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At least 397 records · Page 22

AI Ethics Appendix: A Novel Approach to AI Ethics Workforce Development

The "AI Ethics Appendix" is a game-based design fiction for the deliberation of uncertain artificial intelligence (AI) ethical scenarios. The game is intended to be used as a tool for AI practitioners and industry professionals to grow responsible and ethical AI knowledge as they integrate this technology into their development. As AI/ML ethical considerations and governmental compliance develop, it is important to encourage teams to encourage teams to incorporate diverse thinking early in the development cycle and consider how different stakeholders may be affected by the technology. This game accomplishes these goals through storytelling and meaningful game interaction based on methods from game design as well as speculative and design fiction in the field of Human-Centered Design. The game mechanics were informed by the NASA Framework for the Ethical Use of Artificial Intelligence, Executive Order 13960, examples of AI use cases, and colleagues' work experiences with AI/ML.

trustworthy↗

SCRES Energy Quest Workshop (Technical Report)

Energy Quest: Sitka’s Path to 2050 is a game based public engagement tool developed as part of the Sitka Community Renewable Energy Strategy and the U.S. Department of Energy’s Energy Transitions Initiative Partnership Project Cohort 3. Designed for Sitka’s isolated island microgrid, which is powered primarily by hydropower and depends on imported diesel for backup, the game translated complex long term energy planning questions into an interactive format. In facilitated workshops, residents built energy roadmaps to 2050, explored tradeoffs, and expressed priorities around four themes: affordability, reliability, self sufficiency, and innovation. Across sessions, participants showed strong support for increasing local self sufficiency and resilience, even when this required balancing near term affordability with long term investments. They emphasized reducing dependence on imported diesel, making better use of existing hydropower, and considering new renewable generation such as solar, wind, and additional hydropower. Survey and game responses also highlighted interest in using surplus hydropower to support new industries, expanding electrification of heating and transportation, and exploring emerging technologies and green fuels. The report organizes these findings into four scenario themes to guide Sitka’s 2050 energy planning. Affordability focuses on managing rate impacts, efficiency, and conservation. Reliability addresses diversified generation, backup power, and energy security. Self sufficiency emphasizes distributed generation and reduced reliance on imported fuels. Innovation explores new technologies, marine based energy solutions, and low carbon fuels. By grounding future planning in these community derived themes, Energy Quest shows how a game based approach can make technical energy planning more accessible and inclusive for remote communities. For questions about the game board and piece production email Dr. Sarah Troise (sarah.troise@pnnl.gov)

29 ENERGY PLANNING, POLICY, AND ECONOMY↗

Receiver design, performance analysis, and evaluation for space-borne laser altimeters and space-to-space laser ranging systems

This interim report consists of four separate reports from our research on the receivers of NASA's Gravity And Magnetic Experiment Satellite (GAMES). The first report is entitled 'Analysis of phase estimation bias of GAMES receiver due to Doppler shift.' The second report is 'Background radiation on GAMES fine ranging detector from the moon, the planets, and the stars.' The third report is 'Background radiation on GAMES receivers from the ocean sun glitter and the direct sun.' The fourth report is 'GAMES receiver performance versus background radiation power on the detectors.'

Davidson, Frederic M.↗

Adaptive Multi-Agent Systems for Constrained Optimization

Product Distribution (PD) theory is a new framework for analyzing and controlling distributed systems. Here we demonstrate its use for distributed stochastic optimization. First we review one motivation of PD theory, as the information-theoretic extension of conventional full-rationality game theory to the case of bounded rational agents. In this extension the equilibrium of the game is the optimizer of a Lagrangian of the (probability distribution of) the joint state of the agents. When the game in question is a team game with constraints, that equilibrium optimizes the expected value of the team game utility, subject to those constraints. The updating of the Lagrange parameters in the Lagrangian can be viewed as a form of automated annealing, that focuses the MAS more and more on the optimal pure strategy. This provides a simple way to map the solution of any constrained optimization problem onto the equilibrium of a Multi-Agent System (MAS). We present computer experiments involving both the Queen s problem and K-SAT validating the predictions of PD theory and its use for off-the-shelf distributed adaptive optimization.

Macready, William↗

Adaptive, Distributed Control of Constrained Multi-Agent Systems

Product Distribution (PO) theory was recently developed as a broad framework for analyzing and optimizing distributed systems. Here we demonstrate its use for adaptive distributed control of Multi-Agent Systems (MASS), i.e., for distributed stochastic optimization using MAS s. First we review one motivation of PD theory, as the information-theoretic extension of conventional full-rationality game theory to the case of bounded rational agents. In this extension the equilibrium of the game is the optimizer of a Lagrangian of the (Probability dist&&on on the joint state of the agents. When the game in question is a team game with constraints, that equilibrium optimizes the expected value of the team game utility, subject to those constraints. One common way to find that equilibrium is to have each agent run a Reinforcement Learning (E) algorithm. PD theory reveals this to be a particular type of search algorithm for minimizing the Lagrangian. Typically that algorithm i s quite inefficient. A more principled alternative is to use a variant of Newton's method to minimize the Lagrangian. Here we compare this alternative to RL-based search in three sets of computer experiments. These are the N Queen s problem and bin-packing problem from the optimization literature, and the Bar problem from the distributed RL literature. Our results confirm that the PD-theory-based approach outperforms the RL-based scheme in all three domains.

Bieniawski, Stefan↗

Representation of Cultural Role-Play for Training

The Department of Defense (000) has successfully applied a number of methods for cultural familiarization training ranging from stand-up classroom training, to face-to-face live role-play, to so-called smart-cards. Recent interest has turned to the use of single and mUlti-player gaming technologies to augment these traditional methods of cultural familiarization. One such system, termed CulturePad, has been designed as a game-based role-play environment suitable for use in training and experimentation involving cultural roleplay scenarios. This paper describes the initial CulturePad effort focused on a literature review regarding the use of role-play for cultural training and a feasibility assessment of using a game-mediated environment for role-play. A small-scale pilot involving cultural experts was conducted to collect qualitative behavioral data comparing live role-play to game-mediated role-play in a multiplayer gaming engine.

Santarelli, Thomas↗

Project KEWL: Kinect Engineering With Learning

Project KEWL is a joint project between NASA/JPL and NASA/JSC to stimulate interest of children in Science, Technology, Engineering and Math (STEM) and bring the NASA space exploration experience to the classroom, museum and ultimately the living room. Using the Kinect game controller KEWL allows children to engage in NASA s missions in a fundamentally new way. KEWL allows children to experiment with gravity on Mars and the Moon; navigate through the International Space Station; fix a torn solar array on the ISS; drive a robot on Mars; visit an Asteroid; learn about the differences in gravity on different planets and control Robonaut 2 using their body as the input device. Project KEWL complements NASA s outreach investments in television, mobile platforms and the web by engaging the public through the rapidly expanding medium of console gaming. In 2008, 97% of teenagers played video games and 86% played on a home gaming console. (source: http://pewresearch.org/pubs/953/) As of March 2011, there have been more than 10 million Kinects sold. (source: http://www.itproportal.com/2011/03/10/kinect-record-breaking-sales-figures-top-10-million/) Project KEWL interacts with children on a platform on which they spend much of their time and teaches them information about NASA while they are having fun. Project KEWL progressed from completely custom C++ code written in house to using a commercial game engine. The art work and 3D geometry models come from existing engineering work or are created by the KEWL development team. Six different KEWL applications have been demonstrated at nine different venues including schools, museums, conferences, and NASA outreach events. These demonstrations have allowed the developers the chance to interact with players and observe the gameplay mechanics in action. The lessons learned were then incorporated into the subsequent versions of the applications.

Norris, Jeff↗

GOES-R: Satellite Insight

GOES-R: Satellite Insight seeks to bring awareness of the GOES-R (Geostationary Operational Environmental Satellite -- R Series) satellite currently in development to an audience of all ages on the emerging medium of mobile games. The iPhone app (Satellite Insight) was created for the GOES-R Program. The app describes in simple terms the types of data products that can be produced from GOES-R measurements. The game is easy to learn, yet challenging for all audiences. It includes educational content and a path to further information about GOESR, its technology, and the benefits of the data it collects. The game features action-puzzle game play in which the player must prevent an overflow of data by matching falling blocks that represent different types of GOES-R data. The game adds more different types of data blocks over time, as long as the player can prevent a data overflow condition. Points are awarded for matches, and players can compete with themselves to beat their highest score.

Fitzpatrick, Austin J.↗

LRN, ERN:, & BERN @ Wireless Integrating the Sciences (WITS) Theatre

In order to develop a call to action for a learning tool that would work to best teach Science Technology Engineering and Math (STEM), the NASA Goddard team will partner with the inventor of Bop It!, an interactive game of verbs and following instructions; and Global Imagination, the developers of Magic Planet. In this paper Decision-making Orbital Health! (DOH!) will be described as a game derived from the basic functions necessary for Bop lt!, a familiar game. that will ask the educational audience to respond to changing commands to Bop It!, Twist It!, and Squeeze It! The success of the new version of the game, will be that the Earth will be making these commands from Dynamic Planet, and the crowd assembled can play wirelessly. Wireless Integrating The Sciences (WITS) Theatre : A balanced approach will describe how the communities local to Goddard and perhaps San Francisco will develop curriculum that helps kids teach kids with an engaging game and a STEM message. The performing arts will be employed to make it entertaining and appropriate to the size of the gathering, and the students educational level.

Hilliard, L.↗

Timeseries Photos of a Variably Inundated Stream: Umtanum Creek, Washington, United States

This dataset is associated with a broader study using game camera timeseries photos collected to evaluate stream variable inundation via changes in width (i.e. wet fraction). Four game cameras were deployed along Umtanum Creek (Washington, United States) to track changes in stream inundation over time. Drone imagery was collected at the same location on October 18, 2024 which was used to construct a digital elevation model (DEM) of the streambed topography. The associated paper and data can be found at https://doi.org/10.1016/j.envsoft.2025.106715 (Bao et al., 2025a)) and https://doi.org/10.15485/2589885 (Bao et al., 2025b), respectively. For details on how to navigate data packages generated by this project, see https://data.ess-dive.lbl.gov/portals/PNNLRiverCorridorSFA/About. In addition to this readme, this data package also includes a file-level metadata (FLMD) files that describes each file and a data dictionaries (DD) that describe all column/row headers and variable definitions. This dataset is comprised of (1) file-level metadata; (2) data dictionary; (3) readme; (4) field metadata; (5) field protocol; and (5) folders containing game camera photos. Game camera photos are organized into folders for each camera (CDL, CUL, CDR, CUR; see readme for information on camera naming) by the month photos were collected. All files are .csv, .jpg, or .pdf.

AI image segmentation↗

The avoidance of unwanted catch and cooperation: the case of the British Columbia groundfish trawl fishery

Abstract This paper focuses on a particularly successful avoidance of unwanted catch of protected, endangered, and threatened (PET) species in the form of ecologically important sponge and coral, to be found off Canada's Pacific coast. The fishery causing the unwanted catch—the British Columbia groundfish trawl fishery. A campaign to protect the sponge/coral led by environmental NGOs (ENGOs) resulted in the industry's access to the key California market being threatened. For reasons explained, the national resource manager's ability to take effective direct action had become severely compromised. The groundfish trawl fishing industry responded to the economic threat with a bottom up approach to the unwanted catch problem, by negotiating a habitat agreement with a consortium of ENGOs, with the blessing and full support of the national resource manager. The agreement, now in its tenth year of operation, has proved to be a remarkable success in avoidance of unwanted catch. The paper argues that the success rests fundamentally upon the fact that the fishers have been and are playing a stand alone stable cooperative game, which has led them in turn to play stable cooperative games with both the national resource manager and the ENGO consortium. The paper analyses the factors leading to the stand alone stable cooperative fisher game, doing so by necessity through the lens of game theory.

Grønbæk, L.↗

Hierarchical Model-Free Transactional Control of Building Loads to Support Grid Services

A transition from generation on demand to consumption on demand is one of the solutions to overcome the many limitations associated with the higher penetration of renewable energy sources. Such a transition, however, requires a considerable amount of load flexibility in the demand side. Demand response (DR) programs can reveal and utilize this demand flexibility by enabling the participation of a large number of grid-interactive efficient buildings (GEB). Existing approaches on DR require significant modelling or training efforts, are computationally expensive, and do not guarantee the satisfaction of end users. To address the aforementioned limitations, this software code considers a scalable hierarchical model-free transactional control approach that incorporates elements of virtual battery, game theory, and model-free control (MFC) mechanisms. The developed approach separates the control mechanism into upper and lower levels. The MFC modulates the flexible GEB in the lower level with guaranteed thermal comfort of end users in response to the optimal pricing and power signals determined in the upper layer using a Stackelberg game integrated with aggregate virtual battery constraints. Additionally, the usage of MFC necessitates less burdensome computational and communication requirements, thus, it is easily deployable even on small, embedded devices. This software code enables the use of residential and small-size commercial buildings to offer a potentially substantial source of ancillary grid services that are currently underutilized. A hierarchical, model-free transactive building control provides a smooth interface between the grid service requests of utilities and the reliable control required by participating buildings. Model-free control, which supports distributed control architecture, will be a more scalable solution that can be deployed in neighborhood-size systems as well as individual buildings. The proposed approach contributes to the body of knowledge on two main aspects. First, it couples the MFC with the game-theoretic control and proposes a scalable model-free transactive control approach. MFC does not require any modeling effort or model training for the various building loads. This is very beneficial since deriving an accurate model for every single unit participating in DR programs and obtaining all the parameters about the units (e.g., thermal coefficients, standby losses) are infeasible. Also, MFC is computationally efficient, easily deployable even on small, embedded devices, and can be implemented in real time. Second, it integrates the concept of virtual battery into DR via the Stackelberg game. The concept of virtual battery enables efficient coordination and aggregation of a large number of flexible GEB with guaranteed thermal comfort of end users.

Olama, Mohammed [Oak Ridge National Lab. (ORNL), O↗

Support for Reactor Operators in Case of Cyber-Security Threats (NEUP Final Report)

Increasing use of digital technology in nuclear power plants (NPPs) poses cyber-security as a crucial threat to public safety and to continuous energy production. Cyber-security risks are comprised of complex known and unknown interactions between various entities, system vulnerabilities, network protocols, human users and malicious attacks. There is little understanding or research geared towards plant operators’ response under cyber-security threats and operational procedures to cope with such threats. This is particularly critical when a cyber-security event masquerades as a safety incident or an evolving accident. Instead of leading operators to the remediation of the accident, the masked cyber event may lead them to circumvent the safety mechanisms of the plant. Given these challenges, the objective of this project is to develop a tool to characterize abnormal NPP events as “cyber” or “safety” incidents, and to further develop this tool as a real-time operator aid to assist in response to the incident. This NEUP Final Report summarizes the research efforts towards the above goals and the results in the following three aspects. First, a methodology for classifying abnormal NPP events as cyber-attacks or safety incidents was developed. This provides the basis for responding to potential cyber-attacks. In this methodology, the causal relationships between various variables (i.e., physical variables, network variables, and control variables) for a nuclear system under consideration are modeled using dynamic Bayesian networks. Based on observations of certain variables (i.e., the evidence), inference is performed to identify the state of hidden variables, which helps indicate the occurrence of cyber-attacks or safety incidents. The proposed methodology was applied to the full scope NPP simulator system at The Ohio State University as a case study. The result shows that the proposed methodology is capable of distinguishing between cyber-attacks and safety incidents. Second, a game-theoretic approach for responding to cyber-attacks on nuclear power plants was developed. This is the second major goal of the project, and the method is used to recommend optimal responses to reactor operators in the case of cyber-attacks. We consider two cases in this research. In the first case, the interaction between the defender (i.e., the reactor operator) and the attacker is modeled as a two-player, nonzero-sum, Markov game with an infinite time horizon. In the second case, we consider a semi-Markov game between the defender and the attacker within a finite time horizon. The model in the second case enables us to consider the time sensitive response of the defender. In each case, the method for deriving the Nash equilibrium is developed. The Nash Equilibrium of the game provides the valid prediction of both players’ actions because no single player can benefit from unilaterally deviating from the equilibrium policy if the other player adheres to his/hers, hence it provides the best response of the defender to cyber-attacks. The proposed method in each case is demonstrated through a simplified benchmark digital feedwater control system. Third, a prototype display is developed to integrate the above information. The prototype display depicts the communication information to the operator and incorporates the cyber-security tool developed by the team into the interface. It consists of the regular display in current control rooms, as well as a panel used to indicate the occurrence of cyber-attacks or safety events and a panel used to guide the operator’s response to detected cyber-attacks.

22 GENERAL STUDIES OF NUCLEAR REACTORS↗

Lead Contamination Differences in the Muscle of Wild Turkeys Harvested with Lead and Copper-Plated Lead Shot

Abstract Despite the known deleterious effects lead exposure can have on humans, lead remains the most common type of ammunition used to harvest big game and upland game birds. We sampled wild turkey Meleagris gallopavo breast muscle shot with standard lead and copper-plated lead pellets to quantify lead residue concentrations within the wound channel, and we sampled multiple adjacent locations to measure the extent lead contamination spreads through tissue of harvested turkeys. We found that samples taken from the wound channel contained more lead (mean = 3.76 μg/g dry weight) than both samples taken adjacent to the wound channel (mean = 0.20 μg/g dry weight) and samples taken from >5 cm away (mean = 0.15 μg/g dry weight). Additionally, we found that birds harvested with standard lead ammunition did not differ in lead concentrations from those shot with copper-plated lead, suggesting that copper plating does not aid in reducing lead exposure. Our findings suggest that wild turkeys harvested with either lead or copper-plated lead shot have the potential to expose consumers, especially children due to their lower tolerance, to low levels of lead that could exceed daily consumption limits set by the Food and Drug Administration and Centers for Disease Control. However, elevated lead levels were confined to the wound channel, and thus proper preparation of game to remove tissue surrounding wound channels may eliminate or substantially reduce lead exposure from harvested game birds.

Biodiversity & Conservation↗

Single-axis gyroscopic motion with uncertain angular velocity about spin axis

A differential game approach is presented for studying the response of a gyro by treating the controlled angular velocity about the input axis as the evader, and the bounded but uncertain angular velocity about the spin axis as the pursuer. When the uncertain angular velocity about the spin axis desires to force the gyro to saturation a differential game problem with two terminal surfaces results, whereas when the evader desires to attain the equilibrium state the usual game with single terminal manifold arises. A barrier, delineating the capture zone (CZ) in which the gyro can attain saturation and the escape zone (EZ) in which the evader avoids saturation is obtained. The CZ is further delineated into two subregions such that the states in each subregion can be forced on a definite target manifold. The application of the game theoretic approach to Control Moment Gyro is briefly discussed.

Singh, S. N.↗

Inherit Space

The objective of the proposed research was to begin development of a unique educational tool targeted at educating and inspiring young people 12-16 years old about NASA and the Space Program. Since these young people are the future engineers, scientists and space pioneers, the nurturing of their enthusiasm and interest is of critical importance to the Nation. This summer the basic infrastructure of the tool was developed in the context of an educational game paradigm. The game paradigm has achieved remarkable success in maintaining the interest of young people in a self-paced, student-directed learning environment. This type of environment encourages student exploration and curiosity which are exactly the traits that future space pioneers need to develop to prepare for the unexpected. The Inherit Space Educational Tool is an open-ended learning environment consisting of a finite-state machine classic adventure game paradigm. As the young person explores this world, different obstacles must be overcome. Rewards will be offered such as using the flight simulator to fly around and explore Titan. This simulator was modeled on conventional Earth flight simulators but has been considerably enhanced to add texture mapping of Titan's atmosphere utilizing the latest information from the NASA Galileo Space Probe. Additional scenery was added to provide color VGA graphics of a futuristic research station on Titan as well as an interesting story to keep the youngster's attention. This summer the game infrastructure has been developed as well as the Titan Flight Simulator. A number of other enhancements are planned.

Giarratano, Joseph C.↗

Preliminary Work for Examining the Scalability of Reinforcement Learning

Researchers began studying automated agents that learn to perform multiple-step tasks early in the history of artificial intelligence (Samuel, 1963; Samuel, 1967; Waterman, 1970; Fikes, Hart & Nilsonn, 1972). Multiple-step tasks are tasks that can only be solved via a sequence of decisions, such as control problems, robotics problems, classic problem-solving, and game-playing. The objective of agents attempting to learn such tasks is to use the resources they have available in order to become more proficient at the tasks. In particular, each agent attempts to develop a good policy, a mapping from states to actions, that allows it to select actions that optimize a measure of its performance on the task; for example, reducing the number of steps necessary to complete the task successfully. Our study focuses on reinforcement learning, a set of learning techniques where the learner performs trial-and-error experiments in the task and adapts its policy based on the outcome of those experiments. Much of the work in reinforcement learning has focused on a particular, simple representation, where every problem state is represented explicitly in a table, and associated with each state are the actions that can be chosen in that state. A major advantage of this table lookup representation is that one can prove that certain reinforcement learning techniques will develop an optimal policy for the current task. The drawback is that the representation limits the application of reinforcement learning to multiple-step tasks with relatively small state-spaces. There has been a little theoretical work that proves that convergence to optimal solutions can be obtained when using generalization structures, but the structures are quite simple. The theory says little about complex structures, such as multi-layer, feedforward artificial neural networks (Rumelhart & McClelland, 1986), but empirical results indicate that the use of reinforcement learning with such structures is promising. These empirical results make no theoretical claims, nor compare the policies produced to optimal policies. A goal of our work is to be able to make the comparison between an optimal policy and one stored in an artificial neural network. A difficulty of performing such a study is finding a multiple-step task that is small enough that one can find an optimal policy using table lookup, yet large enough that, for practical purposes, an artificial neural network is really required. We have identified a limited form of the game OTHELLO as satisfying these requirements. The work we report here is in the very preliminary stages of research, but this paper provides background for the problem being studied and a description of our initial approach to examining the problem. In the remainder of this paper, we first describe reinforcement learning in more detail. Next, we present the game OTHELLO. Finally we argue that a restricted form of the game meets the requirements of our study, and describe our preliminary approach to finding an optimal solution to the problem.

Clouse, Jeff↗

Real-Time Simulation

Coryphaeus Software, founded in 1989 by former NASA electronic engineer Steve Lakowske, creates real-time 3D software. Designer's Workbench, the company flagship product, is a modeling and simulation tool for the development of both static and dynamic 3D databases. Other products soon followed. Activation, specifically designed for game developers, allows developers to play and test the 3D games before they commit to a target platform. Game publishers can shorten development time and prove the "playability" of the title, maximizing their chances of introducing a smash hit. Another product, EasyT, lets users create massive, realistic representation of Earth terrains that can be viewed and traversed in real time. Finally, EasyScene software control the actions among interactive objects within a virtual world. Coryphaeus products are used on Silican Graphics workstation and supercomputers to simulate real-world performance in synthetic environments. Customers include aerospace, aviation, architectural and engineering firms, game developers, and the entertainment industry.

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