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Uncertain Multiagent Systems: Games and Learning

This paper discusses a hierarchical architecture for multiagent operations, including partial observation Markov games, a pursuit-evasion game setup, and model predictive techniques for dynamic replanning. It also explores the challenges of uncertainty in decision-making and presents various approaches to address different types of uncertainty. The paper includes a case study on a partially observable probabilistic pursuit-evasion game and discusses optimal pursuit policies and persistent pursuit policies.

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Uncertain Multiagent Systems: Games and Learning

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  1. Decision-Making under Uncertainty ONR MURI Uncertain Multiagent Systems: Games and Learning July 17, 2002 H. Jin Kim, Songhwai Oh and Shankar Sastry University of California, Berkeley

  2. Outline Hierarchical architecture for multiagent operations Partial observation Markov games (POMGame) Berkeley pursuit-evasion game (PEG) setup From PEG to unmanned dynamic battlefield Model predictive techniques for dynamic replanning Multi-target tracking (detect  ID  track) Dynamic model selection for estimating adversarial intent

  3. Partial-observation Probabilistic Pursuit-Evasion Game (PEG) with 4 UGVs & 1 UAV A prototype system of fully autonomous mobile teams of intelligent and networked sensing agents deployed to discover and track mobile targets in unmapped environments

  4. position of targets • position of obstacles • positions of agents Strategy Planner Map Builder Communications Network desired agents actions targets detected Hierarchy in Berkeley Platform agents positions obstacles detected tactical planner Tactical Planner & Regulation Vehicle-level sensor fusion obstacles detected trajectory planner state of agents regulation • obstacles • detected • targets • detected inertial positions height over terrain actuator positions • lin. accel. • ang. vel. control signals actuator encoders vision ultrasonic altimeter INS GPS Uncertainty pervades every layer! Terrain UAV dynamics Exogenous disturbance UGV dynamics Targets

  5. Pursuit-Evasion Game Experiment Setup Waypoint Commands Pursuer UAV Position & vehicle status Evader location detected by vision system Position & vehicle status Pursuer UGVs Ground Command Post Evader UGV

  6. Vision Data Vision Data Current Position Current Position Waypoint Requests Waypoint Requests Information Flow in UC Berkeley PEG Platform Wireless Network Pursuer UAV Flight Computer Ground-based Strategy Planner Policy Calculator Vision Computer Agent Position Requests Probability Map Pursuer UGV Map Builder Vision Computer Current Coordination of Agent Processed Vision Input Motion Controller Display Info Evader UGV Map Builder Vision Computer Current Position for Ground Station Display Motion Controller

  7. Lessons Learned and UAV/UGV Objective • Scalable/replicable system that deliver mission reliably under uncertainty and evaluate their performance • Hierarchical architecture design and analysis • High-level decision making in a discrete space • Physical-layer control in a continuous space • Hierarchical decomposition requires tight interaction between layers to achieve cooperative behavior, to deconflict and to support constraints. • Confronting uncertainty arising from partially observable, dynamically changing environments and intelligent adversaries

  8. POMGame Representing and Managing Uncertainty • Uncertainty is introduced in various channels • Sensing unable to determine the current state of world • Prediction  unable to infer the future state of world • Actuation  unable to make the desired action to properly affect the state of world • Different types of uncertainty can be addressed by different approaches • Nondeterministic uncertainty : Robust Control • Probabilistic uncertainty : (Partially Observable) Markov Decision Processes • Adversarial uncertainty : Game Theory

  9. Partial Observation Markov Games (POMGame)

  10. Policy for POMGames • Optimal value function of a state • the expected sum of a reward that agent will gain by executing the optimal policy starting from that state: • Poorly understood: analysis exists only for very specially structured games such as a game with a complete information on one side • Special case : partially observable Markov decision processes (POMDP)

  11. Berkeley Pursuit-Evasion Game (PEG) Setup

  12. Abstraction of Pursuit-Evasion Game • A partial-observation stochastic pursuit-evasion game in a 2-D grid world, between (heterogeneous) teams of ne evaders and np pursuers . • At each time t, • Each evader and pursuer, located at and respectively, • takes the observation over its visibility region • updates the belief state • chooses action from • Goal: capture of the evader, or survival

  13. Optimal Pursuit Policy • Performance measure : capture time • Optimal policy minimizes the cost

  14. Optimal Pursuit Policy –Dynamic Programming Formulation

  15. Persistent Pursuit Policies • Solving for the optimal policy of the partial observation Markov games of non-trivial size using dynamic programming is computationally intractable. • If the pursuit policy is persistent with a period T, then the expected capture time is bounded.

  16. Example of Persistent Pursuit Policies • Greedy Policy • Pursuer moves to the neighboring cell with the highest probability of having an evader at the next instant • Strategic planner assigns more importance to local or immediate considerations • Global Maximum Policy • Pursuer moves toward the global location with the highest probability, weighted by some distance metric, of having an evader at the next instant

  17. Experimental Results: Pursuit Evasion Games with Four UGVs and a UAV

  18. Game-theoretic Policy Search Paradigm • Large number of variables affect the solution • Many interesting games including pursuit-evasion are a large game with partial information, and finding optimal solutions is well outside the capability of current algorithms • Approximate solution is not necessarily bad. There might be simple policies with satisfactory performances Choose a good policy from a restricted class of policies ! • We can find approximately optimal solutions from restricted classes, using a sparse sampling and a provably convergent policy search algorithm

  19. Constructing a Policy Class • Given a mission with specific goals, we • decompose the problem in terms of the functions that need to be achieved for success and the means that are available • analyze how a human team would solve the problem • determine a list of important factors that complicate task performance such as safety or physical constraints • Maximize aerial coverage, • Stay within a communications range, • Penalize actions that lead an agent to a danger zone, • Maximize the explored region, • Minimize fuel usage, …

  20. Policy Representation • Quantize the above features and define a feature vector that consists of the estimate of above quantities for each action given agents’ history • Estimate the ‘goodness’ of each action by a function where is the weighting vector to be learned . • Choose an action that maximizes . • Or choose a randomized action according to the distribution

  21. Example: Policy Feature • Maximize collective aerial coverage -> maximize the distance between agents where is the location of pursuer that will be landed by taking action from • Try to visit an unexplored region with high possibility of detecting an evader where is a position arrived by the action that maximizes the evader map value along the frontier

  22. Example: Policy Feature (Continued) • Prioritize actions that are more compatible with the dynamics of agents • Policy representation

  23. Benchmarking Experiments • Performance of two pursuit policies compared in terms of capture time • Experiment 1 : two pursuers against the evader who moves greedily with respect to the pursuers’ location • Experiment 2 : When the position of evader at each step is detected by the sensor network with only 10% accuracy, two optimized pursuers took 24.1 steps, while the one-step greedy pursuers took over 146 steps in average to capture the evader in 30 by 30 grid. * (mean, standard deviation)

  24. Why General-sum Games? "All too often in OR dealing with military problems, war is viewed as a zero-sum two-person game with perfect information. Here I must state as forcibly as I know that war is not a zero-sum two-person game with perfect information. Anybody who sincerely believes it is a fool. Anybody who reaches conclusions based on such an assumption and then tries to peddle these conclusions without revealing the quicksand they are constructed on is a charlatan....There is, in short, an urgent need to develop positive-sum game theory and to urge the acceptance of its precepts upon our leaders throughout the world." Joseph H. Engel, Retiring Presidential Address to the Operations Research Society of America, October 1969

  25. General-sum Games • Depending on the cooperation between the players, • Noncooperative • Cooperative • Depending on the least expected payoff that a player is willing to accept- Nash’s special/general bargaining solution • By restricting the blue and red policy class to be the finite size, we reduce the POMGame into the bimatrix game.

  26. From PEG to Combat Scenarios • Adversarial attack • Reds just do not evade, but also attack -> Blues cannot blindly pursue reds. • Unknown number/capability of adversary -> Dynamic selection of the relevant red model from unstructured observation • Deconfliction between layers and teams • Increase number of feature -> Diversify possible solutions when the uncertainty is high

  27. From POMGame To Bimatrix Game

  28. Dynamic Bayesian Model Selection • Dynamic Bayesian model selection (DBMS) is a generalized model selection approach to time series data of which the number of components can vary with time • If K is the number of the components at any instance and T is the length of the time series, then there are O(2KT) possible models which demands an efficient algorithm • The problem is formulated using Bayesian hierarchical modeling and solved using reversible jump MCMC methods suitably adapted.

  29. DBMS

  30. DBMS: Graphical Representation • a – Dirichlet prior • A – Transition matrix for mt • dt – Dirichlet prior • wt – component weights • zt – allocation variable • F – transition dynamics

  31. DBMS

  32. DBMS: Multi-target Tracking Example

  33. Estimated target position Observation +True target trajectory

  34. Estimated target position Observation +True target trajectory

  35. Summary • Decomposition of complex multiagent operation problems requires tighter interaction between subsystems and human intervention • Partial observation Markov games provides a mathematical representation of a hierarchical multiagent system operating under adversarial and environmental uncertainty • Policy class framework provides a setup for including human experience • Policy search methods and sparse sampling produce computationally tractable algorithms to generate approximate solutions to partially observable Markov games. • Model predictive (receding horizon) techniques can be used for dynamic replanning to deconflict/coordinate between vehicles, layers or subtasks

  36. THE END

  37. Acting under Partial Observations • We need to use memory of previous actions and observations to disambiguate the current state. • The state estimate, or belief state • Posterior probability distribution over states • The likelihood the world is actually in the state x, at time t, given the agent’s past experience (I.e. actions and observation histories).

  38. Updating Belief State • Can be updated recursively using the estimated world model and Bayes’ rule. New info on prediction New info on the state of world

  39. Pursuit-Evasion Game Experiment • PEG with four UGVs • Global-Max pursuit policy • Simulated camera view • (radius 7.5m with 50degree conic view) • Pursuer=0.3m/s Evader=0.5m/s MAX

  40. Pursuit-Evasion Game Experiment • PEG with four UGVs • Global-Max pursuit policy • Simulated camera view • (radius 7.5m with 50degree conic view) • Pursuer=0.3m/s Evader=0.5m/s MAX

  41. Experimental Results: Evaluation of Policies for Different Visibility • Global max policy performs better than greedy, since the greedy policy selects movements based only on local considerations. • Both policies perform better with the trapezoidal view, since the camera rotates fast enough to compensate the narrow field of view. Capture time of greedy and global-max for the different region of visibility of pursuers Three pursuers with trapezoidal or omni-directional view Randomly moving evader

  42. Experimental Results: Evader’s Speed vs. Intelligence Capture time for different speeds and levels of intelligence of the evader Three pPursuers with a trapezoidal view & global maximum policy Max speed of pursuers: 0.3 m/s • Having a more intelligent evader increases the capture time • Harder to capture an intelligent evader at a higher speed • The capture time of a fast random evader is shorter than that of a slower random evader, when the speed of evader is only slightly higher than that of pursuers.

  43. Coordination under Multiple Sources of Commands • When different agents or layers specify multiple, possibly conflicting goals or actions, how the system can prioritize or resolve them ? • a priori assignment of the degrees of authority • Surge in coordination demand when the situation deviates from textbook cases: can the overall system adapt real-time? • Intermediate, cooperative modes of interaction between layers, agents and human operator based on anticipatory reasoning is desirable

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