Team Number: 064
School Name: Alamogordo High School
Area of Science: Artificial Intelligence
Project Title: An Investigation in Conditional Decision Making
Problem Definition:
Artificial intelligence, although initially thought to be a fanciful
representation of scientific concepts with little basis in fact, has been
validated and its theories affirmed through the research and analysis of
the logical foundations of its principles. Modern interpretations of the
artificial intelligence theory have led scientific theorists to begin to
accept the feasibility of ideas formerly thought to reside only in the
realm of science fiction, such as advanced computerized decision making.
In attempting this project, our group is undertaking the investigation
and simulation of the concepts involving advanced computerized
decision-making.
The goal of this project is to create a sophisticated computerized
artificial intelligence system that enables the computer to think logically
and formulate the best strategy for accomplishing a task. The computer
will both make "educated guesses" in-simulation based on it's likelihood
for a successful outcome, and compares this to previous attempts at success,
so that the computer can successfully formulate the most effective strategy
possible in a real time environment. This will empower the computer to
think in the same general manner a human does in order to, in the most
effective way possible, determine the best method for completing its
function.
Problem Solution:
The environment in which this simulation would be conducted, is drafted
from the avionics dogfight. The computer would be responsible for taking
knowledge of enemy positions and previous failures/successes, and, using
logical paths, decide both immediate decisions and a strategy for winning
the simulation. The AI would decide the best method for flight, whereby
subsequently positioning the plane behind the enemy so as to effect a kill.
Using a series of "evaluators", the AI would determine the effectiveness
of an action, log it, and refer to it to make the next decision. Eventually,
two "intelligent" AI's will be pitted against each other in the simulation
to test their interactions with each other.
Progress to Date:
Presently, a simulation has been constructed in which two players get
one plane each with which to attack each other. A clear (no obstructions)
3D square map is set up in which the planes will "fly." The players start
at opposite corners (in the x-y coordinate plane) of the map, and in the
simulation, their goal is to destroy each other. The planes controlled by
the players can move in all three dimensions, in order to out-maneuver each
other and position themselves in good locations from which to effect a kill.
The environment in which the planes move, the plane movement and attack
algorithms, rudimentary physics, constructing/destroying planes and players,
and other parts of the simulation have been coded. We also have a layout
for displaying the simulation graphically through the OpenGL 3D programming
API. We plan now to program Artificial Intelligence (AI) systems for the
planes. Initially we will implement very simple AI: each plane will simply
fly towards the other. Further development of the AI will continue in two
areas, attack and evasion. Attack AI will be used to direct a plane in the
most efficient way towards its target, and Evasion AI will be used to make
a plane attempt to maneuver out of its attacker's line of fire as quickly
as possible. The Attack AI will drive one player's plane, and the Evade
AI will drive the other player's plane for testing purposes. Eventually,
both AIs could be combined, and each plane could both attack and evade
the other when necessary.
Expected Results:
After programming, testing, and refining of the artificial intelligence
system being created in this project, this final system could blaze the
trail for future, more advanced systems that could develop the "best"
solutions for any given problem much more quickly and efficiently than
could a human (these decisions would often be better than those a human
would make, as well, because the computer can base its choices upon many
more variables than a human could comprehend). Using such a technology,
many tasks could be accomplished by computers alone. This technology could
be implemented in unmanned spacecraft, mechanical probes entering areas too
dangerous for humans to traverse, and even in machines that would perform
household tasks. Such implementations would take input from the real
world and logically decide what method of action would be the best to take,
just as the players in the simulation described above take input from its
simulated surroundings and determine the best route to success, and just
as humans take input from their surroundings and formulate the best route
to accomplish their goals.
Team Members: Chris Berger, Joseph Farfel, Mathew Hoppe, Vincent
Hoppe and Scott Richardson
Sponsoring Teacher: Albert Simon
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