jointly minimizing a Lagrangian of (the probability distribution of) their joint state. The updating of the Lagrange parameters in that Lagrangian is a form of automated annealing, one that focuses the multi-agent system on the optimal pure strategy. We present computer experiments for the k-sat constraint satisfaction problem and for unconstrained minimization of NK functions.

Macready, William↗

Distributed Constrained Optimization with Semicoordinate Transformations

Recent work has shown how information theory extends conventional full-rationality game theory to allow bounded rational agents. The associated mathematical framework can be used to solve constrained optimization problems. This is done by translating the problem into an iterated game, where each agent controls a different variable of the problem, so that the joint probability distribution across the agents moves gives an expected value of the objective function. The dynamics of the agents is designed to minimize a Lagrangian function of that joint distribution. Here we illustrate how the updating of the Lagrange parameters in the Lagrangian is a form of automated annealing, which focuses the joint distribution more and more tightly about the joint moves that optimize the objective function. We then investigate the use of "semicoordinate" variable transformations. These separate the joint state of the agents from the variables of the optimization problem, with the two connected by an onto mapping. We present experiments illustrating the ability of such transformations to facilitate optimization. We focus on the special kind of transformation in which the statistically independent states of the agents induces a mixture distribution over the optimization variables. Computer experiment illustrate this for &sat constraint satisfaction problems and for unconstrained minimization of NK functions.

Macready, William↗

Detailed Globes Enhance Education and Recreation

Orbis World Globes creates inflatable globes-Earthballs-in many sizes that depict Earth as it is seen from space, complete with atmospheric cloud cover. Orbis designs and produces the most visually authentic replicas of Earth ever created, and NASA took notice of Orbis globes and employed a 16-inch diameter EarthBall for an educational film it made aboard the STS-45 shuttle mission. Orbis later collaborated with NASA to create two 16-foot diameter world globes for display at the 2002 Olympic Winter Games in Salt Lake City, using more detailed satellite imagery. The satellite image now printed on all Orbis globes displays 1-kilometer resolution and is 21,600 by 43,200 pixels in size, and Orbis globes are otherwise meteorologically accurate, though the cloud cover has been slightly reduced in order for most of the landforms to be visible. Orbis also developed the exclusive NightGlow Cities feature, enabling EarthBalls to display the world's cities as they appear as the Earth revolves from daylight into night. Orbis inflatable globes are available in sizes from 1 to 100 feet in diameter, with the most common being the standard 16-inch and 1-meter diameter EarthBalls. Applications include educational uses from preschools to universities, games, and for a variety of display purposes at conferences, trade shows, festivals, concerts, and parades. A 16-foot diameter Orbis globe was exhibited at the United Nations' World Urban Forum, in Vancouver, Canada; the Space 2006 conference, in San Jose, California; and the X-Prize Cup Personal Spaceflight Exposition in Las Cruces, New Mexico.

Source record↗

Know Thy Learner: User Characteristics Underlying Effective Videogame-Based Training

Some proponents of training games argue that younger adults (Soldiers) are part of the "digital"or "twitch" generation, having grown up uing computers and playing videogames (e.g.,Prensky,2001). The Entertainment Software Association (ESA) reports that 69%of American heads of households play computer and/or videogames. "65% of college students reported being regular or occasional game players" (Jones, 2003).

Orvis, Karin A.↗

Tools, Techniques, and Applications: Normalizing the VR Paradigm

Oshynee's precision Learning Objective performance factor rubrics with associated behavioral anchors integrates with Thinking Worlds(TradeMark), to provide event data recording and dynamic prescriptive feedback. Thinking Worlds(TradeMark) provides SCORM parametric data for reporting within the game and within overarching curricula or workplace evaluation strategy. - Open-sourced, browser-based digital dashboard reporting tools collect data from TW, LMS, LCMS, HR, and workplace metrics or control systems The games may be delivered across the internet or in a range of networked and stand-alone methods using the delivery model (s) required by the host organization.

Duncan, Gaeme↗

Are Soccer Matches Badly Designed Experiments?

Models in which the number of goals scored by a team in a soccer match follow a Poisson distribution, or a closely related one. have been widely discussed. We here consider a soccer match as an experiment to assess which of two teams is superior and examine the probability that the outcome of the experiment (match) truly represents the relative abilities of the two teams. Given a final score it is possible by using a Bayesian approach to quantify the probability that it was or was not the case that 'the best team won'. For typical scores, the probability of a misleading result is significant. Modifying the rules of the game to increase the typical number of goals scored would improve the situation, but a level of confidence that would normally be regarded as satisfactory could not be obtained unless the character of the game were radically changed.

Skinner, G. K.↗

Soccer Matches as Experiments - How Often Does the 'Best' Team Win?

Models in which the number of goals scored by a team in a soccer match follow a Poisson distribution or a closely related one, have been widely discussed. We here consider a soccer match as an experiment to assess which of two teams is superior and examine the probability that the outcome of the experiment (match) truly represents the relative abilities of the two teams. Given a final score it is possible by using a Bayesian approach to quantify the probability that it was or was not the case that the best team won. For typical scores, the probability of a misleading result is significant. Modifying the rules of the game to increase thc typical number of goals scored would improve the situation, but a level of confidence that would normally be regarded as satisfactory could not be obtained unless the character of the game were radically changed.

Skinner, Gerald K.↗

Distributed Observer Network

NASA s advanced visual simulations are essential for analyses associated with life cycle planning, design, training, testing, operations, and evaluation. Kennedy Space Center, in particular, uses simulations for ground services and space exploration planning in an effort to reduce risk and costs while improving safety and performance. However, it has been difficult to circulate and share the results of simulation tools among the field centers, and distance and travel expenses have made timely collaboration even harder. In response, NASA joined with Valador Inc. to develop the Distributed Observer Network (DON), a collaborative environment that leverages game technology to bring 3-D simulations to conventional desktop and laptop computers. DON enables teams of engineers working on design and operations to view and collaborate on 3-D representations of data generated by authoritative tools. DON takes models and telemetry from these sources and, using commercial game engine technology, displays the simulation results in a 3-D visual environment. Multiple widely dispersed users, working individually or in groups, can view and analyze simulation results on desktop and laptop computers in real time.

Source record↗

MAGIC: Model and Graphic Information Converter

MAGIC is a software tool capable of converting highly detailed 3D models from an open, standard format, VRML 2.0/97, into the proprietary DTS file format used by the Torque Game Engine from GarageGames. MAGIC is used to convert 3D simulations from authoritative sources into the data needed to run the simulations in NASA's Distributed Observer Network. The Distributed Observer Network (DON) is a simulation presentation tool built by NASA to facilitate the simulation sharing requirements of the Data Presentation and Visualization effort within the Constellation Program. DON is built on top of the Torque Game Engine (TGE) and has chosen TGE's Dynamix Three Space (DTS) file format to represent 3D objects within simulations.

Herbert, W. C.↗

High-Fidelity Roadway Modeling and Simulation

Roads are an essential feature in our daily lives. With the advances in computing technologies, 2D and 3D road models are employed in many applications, such as computer games and virtual environments. Traditional road models were generated by professional artists manually using modeling software tools such as Maya and 3ds Max. This approach requires both highly specialized and sophisticated skills and massive manual labor. Automatic road generation based on procedural modeling can create road models using specially designed computer algorithms or procedures, reducing the tedious manual editing needed for road modeling dramatically. But most existing procedural modeling methods for road generation put emphasis on the visual effects of the generated roads, not the geometrical and architectural fidelity. This limitation seriously restricts the applicability of the generated road models. To address this problem, this paper proposes a high-fidelity roadway generation method that takes into account road design principles practiced by civil engineering professionals, and as a result, the generated roads can support not only general applications such as games and simulations in which roads are used as 3D assets, but also demanding civil engineering applications, which requires accurate geometrical models of roads. The inputs to the proposed method include road specifications, civil engineering road design rules, terrain information, and surrounding environment. Then the proposed method generates in real time 3D roads that have both high visual and geometrical fidelities. This paper discusses in details the procedures that convert 2D roads specified in shape files into 3D roads and civil engineering road design principles. The proposed method can be used in many applications that have stringent requirements on high precision 3D models, such as driving simulations and road design prototyping. Preliminary results demonstrate the effectiveness of the proposed method.

Wang, Jie↗

Distributed Observer Network

The Distributed Observer network (DON) is a NASA-collaborative environment that leverages game technology to bring three-dimensional simulations to conventional desktop and laptop computers in order to allow teams of engineers working on design and operations, either individually or in groups, to view and collaborate on 3D representations of data generated by authoritative tools such as Delmia Envision, Pro/Engineer, or Maya. The DON takes models and telemetry from these sources and, using commercial game engine technology, displays the simulation results in a 3D visual environment. DON has been designed to enhance accessibility and user ability to observe and analyze visual simulations in real time. A variety of NASA mission segment simulations [Synergistic Engineering Environment (SEE) data, NASA Enterprise Visualization Analysis (NEVA) ground processing simulations, the DSS simulation for lunar operations, and the Johnson Space Center (JSC) TRICK tool for guidance, navigation, and control analysis] were experimented with. Desired functionalities, [i.e. Tivo-like functions, the capability to communicate textually or via Voice-over-Internet Protocol (VoIP) among team members, and the ability to write and save notes to be accessed later] were targeted. The resulting DON application was slated for early 2008 release to support simulation use for the Constellation Program and its teams. Those using the DON connect through a client that runs on their PC or Mac. This enables them to observe and analyze the simulation data as their schedule allows, and to review it as frequently as desired. DON team members can move freely within the virtual world. Preset camera points can be established, enabling team members to jump to specific views. This improves opportunities for shared analysis of options, design reviews, tests, operations, training, and evaluations, and improves prospects for verification of requirements, issues, and approaches among dispersed teams.

Conroy, Michael↗

Component-Oriented Behavior Extraction for Autonomic System Design

Rich and multifaceted domain specific specification languages like the Autonomic System Specification Language (ASSL) help to design reliable systems with self-healing capabilities. The GEAR game-based Model Checker has been used successfully to investigate properties of the ESA Exo- Mars Rover in depth. We show here how to enable GEAR s game-based verification techniques for ASSL via systematic model extraction from a behavioral subset of the language, and illustrate it on a description of the Voyager II space mission.

Bakera, Marco↗

NASA's In-Situ Resource Utilization Project: Current Accomplishments and Exciting Future Plans

The utilization of Space resources has been identified in publications for over 40 years for its potential as a "game changing" technology for the human exploration of Space. It is called "game changing" because of the mass leverage possible when local resources at the exploration destination arc used to reduce or even eliminate resources that are brought from the Earth. NASA, under the Exploration Technology Development Program has made significant investments in the development of Space resource utilization technologies as a part of the In-Situ Resource Utilization (ISRU) project. Over the last four years, the ISRU project has taken what was essentially an academic topic with lots of experimentation but little engineering and produced near-full-scale systems that have been demonstrated. In 2008 & again in early 2010, systems that could produce oxygen from lunar soils (or their terrestrial analogs) were tested at a lunar analog site on a volcano in Hawaii. These demonstrations included collaborations with International Partners that made significant contributions to the tests. The proposed federal budget for Fiscal Year 2011 encourages the continued development and demonstration of ISRU. However it goes beyond what the project is currently doing and directs that the scope of the project be expanded to cover destinations throughout the inner solar system with the potential for night demonstrations. This paper will briefly cover the past accomplishments of the ISRU project then move to a di scussion of the plans for the project's future as NASA moves to explore a new paradigm for Space Exploration that includes orbital fuel depots and even refueling on other planetary bodies in the solar system.

Larson, William E.↗

Technophiles to Newbies: The Challenge of Supporting Distributed Teams to Maintain Engagement in Virtual Worlds

The purpose of this paper is to look for links in a virtual trainee's interest and self-efficacy in a simulated event as it relates to their previous self-reported technical skill level. Ultimately, the idea would be to provide the right amount of support at the right place at the right time to set the conditions for maximum transfer of the skill sets to the work place. An anecdotal recap of a recent experiment of a medium-scale training event produced in a virtual world will provide examples for discussion. In July 2010, a virtual training event was produced for the Air Force Research Lab's Games for Team Training (GaMeTT) at the Patriot Exercise at Volk Field in Wisconsin. There were 29 EMEDS participants who completed the simulated OCO event using the OLIVE gaming engine. Approximately 25 avatars were present at any given time; including role players, observers, coordinators and participants.

Griffith, Karen↗