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Autonomous Target Assignment: A Game Theoretical Formulation Gurdal Arslan & Jeff Shamma Mechanical and Aerospace Engineering UCLA AFOSR / MURI
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2 max Global Utility ( assignment ) Setup for Target Assignment Problem
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3 Global Utility Example Global Utility = Utility generated at target j E [ total value of ( destroyed target – vehicles lost ) ] No engagement here Independent engagements (for example)
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4 Joint Optimization Can be formulated as an integer programming problem - Computationally hard - Relaxation techniques available for suboptimal solutions Decentralized implementation - Requires global information - Agreement issues can arise Global Utility Assignment Profile :
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5 Game Theory Formulation Vehicles are self-interested players with private utilities A vehicle need not know other vehicles’ utilities. Individual utilities depend on local information only. Vehicles negotiate an agreeable assignment.
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6 Autonomous Target Assignment Problem Design - Vehicle utilities - Negotiation mechanisms so that vehicles agree on an assignment with high Global Utility using - low computational power - low inter-vehicle communication
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7 Agreeable Assignment - Nash Equilibrium An assignment is a ( pure ) Nash equilibrium if no player has an incentive to unilaterally deviate from it. Example : Pure Nash equilibria : (1,1), (2,2), (3,3) Mixed Nash equilibria : ([.54.27.18], [.27.54.18]) 21 3 2,10,0 1,20,0 3,3 1 12 2 3 3
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8 Utility Design Vehicle utilities should be aligned with Global Utility Ideal alignment : – Only globally optimal assignments should be agreeable – Not possible without computing globally optimal assignments Relaxed alignment ( factoredness in Wolpert et al. 2000 ) : – Globally optimum assignment is always agreeable (pure Nash)
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9 Aligned Utilities - Team Play For every vehicle, Example : Not localized - Each vehicle needs global information - Low Signal-to-Noise-Ratio (Wolpert et al. 2000) 21 2, 20, 0 1, 1 1 12 2 Suboptimal Nash
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10 Aligned Utilities - Wonderful Life Utility (Wolpert et al. 2000) Marginal contribution of vehicle # i to Global Utility, i.e., Localized : - Equal marginal contribution to engagements within range - Signal-to-Noise-Ratio is maximized no engagement
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11 Aligned Utilities - Wonderful Life Utility (Wolpert et al. 2000) Aligned : Leads to a Potential Game with potential Convergent negotiation mechanisms for potential games
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12 A Misaligned Utility Structure Equally Shared Utilities : Hence Global optimum may not be Nash agreeable A pure Nash agreeable assignment may not exists at all !
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13 Negotiation Mechanisms At step k, vehicle # i proposes a target based on the past proposal profiles Is there a reasonable negotiation mechanism that leads to a Nash equilibrium ? Adopt learning methods in repeated games
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14 Fictitious Play (FP) Empirical frequencies of past proposals Vehicle # i proposes the best response to Initial proposals are random target # 1target # 2
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15 Convergence of FP in Potential Games Convergent to a (possibly mixed) Nash equilibrium Believed to be generically convergent to a pure Nash May be trapped at a suboptimal Nash 21 2, 20, 0 1, 1 1 12 2
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16 Stochastic FP Randomness may help avoid a suboptimal assignment Positive probability of convergence to any pure Nash equilibrium in almost all potential games Conjecture : Stochastic FP converges to one of the pure Nash equilibria almost surely, in almost all potential games.
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17 Stochastic FP with Utility Measurements Empirical average payoff for past proposals Propose the target with largest empirical average payoff target # 1target # 2
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18 Stochastic FP with Utility Measurements Advantage : Don’t need to keep track of empirical frequencies Conjecture : Converges to one of the pure Nash equilibria almost surely, in almost all potential games. Convergence may be slower than FP
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19 Near Optimum Performance Example: 40 uniform weapons negotiate 40 non-uniform targets
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20 Simulation Environment Consists of entities and a battlefield
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21 Entity Types Entities can be of different types Each entity type represented by a data structure For example: type = ‘uav’ side = ‘blue’ attributes = {‘radius’ ‘pkill’ ‘SARscanrate’ … } states = {‘health’ ‘location’ ‘heading’ ‘nstores’ … } routine = ‘uav_rule’;
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22 Entity Rules How an entity type interacts and performs tasks For example, routine for `uav’ type : If UAV is alive – Find all SAM’s within radius – If no missile is launched & UAV has ammo Target closest live enemy
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23 State Space State space consists of - states of all entities - environment states number of iterations left, etc. Simulation state is updated essentially based on the entity rules At each step, simulation state is displayed using visualization tools.
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24 Simulation Scalable: One routine for each entity type Easy to modify, introduce new types, rules, etc.
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25 Extensions & Issues Investigate other negotiation mechanisms - Gradient based mechanisms - Replicator dynamics - Finite Memory - Asynchronous mechanisms Explore applications - Traffic management - Routing in communication networks
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