2.3MAMar 17, 2022
Strategic Maneuver and Disruption with Reinforcement Learning Approaches for Multi-Agent CoordinationDerrik E. Asher, Anjon Basak, Rolando Fernandez et al.
Reinforcement learning (RL) approaches can illuminate emergent behaviors that facilitate coordination across teams of agents as part of a multi-agent system (MAS), which can provide windows of opportunity in various military tasks. Technologically advancing adversaries pose substantial risks to a friendly nation's interests and resources. Superior resources alone are not enough to defeat adversaries in modern complex environments because adversaries create standoff in multiple domains against predictable military doctrine-based maneuvers. Therefore, as part of a defense strategy, friendly forces must use strategic maneuvers and disruption to gain superiority in complex multi-faceted domains such as multi-domain operations (MDO). One promising avenue for implementing strategic maneuver and disruption to gain superiority over adversaries is through coordination of MAS in future military operations. In this paper, we present overviews of prominent works in the RL domain with their strengths and weaknesses for overcoming the challenges associated with performing autonomous strategic maneuver and disruption in military contexts.
8.2ROMar 15
SERN: Bandwidth-Adaptive Cross-Reality Synchronization for Simulation-Enhanced Robot NavigationJumman Hossain, Emon Dey, Snehalraj Chugh et al.
Cross reality integration of simulation and physical robots is a promising approach for multi-robot operations in contested environments, where communication may be intermittent, interference may be present, and observability may be degraded. We present SERN (Simulation-Enhanced Realistic Navigation), a framework that tightly couples a high-fidelity virtual twin with physical robots to support real-time collaborative decision making. SERN makes three main contributions. First, it builds a virtual twin from geospatial and sensor data and continuously corrects it using live robot telemetry. Second, it introduces a physics-aware synchronization pipeline that combines predictive modeling with adaptive PD control. Third, it provides a bandwidth-adaptive ROS bridge that prioritizes critical topics when communication links are constrained. We also introduce a multi-metric cost function that balances latency, reliability, computation, and bandwidth. Theoretically, we show that when the adaptive controller keeps the physical and virtual input mismatch small, synchronization error remains bounded under moderate packet loss and latency. Empirically, SERN reduces end-to-end message latency by 15% to 25% and processing load by about 15% compared with a standard ROS setup, while maintaining tight real-virtual alignment with less than 5 cm positional error and less than 2 degrees rotational error. In a navigation task, SERN achieves a 95% success rate, compared with 85% for a real-only setup and 70% for a simulation-only setup, while also requiring fewer interventions and less time to reach the goal. These results show that a simulation-enhanced cross-reality stack can improve situational awareness and multi-agent coordination in contested environments by enabling look-ahead planning in the virtual twin while using real sensor feedback to correct discrepancies.
3.3LGMay 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.