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TIELT/Soar

TIELT/Soar. Devvan Stokes Cory Dunham. TIELT. Testbed for Integrating and Evaluating Learning Techniques Alpha tool from NRL Goal of simplifying the integration and benchmarking of sims with decision systems. TIELT (cont.). ToH. Soar. Eaters. ACT-R. Missionaries. Decision

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TIELT/Soar

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  1. TIELT/Soar Devvan Stokes Cory Dunham

  2. TIELT • Testbed for Integrating and Evaluating Learning Techniques • Alpha tool from NRL • Goal of simplifying the integration and benchmarking of sims with decision systems

  3. TIELT (cont.) ToH Soar Eaters ACT-R Missionaries Decision System X

  4. TIELT (cont.) ToH Soar Eaters TIELT ACT-R Missionaries Decision System X

  5. TIELT:Structure • Knowledge Bases • Game Model • Game Interface Model • Decision System Interface Model • Agent Description • Experiment Methodology

  6. Module Overview Actions Game-specific Game/Sim Game Interface Model Agent Description Library calls and returns Soar Slots Decision System Interface Model Library calls and returns General Sensors TIELT Modules

  7. Game Model • Specifies simulation environment state • C++/Java-like OO spec • Defines possible manipulations of state • Defines phases (e.g. Turns in a chess match) • Largely optional for Soar integrations • More useful for pure planning systems

  8. Game Interface Model • Sensors • Messages from sim to TIELT • Actions • Messages from TIELT to sim • Game  TIELT Communication Spec • TCP/IP • UDP* • Library calls* • Input/Output streams * (may not be implemented)

  9. Decision System Interface Model • Allows declaration of shared data • Specify “slots” to be written by decision system • Specify “slots” to be written by the TIELT • Defines general functions for general Soar operations • Not specific to a simulation

  10. Agent Description • Decomposes simulation into tasks and methods • Defines functions for simulation-specific WME manipulations

  11. Experiment Methodology • Defines parameters for experiment (run of sim) • Number of times to run • Which TIELT modules to use • Log level • Define parameters for modules • Set of values for variables, etc. • Define data capture options for stats • Timing info • External databases

  12. Reuse : Minimum Actions Game-specific Game/Sim Game Interface Model Agent Description Library calls and returns Soar Slots Game Model Decision System Interface Model Library calls and returns General Sensors

  13. Reuse : Maximum Actions Game-specific Game/Sim Game Interface Model Agent Description Library calls and returns Soar Slots Game Model Decision System Interface Model Library calls and returns General Sensors

  14. Towers of Hanoi Experiment • Lines of “code” required • 1:1 with standalone version using SML • For i/o link manipulation • Effort required • Using TIELT versus standalone ~ 15:1 • Drag & Drop coding • May be much better now • Only needs to be done once

  15. Internal Work Decomposition for ToH Sensor Event GameStart GameUpdate Task <Initialization> GameUpdated Method Temporal Ordering CreateIL Update and Run Soar Hierarchy Create InputLink Update and Run Soar GameComplete GameCompleted RunSoarAndSendMove CleanUp Run Soar and Send Move CleanUp RunSoar SendMove Run Soar Send Move

  16. General Breakdown of Work • Game Module • Skip • 1:1 for every relevant sim data structure • Rules/Operators for data manipulation • Hours to days • Game Interface Module • 1:1 for every message that you send TIELT Sim • Hours to days

  17. General Breakdown of Work (cont.) • Decision System Interface Module • Largely done • Add global data structures • Hours (currently) • Agent Description • 1:1 for every line of interface code • Bulk of work, days

  18. Future Work • Wargus (WarcraftII modification) • JavaTankSoar • JavaEaters

  19. Nuggets & Coal • Nuggets • Allows a fair amount of module reuse • Small library of completed integrations • Polished for use with Soar • Coal • Still an alpha • Small development team

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