skip to main content
US FlagAn official website of the United States government
dot gov icon
Official websites use .gov
A .gov website belongs to an official government organization in the United States.
https lock icon
Secure .gov websites use HTTPS
A lock ( lock ) or https:// means you've safely connected to the .gov website. Share sensitive information only on official, secure websites.


Title: A Game Benchmark for Real-Time Human-Swarm Control
We present a game benchmark for testing human- swarm control algorithms and interfaces in a real-time, high- cadence scenario. Our benchmark consists of a swarm vs. swarm game in a virtual ROS environment in which the goal of the game is to “capture” all agents from the opposing swarm; the game’s high-cadence is a result of the capture rules, which cause agent team sizes to fluctuate rapidly. These rules require players to consider both the number of agents currently at their disposal and the behavior of their opponent’s swarm when they plan actions. We demonstrate our game benchmark with a default human-swarm control system that enables a player to interact with their swarm through a high-level touchscreen interface. The touchscreen interface transforms player gestures into swarm control commands via a low-level decentralized ergodic control framework. We compare our default human- swarm control system to a flocking-based control system, and discuss traits that are crucial for swarm control algorithms and interfaces operating in real-time, high-cadence scenarios like our game benchmark. Our game benchmark code is available on Github; more information can be found at https: //sites.google.com/view/swarm- game- benchmark.  more » « less
Award ID(s):
1837515
PAR ID:
10471791
Author(s) / Creator(s):
; ; ; ;
Publisher / Repository:
IEEE
Date Published:
Journal Name:
IEEE International Conference on Automation Science and Engineering CASE
ISSN:
2161-8070
ISBN:
978-1-6654-9042-9
Page Range / eLocation ID:
743 to 750
Format(s):
Medium: X
Location:
Mexico City, Mexico
Sponsoring Org:
National Science Foundation
More Like this
  1. This paper presents a formulation for swarm control and high-level task planning that is dynamically responsive to user commands and adaptable to environmental changes. We design an end-to-end pipeline from a tactile tablet interface for user commands to onboard control of robotic agents based on decentralized ergodic coverage. Our approach demonstrates reliable and dynamic control of a swarm collective through the use of ergodic specifications for planning and executing agent trajectories as well as responding to user and external inputs. We validate our approach in a virtual reality simulation environment objectives in real-time. and in real-world experiments at the DARPA OFFSET Urban Swarm Challenge FX3 field tests with a robotic swarm where user-based control of the swarm and mission-based tasks require a dynamic and flexible response to changing conditions and objectives in real-time. 
    more » « less
  2. Developing autonomous agents that can strategize and cooperate with humans under information asymmetry is challenging without effective communication in natural language. We introduce a shared-control game, where two players collectively control a token in alternating turns to achieve a common objective under incomplete information. We formulate a policy synthesis problem for an autonomous agent in this game with a human as the other player. To solve this problem, we propose a communication-based approach comprising a language module and a planning module. The language module translates natural language messages into and from a finite set of flags, a compact representation defined to capture player intents. The planning module leverages these flags to compute a policy using an asymmetric information-set Monte Carlo tree search with flag exchange algorithm we present. We evaluate the effectiveness of this approach in a testbed based on Gnomes at Night, a search-and-find maze board game. Results of human subject experiments show that communication narrows the information gap between players and enhances human-agent cooperation efficiency with fewer turns. 
    more » « less
  3. In this paper, a distributed swarm control problem is studied for large-scale multi-agent systems (LS-MASs). Different than classical multi-agent systems, an LS-MAS brings new challenges to control design due to its large number of agents. It might be more difficult for developing the appropriate control to achieve complicated missions such as collective swarming. To address these challenges, a novel mixed game theory is developed with a hierarchical learning algorithm. In the mixed game, the LS-MAS is represented as a multi-group, large-scale leader–follower system. Then, a cooperative game is used to formulate the distributed swarm control for multi-group leaders, and a Stackelberg game is utilized to couple the leaders and their large-scale followers effectively. Using the interaction between leaders and followers, the mean field game is used to continue the collective swarm behavior from leaders to followers smoothly without raising the computational complexity or communication traffic. Moreover, a hierarchical learning algorithm is designed to learn the intelligent optimal distributed swarm control for multi-group leader–follower systems. Specifically, a multi-agent actor–critic algorithm is developed for obtaining the distributed optimal swarm control for multi-group leaders first. Furthermore, an actor–critic–mass method is designed to find the decentralized swarm control for large-scale followers. Eventually, a series of numerical simulations and a Lyapunov stability proof of the closed-loop system are conducted to demonstrate the performance of the developed scheme. 
    more » « less
  4. Recent advances in reinforcement learning (RL) heavily rely on a variety of well-designed benchmarks, which provide environmental platforms and consistent criteria to evaluate existing and novel algorithms. Specifically, in multi-agent RL (MARL), a plethora of benchmarks based on cooperative games have spurred the development of algorithms that improve the scalability of cooperative multi-agent systems. However, for the competitive setting, a lightweight and open-sourced benchmark with challenging gaming dynamics and visual inputs has not yet been established. In this work, we present FightLadder, a real-time fighting game platform, to empower competitive MARL research. Along with the platform, we provide implementations of state-of-the-art MARL algorithms for competitive games, as well as a set of evaluation metrics to characterize the performance and exploitability of agents. We demonstrate the feasibility of this platform by training a general agent that consistently defeats 12 built-in characters in single- player mode, and expose the difficulty of training a non-exploitable agent without human knowledge and demonstrations in two-player mode. FightLadder provides meticulously designed environments to address critical challenges in competitive MARL research, aiming to catalyze a new era of discovery and advancement in the field. Videos and code at https://sites.google.com/view/fightladder/home. 
    more » « less
  5. Teamwork is a set of interrelated reasoning, actions and behaviors of team members that facilitate common objectives. Teamwork theory and experiments have resulted in a set of states and processes for team effectiveness in both human-human and agent-agent teams. However, human-agent teaming is less well studied because it is so new and involves asymmetry in policy and intent not present in human teams. To optimize team performance in human-agent teaming, it is critical that agents infer human intent and adapt their polices for smooth coordination. Most literature in human-agent teaming builds agents referencing a learned human model. Though these agents are guaranteed to perform well with the learned model, they lay heavy assumptions on human policy such as optimality and consistency, which is unlikely in many real-world scenarios. In this paper, we propose a novel adaptive agent architecture in human-model-free setting on a two-player cooperative game, namely Team Space Fortress (TSF). Previous human-human team research have shown complementary policies in TSF game and diversity in human players’ skill, which encourages us to relax the assumptions on human policy. Therefore, we discard learning human models from human data, and instead use an adaptation strategy on a pre-trained library of exemplar policies composed of RL algorithms or rule-based methods with minimal assumptions of human behavior. The adaptation strategy relies on a novel similarity metric to infer human policy and then selects the most complementary policy in our library to maximize the team performance. The adaptive agent architecture can be deployed in real-time and generalize to any off-the-shelf static agents. We conducted human-agent experiments to evaluate the proposed adaptive agent framework, and demonstrated the suboptimality, diversity, and adaptability of human policies in human-agent teams. 
    more » « less