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.
The Airbus Military Services Model, May 2013ICSA, LLC
During the Airbus Military Trade Media Briefing 2013, held on May 29th and 30th 2013, Philippe Galland, Head of Customer Services, provided an overview on the evolution of the Airbus Military services offering for their products.
The global reach of the effort is a core element of the program and the presentation.
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.
The Airbus Military Services Model, May 2013ICSA, LLC
During the Airbus Military Trade Media Briefing 2013, held on May 29th and 30th 2013, Philippe Galland, Head of Customer Services, provided an overview on the evolution of the Airbus Military services offering for their products.
The global reach of the effort is a core element of the program and the presentation.
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.
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.
Sachpazis:Terzaghi Bearing Capacity Estimation in simple terms with Calculati...Dr.Costas Sachpazis
Terzaghi's soil bearing capacity theory, developed by Karl Terzaghi, is a fundamental principle in geotechnical engineering used to determine the bearing capacity of shallow foundations. This theory provides a method to calculate the ultimate bearing capacity of soil, which is the maximum load per unit area that the soil can support without undergoing shear failure. The Calculation HTML Code included.
Understanding Inductive Bias in Machine LearningSUTEJAS
This presentation explores the concept of inductive bias in machine learning. It explains how algorithms come with built-in assumptions and preferences that guide the learning process. You'll learn about the different types of inductive bias and how they can impact the performance and generalizability of machine learning models.
The presentation also covers the positive and negative aspects of inductive bias, along with strategies for mitigating potential drawbacks. We'll explore examples of how bias manifests in algorithms like neural networks and decision trees.
By understanding inductive bias, you can gain valuable insights into how machine learning models work and make informed decisions when building and deploying them.
Hierarchical Digital Twin of a Naval Power SystemKerry Sado
A hierarchical digital twin of a Naval DC power system has been developed and experimentally verified. Similar to other state-of-the-art digital twins, this technology creates a digital replica of the physical system executed in real-time or faster, which can modify hardware controls. However, its advantage stems from distributing computational efforts by utilizing a hierarchical structure composed of lower-level digital twin blocks and a higher-level system digital twin. Each digital twin block is associated with a physical subsystem of the hardware and communicates with a singular system digital twin, which creates a system-level response. By extracting information from each level of the hierarchy, power system controls of the hardware were reconfigured autonomously. This hierarchical digital twin development offers several advantages over other digital twins, particularly in the field of naval power systems. The hierarchical structure allows for greater computational efficiency and scalability while the ability to autonomously reconfigure hardware controls offers increased flexibility and responsiveness. The hierarchical decomposition and models utilized were well aligned with the physical twin, as indicated by the maximum deviations between the developed digital twin hierarchy and the hardware.
NUMERICAL SIMULATIONS OF HEAT AND MASS TRANSFER IN CONDENSING HEAT EXCHANGERS...ssuser7dcef0
Power plants release a large amount of water vapor into the
atmosphere through the stack. The flue gas can be a potential
source for obtaining much needed cooling water for a power
plant. If a power plant could recover and reuse a portion of this
moisture, it could reduce its total cooling water intake
requirement. One of the most practical way to recover water
from flue gas is to use a condensing heat exchanger. The power
plant could also recover latent heat due to condensation as well
as sensible heat due to lowering the flue gas exit temperature.
Additionally, harmful acids released from the stack can be
reduced in a condensing heat exchanger by acid condensation. reduced in a condensing heat exchanger by acid condensation.
Condensation of vapors in flue gas is a complicated
phenomenon since heat and mass transfer of water vapor and
various acids simultaneously occur in the presence of noncondensable
gases such as nitrogen and oxygen. Design of a
condenser depends on the knowledge and understanding of the
heat and mass transfer processes. A computer program for
numerical simulations of water (H2O) and sulfuric acid (H2SO4)
condensation in a flue gas condensing heat exchanger was
developed using MATLAB. Governing equations based on
mass and energy balances for the system were derived to
predict variables such as flue gas exit temperature, cooling
water outlet temperature, mole fraction and condensation rates
of water and sulfuric acid vapors. The equations were solved
using an iterative solution technique with calculations of heat
and mass transfer coefficients and physical properties.
CW RADAR, FMCW RADAR, FMCW ALTIMETER, AND THEIR PARAMETERSveerababupersonal22
It consists of cw radar and fmcw radar ,range measurement,if amplifier and fmcw altimeterThe CW radar operates using continuous wave transmission, while the FMCW radar employs frequency-modulated continuous wave technology. Range measurement is a crucial aspect of radar systems, providing information about the distance to a target. The IF amplifier plays a key role in signal processing, amplifying intermediate frequency signals for further analysis. The FMCW altimeter utilizes frequency-modulated continuous wave technology to accurately measure altitude above a reference point.
Final project report on grocery store management system..pdfKamal Acharya
In today’s fast-changing business environment, it’s extremely important to be able to respond to client needs in the most effective and timely manner. If your customers wish to see your business online and have instant access to your products or services.
Online Grocery Store is an e-commerce website, which retails various grocery products. This project allows viewing various products available enables registered users to purchase desired products instantly using Paytm, UPI payment processor (Instant Pay) and also can place order by using Cash on Delivery (Pay Later) option. This project provides an easy access to Administrators and Managers to view orders placed using Pay Later and Instant Pay options.
In order to develop an e-commerce website, a number of Technologies must be studied and understood. These include multi-tiered architecture, server and client-side scripting techniques, implementation technologies, programming language (such as PHP, HTML, CSS, JavaScript) and MySQL relational databases. This is a project with the objective to develop a basic website where a consumer is provided with a shopping cart website and also to know about the technologies used to develop such a website.
This document will discuss each of the underlying technologies to create and implement an e- commerce website.
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/