Simulation
and Evolution Work Well Together
David
Davis, NuTech Solutions, Inc.
One
theme in this discussion is that simulation is a way to evaluate
strategy, but evolution is a good way to get good strategy.

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image for enlargement
Terminology
What
do we do when we simulate something? Simulations involve reproducing
events at the level of detail we care about. This can be done at a fine
level of detail (agent-based modeling) as well as at a higher level. Often
the outcomes are unexpected.
A
simulation is a fixed space that doesn't change and we try to find a good
strategy within this space. Simulations are tools for evaluating our strategy.
They are interactions that are hard to capture.
Why
Evaluate with Simulations?
Simulations
represent interactions that we can't capture in other ways. They help
us us to see what design principles are necessary, and simulate a blend
of engagements.
What
are Evolutionary Algorithms?
Genetic
algorithms simulate evolution on the computer. We "evolve" solutions
to hard problems instead of trying to figure them out. They are good where
mathematical techniques can not be applied. Evolutionary Algorithms are
good when we need a reasonable answer fairly quickly or when used to find
rule sets or strategies that do well under simulation.
Case
Study: Investigating Contacts
The
scenario is that you have unidentified contacts in the ocean. Once you
have contact, you want to allocate assets to investigate it. Success in
this scenario means that you have determined what the source of contact
was, and you are continuing to monitor if it is of interest.
Some
of the problems in the scenario are that the area of the contact could
increase in size with time, different assets may work well together or
may hamper each other and we need to be able to investigate other contacts
if they occur. In the last case, you have to be careful how you allocate
your resources. If you make one contact that is located far away and send
a slow asset to investigate, then you unintentionally expand your search
area.
In
the simulation, we can model the arrival of contacts probabilistically.
When the contacts occur, we can modify the probabilities of other contacts.
When we learn about the contacts, this modifies our view of the probabilities.
Some contacts don't represent anything interesting while others are extremely
interesting.
The
simulator generates events with probabilities based on our experience.
It includes algorithms for computing success rates at finding event sources.
It includes algorithms for changing the size of the search area with time.
The simulator measurements of success are sensitive to weather, day/night,
season, asset combinations, and type of source, etc.
The
simulator works only as well as our rules sets. Some rule sets start with
randomly-generated rules, or rules that represent human heuristics. Through
the simulator you can evolve better and better rule sets. You can simulate
months or years of activity to evaluate a rule set. Using the desired
features of the problem you can decide which are the good rule sets and
which are the bad ones. More rule sets can be created, but let the good
ones proliferate more than the bad ones. Rule sets can also mutate and
cross-breed.
Case
Study: Target Allocation
Suppose
you have a force faced with a group of approaching unfriendly objects.
How should you allocate fire in order to achieve your goals? Early decisions
can influence later ones. Important targets should receive more attention
than less important targets. Some interactions between weapon types are
important.
How
do we evaluate a Target Allocation Strategy? Important targets have a
high probability of being eliminated while elimination of our force members
is a low probability. We want to minimize the duration of interaction,
expenditure of our ammunition and loss of our crew.
This
problem can be handled just like investigating contacts, except that the
contacts are all considered at the same time. A simulation of the interaction
is a good way to evaluate a blend of weaponry and a targeting strategy.
An evolutionary algorithm can be used to find good target allocation rule
sets.
There
are different rule sets for different types of engagements. An
example is targets as aircraft, boats, mixed types, and targets could
be far away and of unknown types. Other types of engagement involve motion
and we have time constraints.
Below
are some example of Rules for Target Allocation:
-
Target the incoming object with the highest combination of importance
and residual hit probability (low visibility)
-
Switch
targets when probability of the kill of the current target is greater
than 96%
-
Target
the guns with the highest probability of kills first
This
simulation also requires you to evolve good rule sets. Evolve a high-performance
rule set by putting each candidate through a very large number of simulated
engagements of the expected types, weighted by probability. Evolve rule
sets for different types of engagements by starting a different evolutionary
process for each type, and creating rule sets that function well for that
type of engagement. Evolve different rule sets depending on the objectives:
high survivability, high kill rate, deterrence, interdiction, etc.
Case
Study: NASA in-cockpit Procedures Studies
This
simulation is for the A3I project (Army-NASA Aircrew Aircraft Integration).
Also called MIDAS. In this simulation, we simulated the effects of required
procedures on cockpit crews (commercial aircraft and Apache helicopter
crews). For the commercial crews, we simulated cockpit information systems
and their effect in normal and emergency situations. For the helicopter
crews, we simulated the effectiveness of mission procedures.
An
example of a simulator event for this case study would be that there is
a truck convoy ahead of us. We assign two helicopters to locate and deliver
a missile strike. We use pop-up and jinxing procedures to do reconnaissance
and evasion of ground-to-air missiles. One pilot locates the target for
the other. Then we model radio procedures, cognitive procedures, and situational
awareness. The simulation is critical in assessing the impact of different
equipment and mission strategies.
We
can use evolution simulations to measure pilot effectiveness through hundreds
of thousands of mission simulations to find the best strategies. As well
as evolve cockpit displays to find those that give the highest levels
of performance across hundreds of thousands of mission simulations.
In
one simulation, we were tasked with simulating a plane that could go fast
and stay up in the air a long time. It is very difficult for a plane to
do both of these things. We gave the simulator some parameters like the
size engine, width of cockpit, etc. Then we ran some simulations to see
how fast the plane could go and how long it could stay up. The simulator
design was 30% better. The only problem was that the in the simulation
the plane flew backwardand generated fuel as it flew! There is a
caveat in simulations. You may spend time debugging what you think
you could not try, however the simulator will always try the most outlandish
solutions in order to succeed.
Case
Study: Interpreting Data
We
get LOFARgrams from a listening apparatus. Can we get a computer to simulate
what human sonar people do? Humans can analyze the source of contacts
based on experience. They can tell what contacts may be whales or fishing
boats. Human experts can interpret the signals with high accuracy. Humans
tend to be best in the region and conditions in which they were trained.
Pacific, no storms, no whales in background, etc. Humans are excellent
at pattern recognition. Can a computer do what the human eye can do at
a glance?
The
task of this scenario was to produce an expert system that can do what
the humans do. A big difficulty was identifying visual patterns that humans
see easily ("lines in the data). The expert system techniques did
not produce good results at line-tracing.
The
development team used a genetic algorithm. They used hundreds of LOFARgrams
marked by humans so that the interesting lines were identified. The genetic
algorithm evolved rule sets for interpreting the data. A rule was evaluated
based on how well it matched the human analysis. Over time, the system
learned to perform this as well as humans. By changing the training cases,
the system could learn to do this in different locations, conditions,
and types of background noise.
Conclusions
Simulations
can be more accurate and informative than high-level or mathematical models
of an event. Probabilistic simulations show us what can happen under a
wide variety of conditions. Many interesting problems can be solved very
well if we simulate, evaluate, and evolve.
Questions:
What
if you leave something out and it completely destroys you? Genetic
algorithms always include human heuristics. If something destroys you,
add it to the algorithm. It is always good if genetic algorithms start
with some good solutions. It needs a good place to start and then it can
evolve from there to be a better solution.
How
do you account for humans in the system? Humans
have varying levels of competence, how do you include that in your Genetic
Algorithms? We want a system to work between the good and bad human responses.
We incorporate experiences and performances from many people into the
simulation. We get as
much human expertise as we can to help us understand the cognitive part
of the simulation.
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