Dynamic Role Engine and Formation Control for Cooperating Agents with Robust ...Waqas Tariq
Robocup is an international competition for multi- agent research and related subject like: Artificial intelligence, Image processing, machine learning, robot path planning, control, and obstacle avoidance. In a soccer robot game, the environment is highly competitive and dynamic. In order to work in the dynamically changing environment, the decision-making system of a soccer robot system should have the features of flexibility and real-time adaptation. In this paper we will focus on the Middle Size Soccer Robot league (MSL). In this paper a new hierarchical hybrid fuzzy methods for decision making and action selection of a robot in Middle Size Soccer Robot league (MSL) are presented. First, the behaviors of an agent are introduced, implemented and classified in two layers, the Low_Level_Behaviors and the High_Level_Behaviors. In the second layer, a two phase mechanism for decision making is introduced. In phase one, some useful methods are implemented which check the robots situation for performing required behaviors. In the next phase, the team strategy, team formation, robots role and the robots positioning system are introduced. A fuzzy logical approach is employed to recognize the team strategy and further more to tell the player the best position to move. We believe that a Dynamic role engine is necessary for a successful team. Dynamic role engine and formation control during offensive or defensive play, help us to prevent collision avoidance among own players when attacking the ball and obstacle avoidance of the opponents. At last, we comprised our implemented algorithm in the Robocup2007 and 2008 and results showed the efficiency of the introduced methodology. The results are satisfactory which has already been successfully implemented in ADRO RoboCup team.
Use a game engine to create a video game. Its reusable components provide the general functionality. Define resources and building blocks.
What are the key elements of a game engine?
JD McCreary Presentation to Williams Foundation, March 22, 2018ICSA, LLC
JD McCreary, Chief, Disruptive Technology Programs, Georgia Tech Research Institute, focused on the centrality of effective decision making in high intensity conflict and on leveraging technologies like artificial intelligence to do so much more effectively.
Presentation at the 8th SMi Annual Land Forces Simulation and Training Conference - London - 14 February 2017
* What does success look like in exploiting simulation?
* What might land training look like if we realised the full potential of simulation?
* How far have we come and how far is there to go?
* A review of the land training journey in the use of simulation
* Move faster? Should we be advancing more quickly and if so what might be holding us back?
Dynamic Role Engine and Formation Control for Cooperating Agents with Robust ...Waqas Tariq
Robocup is an international competition for multi- agent research and related subject like: Artificial intelligence, Image processing, machine learning, robot path planning, control, and obstacle avoidance. In a soccer robot game, the environment is highly competitive and dynamic. In order to work in the dynamically changing environment, the decision-making system of a soccer robot system should have the features of flexibility and real-time adaptation. In this paper we will focus on the Middle Size Soccer Robot league (MSL). In this paper a new hierarchical hybrid fuzzy methods for decision making and action selection of a robot in Middle Size Soccer Robot league (MSL) are presented. First, the behaviors of an agent are introduced, implemented and classified in two layers, the Low_Level_Behaviors and the High_Level_Behaviors. In the second layer, a two phase mechanism for decision making is introduced. In phase one, some useful methods are implemented which check the robots situation for performing required behaviors. In the next phase, the team strategy, team formation, robots role and the robots positioning system are introduced. A fuzzy logical approach is employed to recognize the team strategy and further more to tell the player the best position to move. We believe that a Dynamic role engine is necessary for a successful team. Dynamic role engine and formation control during offensive or defensive play, help us to prevent collision avoidance among own players when attacking the ball and obstacle avoidance of the opponents. At last, we comprised our implemented algorithm in the Robocup2007 and 2008 and results showed the efficiency of the introduced methodology. The results are satisfactory which has already been successfully implemented in ADRO RoboCup team.
Use a game engine to create a video game. Its reusable components provide the general functionality. Define resources and building blocks.
What are the key elements of a game engine?
JD McCreary Presentation to Williams Foundation, March 22, 2018ICSA, LLC
JD McCreary, Chief, Disruptive Technology Programs, Georgia Tech Research Institute, focused on the centrality of effective decision making in high intensity conflict and on leveraging technologies like artificial intelligence to do so much more effectively.
Presentation at the 8th SMi Annual Land Forces Simulation and Training Conference - London - 14 February 2017
* What does success look like in exploiting simulation?
* What might land training look like if we realised the full potential of simulation?
* How far have we come and how far is there to go?
* A review of the land training journey in the use of simulation
* Move faster? Should we be advancing more quickly and if so what might be holding us back?
How can Artificial Intelligence help me on the Battlefield?jcscholtes
April 26, 2019, I was asked to present how Artificial Intelligence can help the Battlefield at the officers of the 11th Airmobile Brigade (11e Luchtmobiele brigade in Dutch) of the Dutch forces . The potential benefit of Artificial Intelligence on the battlefield is a very interesting, but also intriguing topic! Here you can find my slides. I also have written a blog on this topic which contains several additional references and can be found as a LinkedIn Article and as blog on www.textmining.nu.
Webinar: Machine Learning para MicrocontroladoresEmbarcados
Neste webinar, serão apresentados conceitos sobre inteligência artificial, assim como ferramentas disponíveis para o desenvolvimento integradas ao MPLAB X e ao Harmony 3 e demonstração de um sistema de detecção de anomalia utilizando um microcontrolador da família ATSAMD21 (ARM Cortex M0+).
Artificial Intelligence - Opportunities and Challenges for Military Modeling ...Andy Fawkes
Presented at the NATO Modelling & Simulation Symposium - Lisbon, Portugal - 19/20 October 2017. A principal theme of the NATO Science and Technology Organization (STO) is "Military Decision Making using the tools of Big Data and Artificial Intelligence (AI)". Simulation could play a significant role in addressing this theme, as it can act as a testbed for developing such concepts and support the military decision makers in future operations that are enhanced by AI. Simulation is already making a significant impact in the development of AI outside of the defence sector. Companies such as DeepMind and Nvidia are using computer games and simulations to “train” AI and autonomous systems, analogous to humans training in simulations. The rate of progress is high, driven by increases in computing power, availability of data and improved algorithms, however, AI development still faces significant technological and ethical challenges and these must be monitored and addressed as necessary.
Mozfest 2018 session slides: Let's fool modern A.I. systems with stickers.anant90
The goal of the session was to demystify Machine Learning for the participants and show them a real Machine Learning system in action. The secondary goal is to show that Machine Learning is itself just another tool, susceptible to adversarial attacks. These can have huge implications, especially in a world with self-driving cars and other automation. The session aims to be highly collaborative and audience-driven and can be adjusted to suit the participants' familiarity with machine learning and coding.
Artificial Intelligence (AI)
Cybersecurity
Intelligence
AI in warfare
Autonomous warfare
The New Warfare
Cyberwarfare
Logistics and Supply Chain Management
Training and Simulation
Ethical and Legal Concerns
Interntional Regulations
Games for Analysis of Technologies in Human-Intensive Systems - Dr. Tim Dasey...SeriousGamesAssoc
Recognizing what technologies will be useful prior to prototyping is error prone, with resulting higher-than-acceptable developmental rejection rates. MIT Lincoln Laboratory (MIT LL) has been using serious games to aid in technology assessment programs. This approach combines economic game theory with rapid-play, rapidly-developed digital simulations to collect quantitative data, improve qualitative feedback, and crowdsource the ingenuity of human experts.
Artificial Intelligence (AI)
Defence
Autonomous Systems
Data Analysis and Processing
Cybersecurity
Strategic Planning
Decision Support
Logistics
Supply Chain Management
Ethical and Legal Considerations
International Competition
Vertex has invested in companies across geographies addressing different industry applications leveraging AI to transform their service offerings. Read more on the trends and waves of AI developments observed.
How can Artificial Intelligence help me on the Battlefield?jcscholtes
April 26, 2019, I was asked to present how Artificial Intelligence can help the Battlefield at the officers of the 11th Airmobile Brigade (11e Luchtmobiele brigade in Dutch) of the Dutch forces . The potential benefit of Artificial Intelligence on the battlefield is a very interesting, but also intriguing topic! Here you can find my slides. I also have written a blog on this topic which contains several additional references and can be found as a LinkedIn Article and as blog on www.textmining.nu.
Webinar: Machine Learning para MicrocontroladoresEmbarcados
Neste webinar, serão apresentados conceitos sobre inteligência artificial, assim como ferramentas disponíveis para o desenvolvimento integradas ao MPLAB X e ao Harmony 3 e demonstração de um sistema de detecção de anomalia utilizando um microcontrolador da família ATSAMD21 (ARM Cortex M0+).
Artificial Intelligence - Opportunities and Challenges for Military Modeling ...Andy Fawkes
Presented at the NATO Modelling & Simulation Symposium - Lisbon, Portugal - 19/20 October 2017. A principal theme of the NATO Science and Technology Organization (STO) is "Military Decision Making using the tools of Big Data and Artificial Intelligence (AI)". Simulation could play a significant role in addressing this theme, as it can act as a testbed for developing such concepts and support the military decision makers in future operations that are enhanced by AI. Simulation is already making a significant impact in the development of AI outside of the defence sector. Companies such as DeepMind and Nvidia are using computer games and simulations to “train” AI and autonomous systems, analogous to humans training in simulations. The rate of progress is high, driven by increases in computing power, availability of data and improved algorithms, however, AI development still faces significant technological and ethical challenges and these must be monitored and addressed as necessary.
Mozfest 2018 session slides: Let's fool modern A.I. systems with stickers.anant90
The goal of the session was to demystify Machine Learning for the participants and show them a real Machine Learning system in action. The secondary goal is to show that Machine Learning is itself just another tool, susceptible to adversarial attacks. These can have huge implications, especially in a world with self-driving cars and other automation. The session aims to be highly collaborative and audience-driven and can be adjusted to suit the participants' familiarity with machine learning and coding.
Artificial Intelligence (AI)
Cybersecurity
Intelligence
AI in warfare
Autonomous warfare
The New Warfare
Cyberwarfare
Logistics and Supply Chain Management
Training and Simulation
Ethical and Legal Concerns
Interntional Regulations
Games for Analysis of Technologies in Human-Intensive Systems - Dr. Tim Dasey...SeriousGamesAssoc
Recognizing what technologies will be useful prior to prototyping is error prone, with resulting higher-than-acceptable developmental rejection rates. MIT Lincoln Laboratory (MIT LL) has been using serious games to aid in technology assessment programs. This approach combines economic game theory with rapid-play, rapidly-developed digital simulations to collect quantitative data, improve qualitative feedback, and crowdsource the ingenuity of human experts.
Artificial Intelligence (AI)
Defence
Autonomous Systems
Data Analysis and Processing
Cybersecurity
Strategic Planning
Decision Support
Logistics
Supply Chain Management
Ethical and Legal Considerations
International Competition
Vertex has invested in companies across geographies addressing different industry applications leveraging AI to transform their service offerings. Read more on the trends and waves of AI developments observed.
1. Military Simulator- A Case Study
Submitted by:
Anubhav Singhal(10104774)
Shruti Jadon(10104776)
Abhinav Thakur(10104778)
Project Supervisor:
Mrs. Suma Dawn
DEPARTMENT OF COMPUTER SCIENCE ENGINEERING &
INFORMATION TECHOLOGY
JAYPEE INSTITUTE OF INFORMATION TECHNOLOGY, NOIDA
2. INTRODUCTION
• Military simulations, also known informally
as war games, are simulations in which
theories of warfare can be tested and refined
without the need for actual hostilities and can
be parameterized by numerous variables.
• Military simulations are seen as a useful way
to develop
tactical, strategy and doctrinal solutions
approximate nature of the models used.
3. Problem Statement
Designing of a military simulator to experiment the
ground based search-and-rescue tactics behind the
enemy lines using a game engine. The simulator will
also be designed to train the soldiers in the tactics of
search and rescue operations. The simulator will
support multiplayer against Non player Characters.
4. Proposed solution
The success of a tactic will be determined on the
parameter of quantity of resources used & number of
soldiers killed during the execution of the mission. Tactic
in which the number of soldiers left is maximum and
number of killed allied soldiers is maximum is the most
efficient tactic. If there is mixed result among different
tactics, the number of soldiers left will be given priority as
the main mission is saving our soldiers lives.
This simulator is being designed on Unity which is
currently one of the best free gaming engines available
in the market. The Artificial Intelligence of the Non Player
Characters will be designed Based on the papers It will
designed to mimic the behavior of an enemy under the
specific conditions which prevail in Search-and-Rescue
operations.
5. Novelty/Benefits
• Currently there is no military simulator which is freely
available to public. All simulators are currently available
to military personals undergoing training. The public can
not tweak or improve the simulators. These simulators
do not take advantage of the FOSS community which
may help in bringing a revolution in simulator as they did
in the domain of operating systems and applications.
• This project tries to bridge this gap between the FOSS
community and the simulators. In long term this help is
creating a better human Artificial Intelligence within these
simulators which can be used in other application like
robotics.
8. Tools & Framework used
• Unity 3D
Unity is a game development ecosystem: a powerful
rendering engine fully integrated with a complete set of
intuitive tools and rapid workflows to create interactive
3D and 2D content; easy multiplatform publishing;
thousands of quality, ready-made assets in the Asset
Store and a knowledge-sharing community.
9. • 3D max modeling-
3ds Max provides a number of different modeling
toolsets and workflows, each with its positive and
negative sides. These include Procedural Modeling
(parametric objects and non-destructive modifiers),
Editable Mesh and Editable Poly explicit modeling,
Surface Tools Spline to Patch modeling and NURBS.
• Rain (AI)-
RAIN has been specifically engineered to meet the
demanding challenges of creating interactive characters.
This means RAIN is intuitive, flexible, and powerful
enough to handle an astonishing amount of complexity
while offering cutting-edge behavior control.
11. Overall architecture with component description &
dependency details
TOOLS:
Unreal Development Kit,
3DMax,
Blender
SUBJECT:
Soldier, Gamer,
Military Enthusiast,
Military tactical
scientist
OBJECT:
Experiment tactics,
Train Soldiers
COMMUNITY:
Soldier, Gamer,
Military Enthusiast,
Military tactical
Scientist, Game Developers
RULES:
Military tactical
Scientist, Game Developers,
Soldier, Game Engine
DIVISION OF LABOUR:
Soldier , Military tactical
Scientist, Game Developers
OUTCOME:
Experiment tactics,
Train Soldiers
12. Continued…
• Subject: He is the person who will be using the system.
• Object: The objective of the subjects
• Outcome: The final outcome of using the system.
• Tools: The tools used to build the system.
• Rules: The people or system who will decide the rules
based on which the system will work.
• Community: Any person who affects the system in any
way or the system is affected by him.
• Division of Labor: People who develop the system.
13. Data Structures & Algorithms
Patrol
Stop
Patrol
Around
Sit
Talk
Look
Around
Decide
path and
follow it
Figure: Algorithm Representation
(Patrol)
22. Limitations of the solution
• As we are trying to make this simulator available for the
FOSS community, we have to make this project on a
free version of Unity 3D using free assets and add-ons.
These add-ons and assets are bugged and not updated
frequently. Hence the development process is slow and
tedious.
• We are also limited by the hardware of the system. A
game is very resource intensive software hence we can’t
put in huge amount of detailing without any performance
degradation.
23. CONCLUSION
• The equations, normalizations constant and parameters
used for equating utility scores and probabilities are still
up for debate and varies between simulator to simulator
or person to person. They have to be tested and tried to
test their validity.
• We have proposed an AI approach for a military
simulator which is a mix of behaviour tree and utility
based AI architectures. Instead of being static, the
probabilities are being calculated dynamically based on
the situation. Also, with the help of data mining we could
find different ways to one solution.
24. References
1. Arjen Beij, William van der Sterren, 2005, “Killzone’s AI
– Dynamic procedural tactics”http://www.cgf-
ai.com/docs/straatman_remco_killzone_ai.pdf .
2. John E. Laird and Michael van Lent, 2001, “Human-
Level AI’s Killer Application Interactive Computer
Games”http://citeseerx.ist.psu.edu/viewdoc/download?d
oi=10.1.1.85.2927&rep=rep1&type pdf .
3. Kevin Dill, Lockheed Martin, 2011, “A Game AI
Approach to Autonomous Control of Virtual
Characters”.http://www.iitsec.org/about/PublicationsPro
ceedings/Documents/11136_Paper.pdf
25. 4. Konstantin Mitgutsch, Matthew Wise, 2011, “Subversive
Game Design for Recursive Learning”.
http://www.digra.org/dl/db/11310.47305.pdf
5. Owen Macindoe,Leslie Pack Kaelbling and Tomas
Lozano-Perez, 2012, “Assistant Agents for Sequential
Planning Problems”.
http://www.aaai.org/ocs/index.php/AIIDE/AIIDE12/paper
/viewFile/5495/5774
6. Patrik O. Hoyer , 2004, “Non-negative Matrix
Factorization with Sparseness
Constraints”.http://www.cs.helsinki.fi/u/phoyer/papers/p
df/NMFscweb.pdf
26. 7. Simon Egenfeldt, Jonas Heide, 2003, “Playing with fire
How do computer games affect the player”.
http://resources.eun.org/insafe/datorspel_Playing_with.
pdf Song Wang, 2012, “Operations Research
3OR”.http://school.maths.uwa.edu.au/~swang/units/3O
R/Notes.pdf
8. TANYA KHOVANOVA1 AND ZIV SCULLY2, 2013,
”EFFICIENT CALCULATION OF DETERMINANTS OF
SYMBOLIC MATRICES WITH MANY VARIABLES”.
http://arxiv.org/pdf/1304.4691v1.pdf
9. Tony Manninen, 2001,”Virtual Team Interactions in
Networked Multimedia Games Case: “Counter-Strike” –
Multi-player 3D Action Game”.
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.
1.19.6314&rep=rep1&type=pdf
27. 10. Tony Manninen, 2001,”Virtual Team Interactions in
Networked Multimedia Games Case: “Counter-Strike” –
Multi-player 3D Action Game”.
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.
1.19.6314&rep=rep1&type=pdf
11. William van der Sterren, 2001, “Terrain Reasoning for
3D Action Games”. http://www.cgf-
ai.com/docs/gdc2001_paper.pdf
12. Using CmapTools to Construct Activity System
http://phdblog.net/using-cmaptools-to-construct-activity-
systems/