Delegation Approaches to Multiple Unmanned Vehicle Control

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May 28, 2004 - CERI Human Factors of UAVs Workshop. May 24-25, 2004. Chandler, AZ. Delegation Approaches to Multiple. Unmanned Vehicle Control.
CERI Human Factors of UAVs Workshop May 24-25, 2004 Chandler, AZ

Delegation Approaches to Multiple Unmanned Vehicle Control Christopher A. Miller, Robert P. Goldman, Harry B. Funk

Core Challenges of Multi-UAV Control Overhead surveillance FUTURE UAV

DARPA’s HURT Concept Rapid “fly-by shooting” of concealed targets

LOS comms relay chain Persistent mobile sensors

Ground and subterranean recce

Multiple Vehicles per operator ¾ ¾

Increased Workload Situation Awareness Challenges

Heterogeneous Vehicles ¾ ¾

Breadth of Training Workstation compatibilities

Multilateral geolocation Side-looking RSTA

Cueing sensors

Agile urban navigation to see in portals

Lower Echelon, Small Units ¾ ¾ ¾

Training burden Workstation portability Concurrent Workload

Urban Terrain ¾ ¾ ¾

Concurrent Workload Burden Situation Awareness Demands Need for Mobility 28 May 2004

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How do you manage complex Agent(s)? Where can we look for a model of how to interact with complex, intelligent, automated systems?

Supervisory control: how humans delegate

tasks to other humans

Delegation 28 May 2004

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Plays and Service Requests Plays are quick Delegation labels assigned to a defined range of behavior, perhaps for multiple agents Interfaces ¾

A parent task with, potentially, multiple alternate performance methods (= subtasks)

Play Calling uses the label to activate the range of behaviors ¾

leaving decision making about subtasks to the actor(s)

Plays can be refined, constrained and even created by reference to prior plays and their underlying structure (“Calling Signals”) ¾

E.g., constrain or stipulate alternate methods

Service Requests are just like plays (use the Playbooks same vocabulary) in all but authority of the caller 28 May 2004

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Playbooks as an Instance of Delegation Delegation Interfaces

Playbooks are a type of Delegation interface ¾

¾

Emphasis on Plans and Stipulations Other modes of delegation include goals, constraints, and policies

Require a shared knowledge of domain actions ¾

¾

Playbooks

We use a Hierarchical Task Network Agents are granted authority within the a space defined by the “play” that is called

Plays are compiled plans ¾

But shared task model enables interactions at lower levels 28 May 2004

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Delegation Methods to be Supported 1. Goal (partial state) to be achieved 2. Plan (action sequence) to be performed 3. Constraints (states or actions) to be avoided 4. Stipulations (actions or states to be achieved) 5. Value statement on states and actions Supervisor Method

Subordinate Responsibility

Goal

Achieve goal if possible; report if incapable

Plan

Follow plan if possible; report if incapable

Constraint

Avoid actions/states if possible; report if not

Stipulation

Achieve actions/states if possible; report if not

Value Statement

Work to optimize value 28 May 2004

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Sample Delegation Architectures Playbook 1. 2. 3. 4.

Goals Plans Constraints Stipulations

Policy 5. 1. 2. 3. 4.

Values (Goals) (Plans) (Constraints) (Stipulations) 28 May 2004

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Policy for Value-based Delegation Logistics info woulda been mighty nice about now… Incoming request

Match

.9

.8

.6

.1

Request with importance .5

Cmdr N’s Policy

A priori specification of ‘goodness’ or value rules to cover predictive or hypothetical situations ¾

Can be linked to tasks, contexts, chain of command, etc.

Evaluation of situation in terms of those rules ¾ ¾

Optimization of Score via Control or Allocation Function Summary Situation Visualizations based on Score

Status: Prototype systems for Military Communication Resources and Flight Operations Planning 28 May 2004

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Playbook-enhanced Variable Autonomy Control System

Phase II SBIR sponsored by DARPA/IXO (2003-2005) Concept Combine ¾ ¾

Playbook (analogy from sports) with Variable Autonomy Control System (VACS)

Provides ¾

end-to-end control of platforms from simple requests

Technical Approach

Playbook provides user selectable plays; SHOP2 planner turns play into abstract VACS commands VACS translates commands into platform specific behaviors Playbook monitors execution; does fallback re-planning Use multi-platform (OAV, GTMax, Dakota) 6-DOF aero /McKenna MOUT sim for realism

Benefits Shared understanding of play between warfighter and automation – unambiguous communication Rapid, flexible tasking Platform independence Multi-platform coordination in sim 28 May 2004

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Playbook Illustration Plan/Task

Grnd Attack Actor: Target: Airfield Method: Cnsts:

Ground Attack

Target Attack

Ingress

J

Egress

Defense Suppression

ARTY Support

Decoy

Stipulation

Aux. Attack

Aux Attack Actor: UAV 1 Target: SAM 4 Sabotage Method: Cnsts:

P l a y L i b r a r y

User Controls

28 May 2004

Playbook Reference Architecture

Playbook Instructions UI Feedback

Shared Task Model

Execution Environment Geneva’s VACS

Special Purpose Planners (e.g., Route, Sensor)

Analysis & Planning Component

SIFT’s Playbook Playbook

Event Handling Control Algorithms

Vehicle(s)

Playbook + VACS = PVACS 28 May 2004

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Planning in/via a Playbook Approach: Hierarchical Task Network Planning ¾ ¾

Uses same task model as operator Planning as Constraint Propagation Š obeys human inputs Š “critiques” human when requests are impossible

¾

Can integrate with specialty planners (e.g., route planner) for more detailed projection/ analysis Š Currently integrating with Geneva’s VACS

¾

¾

Provably correct (achieves goals, honors constraints) expansion of plans to meet goals. Tradeoff between projection and execution

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One Architecture, Many Interfaces The underlying task architecture of the Playbook permits many different kinds of interfaces ¾ ¾ ¾

More and less detailed by moving up and down in the hierarchy Broader or narrower domain by breadth of hierarchy included Plays are precompiled chunks of the hierarchy with options specified to gain efficiency (at the cost of flexibility) High Level Planning and Control Low Level Planning and Control

Novel Play Creation

‘In-Flight’ Control

28 May 2004

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Extended Illustration of PVACS

Control of Heterogeneous UAVs in Urban Operations

PVACS Simulation System Network

Playbook

User Interface (Play Calling)

User Interface

Execution Environment Playbook GTMax Server And (planner & Dakota executive) Simulations

VACS Ground Control Station (Execution)

VACS Control Systems

28 May 2004

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Background Operator is a commander (or maybe UAV operator) of a recon platoon. Platoon in hot pursuit of saboteurs who have fled into an apartment building. Aware that they may be stumbling into a trap, Operator knows his team is too small to leave men outside to guard. Calls for back up may be as long as 30 min. before arrival. To protect themselves from unexpected enemies entering the area, the Operator wants to rapidly call for monitoring of the intersection outside the building where enemy reinforcements may come.

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MOUT Scenario MOU area T target Tar get In

ters ec

tion

GTMax Starting Position

Dakota Starting Position

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Structure of Demonstration Operator has initial, prior-to-the-scenario training with PVACS about what “plays” are available and what they mean ¾

Brief because plays are drawn from standard doctrine and vocabulary

Focus on one play: Overwatch–illustrated on the next slide. ¾

Basically, “Give me sustained surveillance of an area”

Examples of other plays for this type of user: ¾ ¾ ¾ ¾ ¾

Track Target Area Recon Route Recon Watch Perimeter Encircle Patrol

Might be appropriate to configure available plays in a pre-mission briefing based on what’s likely to be necessary and what available resources will support. 28 May 2004

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Overwatch Overwatch means to provide continuous relayed imagery of a fixed or moving point or area.

X

Obtain Aircraft

X

Target Area:_________ Imagery Start:________

Overwatch Sortie

Ingress

Scan

X Fly-to

Aircraft:_____________

Overwatch

X

X

Imagery End:_________

Egress

Destage

Maneuver

X

Other likely plays: Track Target, Area Recon, Route Recon, Watch Perimeter, etc. 28 May 2004

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Interacting with a Desktop Playbook

Playbook UI 28 May 2004

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Interacting with a Desktop Playbook

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The User’s Perspective– Making a Request Video show how the user interacts with the PB UI to request Overwatch service ¾

At a minimum, this includes: Š Š Š Š Š

Selecting Overwatch from a short list of alternatives Illustrate parameters available to be specified Illustrate those parameters which are filled in by (smart?) defaults Illustrate parameters the user is required to fill in Illustrate the user filling in one or more parameters (probably target area at a minimum) ƒ

Certainly designating the Overwatch area and maybe stipulating a time)

Š (Not Available– for future version) Illustrate the difference between hard and

soft constraints (in the interface) and the user selecting one of them for a parameter input (possibly the time input)

¾

Potential Additions

Š Illustrate the same behaviors in the Falcon View UI (definitely … though

shortening would be good)\ Š Talk up how PVACS knows which vehicles are available to allow user to select between?

28 May 2004

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What Playbook does with the request Illustrate PB-APC reasoning to fulfill the requests ¾ ¾ ¾

¾ ¾ ¾ ¾

What vehicles are available How to prune the list Basic Overwatch structure (illustrating Single and Multiple-sortie branches) Attempt to satisfy single– failure Success with multiple sorties Query route planner for feasibility “Stopping conditions”– when have we planned enough for VACS?

(Talk) talk about how PB would respond to an over constrained request Any illustration of the Plan (as the user/UI would see it)?

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Interaction with a PDA UI User designates overwatch target on map • Feedback on image start time • Abort/reject capability •

• Overwatch play called via pulldown menu • Selected and resources presented for review and editing

• Play monitoring and updating– interactive control • Video image monitoring– eventually, alerting 28 May 2004

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Scenario/Play Selection

User is presented with drop down of scenario and play to choose. (there will be a map here, but it isn't in place right now as I'm knee deep in changing code for it) User selects from drop downs and presses 'call play' 28 May 2004

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Play Parameter Defintion

User is presented with parameters either in drop downs, or in text fields (drop downs if server provides list of values) User selects 'plan' when done, and it brings up the plan display (just xml right now)

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Plan Display Currently in very rudimentary form. Basically takes the xml plan output from the planner and displays it on the scren. User can Abort the Plan (edit functionality not working yet)

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What the APC does with the Plan The PB-APC route the resulting plan, as a series of waypoints to the various UAV(s) involved, mediated through the VACS GCS Illustrate Playbook (and VACS) begins execution of the plan immediately ¾

Illustrate: User gets an indication of this in the visualization of aircraft moving toward the target area (on Big display). Count down clock to surveillance initiation (on PDA).

GCS relays ongoing state information to the PB to enable it to act as an outer loop controller ¾ ¾

Detect need for replans Detect need to issue context-based commands to vehicle (e.g., begin sensor operations)

Illustrate plan execution ¾ ¾ ¾ ¾

Synthetic images of aircraft flying route UI images of clock counting down UI images of streaming video surveillance Synthetic images of aircraft being replaced by second aircraft

Any potential to illustrate a plan upset? Probably not enough time 28 May 2004

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Planning Trace Depth 6, trying task (:TASK OVERWATCH ALPHA :UNBOUND 300 1800 :UNBOUND) Depth 6, trying method SINGLE-UAV-OVERWATCH Level 2, couldn't match goal (UNAVAILABLE 201) Level 3, state satisfies goal (TARGET-LOCATION ALPHA #:?TLOC369412) Level 2, state satisfies goal (GROUND-TARGET ALPHA) Level 0, couldn't match goal (:UNBOUND 200) Level 2, couldn't match goal (AIR-TARGET ALPHA) Depth 6, inapplicable method SINGLE-UAV-OVERWATCH Depth 6, trying method MULTIPLE-UAV-OVERWATCH Level 2, couldn't match goal (UNAVAILABLE 201) Depth 8, trying method #:OVERWATCH-SORTIE1--1217 Level 0, state satisfies goal (UAV 201) Level 9, state satisfies goal (LOCATION 201 #:?UAV-LOCATION369596) Level 4, state satisfies goal (TARGET-LOCATION ALPHA #:?TARGET-LOCATION369592) Level 3, state satisfies goal (GROUND-TARGET ALPHA) Level 0, state satisfies goal (UAV 201) Depth 8, applicable method #:OVERWATCH-SORTIE1--1217 Depth 11, applicable method SINGLE-UAV-OVERWATCH Depth 12, trying method #:OVERWATCH-SORTIE1--1217 Level 0, state satisfies goal (UAV 101) 28 May 2004

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Conceptual Planning Process Target Latest Start Earliest End

Overwatch

Single-UAVOverwatch

Multiple-UAVOverwatch

Fails for all available UAVs

OverwatchSortie

OAV

GTMax

Unavailable in Inadequate Window endurance

Dakota Can’t make start

Sortie-End Earliest End

Target Latest Start

Single-UAVOverwatch

OAV

Dakota

Still unavailable 28 May 2004

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Resulting Plan Tree

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Execution and Monitoring– VACS GCS

Execution UI 28 May 2004

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Payoffs and Benefits Heterogeneous UAV commanding in urban terrain with minimal training and workload Complex, multiple UAV commanding via a PDA in under 15 sec. Flexible commanding– not just static modes. YIELDING Human in charge of workload vs. control precision tradeoff Platform Independence Reduced training times Faster AND more accurate UAV performance 28 May 2004

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Conclusions and Future Work Increase number of plays and vehicles Enhance UI interactions ¾ ¾ ¾

Increased interaction with FalconView Pointing and sketching Inspection/Approval/Revision of plans

Demonstrate plan upsets and planner- and human-initiated revisions Improve value tradeoff reasoning in planning SBIR Follow on– Flight test?

28 May 2004

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