LGMay 11, 2022
Learning to Guide Multiple Heterogeneous Actors from a Single Human Demonstration via Automatic Curriculum Learning in StarCraft IINicholas Waytowich, James Hare, Vinicius G. Goecks et al.
Traditionally, learning from human demonstrations via direct behavior cloning can lead to high-performance policies given that the algorithm has access to large amounts of high-quality data covering the most likely scenarios to be encountered when the agent is operating. However, in real-world scenarios, expert data is limited and it is desired to train an agent that learns a behavior policy general enough to handle situations that were not demonstrated by the human expert. Another alternative is to learn these policies with no supervision via deep reinforcement learning, however, these algorithms require a large amount of computing time to perform well on complex tasks with high-dimensional state and action spaces, such as those found in StarCraft II. Automatic curriculum learning is a recent mechanism comprised of techniques designed to speed up deep reinforcement learning by adjusting the difficulty of the current task to be solved according to the agent's current capabilities. Designing a proper curriculum, however, can be challenging for sufficiently complex tasks, and thus we leverage human demonstrations as a way to guide agent exploration during training. In this work, we aim to train deep reinforcement learning agents that can command multiple heterogeneous actors where starting positions and overall difficulty of the task are controlled by an automatically-generated curriculum from a single human demonstration. Our results show that an agent trained via automated curriculum learning can outperform state-of-the-art deep reinforcement learning baselines and match the performance of the human expert in a simulated command and control task in StarCraft II modeled over a real military scenario.
LGOct 21, 2021
On games and simulators as a platform for development of artificial intelligence for command and controlVinicius G. Goecks, Nicholas Waytowich, Derrik E. Asher et al.
Games and simulators can be a valuable platform to execute complex multi-agent, multiplayer, imperfect information scenarios with significant parallels to military applications: multiple participants manage resources and make decisions that command assets to secure specific areas of a map or neutralize opposing forces. These characteristics have attracted the artificial intelligence (AI) community by supporting development of algorithms with complex benchmarks and the capability to rapidly iterate over new ideas. The success of artificial intelligence algorithms in real-time strategy games such as StarCraft II have also attracted the attention of the military research community aiming to explore similar techniques in military counterpart scenarios. Aiming to bridge the connection between games and military applications, this work discusses past and current efforts on how games and simulators, together with the artificial intelligence algorithms, have been adapted to simulate certain aspects of military missions and how they might impact the future battlefield. This paper also investigates how advances in virtual reality and visual augmentation systems open new possibilities in human interfaces with gaming platforms and their military parallels.
HCJul 12, 2018
Using the Value of Information (VoI) Metric to Improve SensemakingMark Mittrick, John Richardson, Derrik E. Asher et al.
Sensemaking is the cognitive process of extracting information, creating schemata from knowledge, making decisions from those schemata, and inferring conclusions. Human analysts are essential to exploring and quantifying this process, but they are limited by their inability to process the volume, variety, velocity, and veracity of data. Visualization tools are essential for helping this human-computer interaction. For example, analytical tools that use graphical linknode visualization can help sift through vast amounts of information. However, assisting the analyst in making connections with visual tools can be challenging if the information is not presented in an intuitive manner. Experimentally, it has been shown that analysts increase the number of hypotheses formed if they use visual analytic capabilities. Exploring multiple perspectives could increase the diversity of those hypotheses, potentially minimizing cognitive biases. In this paper, we discuss preliminary research results that indicate an improvement in sensemaking over the traditional link-node visualization tools by incorporating an annotation enhancement that differentiates links connecting nodes. This enhancement assists by providing a visual cue, which represents the perceived value of reported information. We conclude that this improved sensemaking occurs because of the removal of the limitations of mentally consolidating, weighing, and highlighting data. This study aims to investigate whether line thickness can be used as a valid representation of VoI.