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At least 469 records · Page 26

Time-optimal Aircraft Pursuit-evasion with a Weapon Envelope Constraint

The optimal pursuit-evasion problem between two aircraft including a realistic weapon envelope is analyzed using differential game theory. Six order nonlinear point mass vehicle models are employed and the inclusion of an arbitrary weapon envelope geometry is allowed. The performance index is a linear combination of flight time and the square of the vehicle acceleration. Closed form solution to this high-order differential game is then obtained using feedback linearization. The solution is in the form of a feedback guidance law together with a quartic polynomial for time-to-go. Due to its modest computational requirements, this nonlinear guidance law is useful for on-board real-time implementation.

Menon, P. K. A.↗

Extended attention span training system

Attention Deficit Disorder (ADD) is a behavioral disorder characterized by the inability to sustain attention long enough to perform activities such as schoolwork or organized play. Treatments for this disorder include medication and brainwave biofeedback training. Brainwave biofeedback training systems feed back information to the trainee showing him how well he is producing the brainwave pattern that indicates attention. The Extended Attention Span Training (EAST) system takes the concept a step further by making a video game more difficult as the player's brainwaves indicate that attention is waning. The trainee can succeed at the game only by maintaining an adequate level of attention. The EAST system is a modification of a biocybernetic system that is currently being used to assess the extent to which automated flight management systems maintain pilot engagement. This biocybernetic system is a product of a program aimed at developing methods to evaluate automated flight deck designs for compatibility with human capabilities. The EAST technology can make a contribution in the fields of medical neuropsychology and neurology, where the emphasis is on cautious, conservative treatment of youngsters with attention disorders.

Pope, Alan T.↗

Structural design using equilibrium programming formulations

Solutions to increasingly larger structural optimization problems are desired. However, computational resources are strained to meet this need. New methods will be required to solve increasingly larger problems. The present approaches to solving large-scale problems involve approximations for the constraints of structural optimization problems and/or decomposition of the problem into multiple subproblems that can be solved in parallel. An area of game theory, equilibrium programming (also known as noncooperative game theory), can be used to unify these existing approaches from a theoretical point of view (considering the existence and optimality of solutions), and be used as a framework for the development of new methods for solving large-scale optimization problems. Equilibrium programming theory is described, and existing design techniques such as fully stressed design and constraint approximations are shown to fit within its framework. Two new structural design formulations are also derived. The first new formulation is another approximation technique which is a general updating scheme for the sensitivity derivatives of design constraints. The second new formulation uses a substructure-based decomposition of the structure for analysis and sensitivity calculations. Significant computational benefits of the new formulations compared with a conventional method are demonstrated.

Scotti, Stephen J.↗

STS-73 Flight Day 6

On this sixth day of the STS-73 sixteen day mission, the crew Cmdr. Kenneth Bowersox, Pilot Kent Rominger, Payload Specialists Albert Sacco and Fred Leslie, and Mission Specialists Kathryn Thornton, Catherine 'Cady' Coleman, and Michael Lopez-Alegria are shown performing several of the spaceborne experiments onboard the United States Microgravity Lab-2 (USML-2). The experiments shown include the Protein Crystal Growth (PCG) experiment, the Astroculture(tm)(ASC) experiment, the Drop Physics Module (DPM) experiment, and the Surface Tension Driven Convection Experiment (STDCE). The High-Packed Digital Television (HI-PAC) system is further tested and an in-orbit interview with Lopez-Alegria by NBC Nightside is conducted. The entire flightcrew salutes the 5th game of the World Series between the Atlanta Braves and Cleveland Indians by pretending to throw out the first ball of the game through a downlink to the stadium. Earth views taken from the payload bay cameras include some cloud cover, oceans, land masses, and the Nile River and the Red Sea.

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Demonstration of high sensitivity laser ranging system

We report on a high sensitivity semiconductor laser ranging system developed for the Gravity and Magnetic Earth Surveyor (GAMES) for measuring variations in the planet's gravity field. The GAMES laser ranging instrument (LRI) consists of a pair of co-orbiting satellites, one which contains the laser transmitter and receiver and one with a passive retro-reflector mounted in an drag-stabilized housing. The LRI will range up to 200 km in space to the retro-reflector satellite. As the spacecraft pair pass over the spatial variations in the gravity field, they experience along-track accelerations which change their relative velocity. These time displaced velocity changes are sensed by the LRI with a resolution of 20-50 microns/sec. In addition, the pair may at any given time be drifting together or apart at a rate of up to 1 m/sec, introducing a Doppler shift into the ranging signals. An AlGaAs laser transmitter intensity modulated at 2 GHz and 10 MHz is used as fine and medium ranging channels. Range is measured by comparing phase difference between the transmit and received signals at each frequency. A separate laser modulated with a digital code, not reported in this paper, will be used for coarse ranging to unambiguously determine the distance up to 200 km.

Millar, Pamela S.↗

Practical Application of Model Checking in Software Verification

This paper presents our experiences in applying the JAVA PATHFINDER (J(sub PF)), a recently developed JAVA to SPIN translator, in the finding of synchronization bugs in a Chinese Chess game server application written in JAVA. We give an overview of J(sub PF) and the subset of JAVA that it supports and describe the abstraction and verification of the game server. Finally, we analyze the results of the effort. We argue that abstraction by under-approximation is necessary for abstracting sufficiently smaller models for verification purposes; that user guidance is crucial for effective abstraction; and that current model checkers do not conveniently support the computational models of software in general and JAVA in particular.

Havelund, Klaus↗

Landsat TM as a Tool for Locating Habitat for Cerulean Warblers

I believe that I made significant strides in three areas between fall of 1997 and fall of 2000 when I concluded my participation in the JOVE program. First, I acquired skill in digital remote sensing. This was significant to me because it had been 20 years since I had done any work utilizing remote sensing. I used my new skills in two classroom settings (forest ecology and GIS). In addition, I will participate as an instructor of digital remote sensing in a workshop for secondary educators this coming spring. Second, I received funding from the Arkansas Game and Fish Commission and the U.S. Forest Service to supplement JOVE funds. Third, and most importantly, a students and I developed a technique using LandSAT TM for identifying habitat for cerulean warblers. We developed a habitat model using logistic regression to discriminate between pixels that had a high probability of representing good cerulean warbler habitat and pixels that had a low probability of representing cerulean warbler habitat. Using this model, we located five significant populations of cerulean warblers in the Ozark National Forest of Arkansas. These populations were unknown before the initiation of this research and further represent a significant proportion of the known cerulean warblers in Arkansas. Preliminary findings were presented at the Ornithological Societies of America meeting in August of 1999. I also presented findings at the Arkansas Game and Fish Commission Research Symposium held in June of 2000. Finally, one paper is in press: James, D. A., C.J. Kellner, J. Self, and J. Davis., 'Breeding season distribution of cerulean warblers in Arkansas in the 1990's'. In addition, one paper is under construction: 'Population fluctuation and habitat selection by cerulean warblers in upland forests of Arkansas,' and one paper is under consideration: 'LandSAT TM and Logistic regression for identification of cerulean warbler habitat in upland forests of Arkansas.'

Kellner, Chris↗

Optimal Wonderful Life Utility Functions in Multi-Agent Systems

The mathematics of Collective Intelligence (COINs) is concerned with the design of multi-agent systems so as to optimize an overall global utility function when those systems lack centralized communication and control. Typically in COINs each agent runs a distinct Reinforcement Learning (RL) algorithm, so that much of the design problem reduces to how best to initialize/update each agent's private utility function, as far as the ensuing value of the global utility is concerned. Traditional team game solutions to this problem assign to each agent the global utility as its private utility function. In previous work we used the COIN framework to derive the alternative Wonderful Life Utility (WLU), and experimentally established that having the agents use it induces global utility performance up to orders of magnitude superior to that induced by use of the team game utility. The WLU has a free parameter (the clamping parameter) which we simply set to zero in that previous work. Here we derive the optimal value of the clamping parameter, and demonstrate experimentally that using that optimal value can result in significantly improved performance over that of clamping to zero, over and above the improvement beyond traditional approaches.

Wolpert, David H.↗

Sense of Touch

Logitech Inc., has advanced a digital game controller originally developed for a NASA space mission. CyberMan 2 offers players the experience of being "inside" the game. The product is commercially available for $99 to anyone with a personal computer.

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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.↗

Collectives for Multiple Resource Job Scheduling Across Heterogeneous Servers

Efficient management of large-scale, distributed data storage and processing systems is a major challenge for many computational applications. Many of these systems are characterized by multi-resource tasks processed across a heterogeneous network. Conventional approaches, such as load balancing, work well for centralized, single resource problems, but breakdown in the more general case. In addition, most approaches are often based on heuristics which do not directly attempt to optimize the world utility. In this paper, we propose an agent based control system using the theory of collectives. We configure the servers of our network with agents who make local job scheduling decisions. These decisions are based on local goals which are constructed to be aligned with the objective of optimizing the overall efficiency of the system. We demonstrate that multi-agent systems in which all the agents attempt to optimize the same global utility function (team game) only marginally outperform conventional load balancing. On the other hand, agents configured using collectives outperform both team games and load balancing (by up to four times for the latter), despite their distributed nature and their limited access to information.

Tumer, K.↗

A Real Attention-Getter

While most parents would agree that playing videos games is the antithesis of time well spent for their children, recent advances involving NASA biofeedback technology are proving otherwise. The same techniques used to measure brain activity in NASA pilots during flight simulation exercises are now a part of a revolutionary video game system that is helping to improve overall mental awareness for Americans of all ages, including those who suffer from Attention Deficit Hyperactivity Disorder (ADHD).

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Time-Extended Payoffs for Collectives of Autonomous Agents

A collective is a set of self-interested agents which try to maximize their own utilities, along with a a well-defined, time-extended world utility function which rates the performance of the entire system. In this paper, we use theory of collectives to design time-extended payoff utilities for agents that are both aligned with the world utility, and are "learnable", i.e., the agents can readily see how their behavior affects their utility. We show that in systems where each agent aims to optimize such payoff functions, coordination arises as a byproduct of the agents selfishly pursuing their own goals. A game theoretic analysis shows that such payoff functions have the net effect of aligning the Nash equilibrium, Pareto optimal solution and world utility optimum, thus eliminating undesirable behavior such as agents working at cross-purposes. We then apply collective-based payoff functions to the token collection in a gridworld problem where agents need to optimize the aggregate value of tokens collected across an episode of finite duration (i.e., an abstracted version of rovers on Mars collecting scientifically interesting rock samples, subject to power limitations). We show that, regardless of the initial token distribution, reinforcement learning agents using collective-based payoff functions significantly outperform both natural extensions of single agent algorithms and global reinforcement learning solutions based on "team games".

Tumer, Kagan↗

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↗