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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Toward Introspective Human Versus Machine Learning of Simulated Airplane Flight Dynamics</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Dan Tappan</string-name>
          <email>dtappan@ewu.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Matt Hempleman</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer Science Eastern Washington University</institution>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper presents the preliminary results of an extensible Java architecture for modeling, simulating, visualizing, and analyzing modularized, plug-and-play machine-learning strategies applied to instrument-based airplane flight control. A set of basic flight maneuvers challenged the machine to learn how to fly unsupervised by trial and error, from which the learning module attempted to introspectively determine interdependencies among the many inputs and outputs. For baseline comparison, this work also included a pilot study on human subjects who conducted the same experiments. The overarching goal was to determine how, and how well, both groups learned to solve the same flight-related problems on their own, which could be useful to refine and expand the learning strategies.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Flying an airplane by reference to its cockpit instruments
alone — no external visual cues — is a complex,
multidimensional, real-time task that maps a small set of inputs
to a large set of dynamically changing outputs in a
continuous feedback loop. Formally learning to understand
and manipulate such a system is mostly a top-down
directed process, whereby a teacher explains problems and
how to solve them, and then the learner repeatedly
practices variations on the solution process under different
conditions until achieving consistent, satisfactory
performance
        <xref ref-type="bibr" rid="ref17">(Guralnick and Levy 2009)</xref>
        . A problem with
this approach for machine learning is that the teacher’s
investment and oversight may become so extensive that
they are almost explicitly programming the solution
        <xref ref-type="bibr" rid="ref15 ref4">(Poli,
Langdon, and McPhee 2004)</xref>
        .
      </p>
      <p>
        Although impractical in real life, learning to fly in a
predominantly unsupervised bottom-up manner by trial and
error may also be effective. In a simulated environment
with no real consequences for failure, the unsupervised
learner may be able to develop their own model of how the
system operates with far less hands-on involvement from
the teacher. Not only may it be possible for this
reinforcement approach to achieve the same goals, but if
done strategically, it could also introspectively show how it
learned to do so for insight into the process of both flying
and learning to fly
        <xref ref-type="bibr" rid="ref12 ref13">(Haykin 1994; Harrington 2012)</xref>
        .
      </p>
      <p>This work focuses on an extensible architecture for the
modeling, simulation, visualization, and analysis of
instrument-based airplane flight control, with a
plug-andplay module for the learning strategy. The long-term
application is to investigate and compare various
machinelearning strategies. This paper describes the architecture, a
straightforward proof-of-concept learning strategy, and a
pilot study of human subjects for comparison. The primary
goal is to determine how, and how well, both groups learn
to solve the same flight-related problems on their own.</p>
    </sec>
    <sec id="sec-2">
      <title>Pedagogical Foundation</title>
      <p>
        Any nontrivial system has complex interrelationships
among its components. The continuous mapping of inputs
to processing to outputs is based on countless direct and
indirect dependencies, correlations, causes and effects,
stimuli and actions, and so on
        <xref ref-type="bibr" rid="ref13">(Haykin 1994; Jones 2008)</xref>
        .
The framework for learning here is based on first
decomposing the problem space of flight data into its constituent
W5H question words (i.e., who, what, when, where, why,
and how), and then trying to establish a richly
interconnected associative DIKW structure for it hierarchically
from superficial to deep understanding as follows
        <xref ref-type="bibr" rid="ref16 ref2 ref7">(Bloom
1956; Dorn 1989; Irish 1999; Rowley 2007)</xref>
        :
• D ata: raw values with no associativity or context; what
questions.
• Information: values in one context; how questions.
• Knowledge: values in multiple contexts; when, where,
and why relationships.
• Wisdom: creation of generalized principles by
connecting a network of contexts from different sources
for predictive, anticipatory, proactive understanding.
      </p>
      <p>Data</p>
      <p>Information</p>
      <p>Knowledge</p>
      <p>Wisdom
An accomplished learner (the who) can generally indicate
what happens when and where, and how it happened or
how to make it happen, but they do not necessarily
understand why. The introspective aspect of this work
allows for postanalysis by a subject-matter expert to glean
insight into the rationale behind decisions. Such insight
could be used to refine teaching and learning processes.</p>
    </sec>
    <sec id="sec-3">
      <title>System Architecture</title>
      <p>The system consists of 327 Java classes, with Swing and
Java 3D for the graphics. The human test subjects were
using this code base primarily for developing an unmanned
aerial vehicle simulator as the project in their
undergraduate software-engineering course, so much of
this code is not directly related to this work yet. The main
components of interest here are the flight-dynamics model,
machine-learning engine, instrumentation, and data logger.</p>
      <sec id="sec-3-1">
        <title>Flight Dynamics</title>
        <p>
          The flight dynamics reflect a Cessna 172, which is the
world’s most popular airplane thanks to its docile handling
characteristics and forgiving nature
          <xref ref-type="bibr" rid="ref5">(Cessna 2014)</xref>
          . The
underlying flight-dynamics model, while a necessary
abstraction and simplification of reality, still captures the
main elements of any traditional fixed-wing aircraft
          <xref ref-type="bibr" rid="ref9">(FAA
2011)</xref>
          . Its six degrees of freedom represent where the
airplane is positioned in three-dimensional space, and where
it is facing. Specifically, it uses a right-hand coordinate
system for x, y, and z, as indicated in Figure 2, where
rotation about each axis is respectively roll, pitch, and yaw.
pitch
x
yaw
z
        </p>
        <p>y
roll
In addition, two axes correspond to the main forces of
flight. Thrust moves the airplane forward along the x axis,
which drag opposes. Lift is always perpendicular to the xy
plane, while weight (gravity) is always straight down. The
x, y, z and weight components are in the global (world)
frame of reference and are independent of the airplane,
whereas roll, pitch, yaw, thrust, drag, and lift are in the
local frame of reference.</p>
      </sec>
      <sec id="sec-3-2">
        <title>Input</title>
        <p>The flight control surfaces in Figure 3 redirect airflow over
the airplane to change the roll, pitch, and yaw, which in
turn contribute to changes in the (x,y,z) position. The
elevator on both sides of the horizontal stabilizer deflects up
or down in unison to change pitch. The ailerons outboard
on each main wing deflect up or down in opposition to
induce roll. The rudder on the vertical stabilizer deflects
left or right to coordinate changes in yaw. The flaps
inboard on the wings deflect down in unison to increase the
wing lift and drag, generally only for landing. Finally, the
propeller generates thrust. The Flight Dynamics
Processing section describes these relationships in detail.
rudder
elevator ailerons</p>
        <p>flaps
The primary real-world control interface usually involves a
wheel, yoke, or stick, as well as pedals. For logistical
reasons, the human interface was limited to the keyboard.
There were three modes of operation connecting a key
press to an action:
• Instantaneous changes go to the maximum limit
immediately and return to neutral upon release.
• Incremental auto changes occur stepwise until reaching
the maximum limit or the key is released, then return
stepwise to neutral.
• Incremental manual changes occur stepwise until
reaching the maximum limit or the key is released, then
remain there. Opposite action is necessary to neutralize
the effect.</p>
        <p>The throttle was always in incremental manual mode.
Otherwise, this paper consider only instantaneous and
incremental auto. The modes remained separate in the
experiments for independent analysis. The rationale is that
instantaneous inputs are likely tied to determining only
what the appropriate action is and when, whereas
incremental inputs also factor in how much to apply in
terms of time, as well as how to cancel the action.</p>
      </sec>
      <sec id="sec-3-3">
        <title>Output</title>
        <p>
          To fly — and especially to learn to fly — the pilot needs
constant awareness of the state of the airplane with respect
to the world, known as situational awareness
          <xref ref-type="bibr" rid="ref9">(FAA 2011)</xref>
          .
The underlying mathematical model, with its 32 variables,
is a major simplification of the real world with perhaps
several times this number (Napolitano 2011). However,
most of these data are not directly accessible to the pilot,
who is limited to observing only what is depicted by the
instruments. (Visual and kinesthetic [motion] senses play a
role in visual flight, but not in instrument flight; in fact,
ignoring kinesthetic inputs, which are dangerously
deceiving, is a major challenge.)
        </p>
        <sec id="sec-3-3-1">
          <title>Excel</title>
          <p>
            Instruments depict data or information either by directly
presenting it (e.g., altitude determined by air pressure) or
indirectly computing it from multiple fused sources (e.g.,
vertical speed as a change in altitude over time). While the
focus on learning here by both human and machine is
limited to the instrument depiction, it is valuable (from a
DIKW standpoint) to see the underlying raw source. An
extensive log file conveniently exports directly to Excel, as
in Figure 4.
While these values represent the discrete states of the
simulation in every pertinent detail, no human — even a
subject-matter expert — could make intuitive sense of them
in this form, which continues for thousands of entries for
most maneuvers. Basic visualization as line plots, however,
as in Figure 5, can be very revealing. While this
representation is beyond the scope of this paper, it is
relevant and worthwhile to mention because the key aspect
in their value is in deciding which data to plot: meaningful
relationships are only apparent when presented as
appropriate combinations of independent and dependent
variables.
Humans, lacking any insight into the raw data at all, would
not be able to decide wisely which plots to generate. Most
combinations would be meaningless, although a human
would likely find many baseless correlations. Indeed, in an
earlier assignment, students were seriously confused by
extraneous data and drew wildly incorrect conclusions. A
similar situation commonly occurs with machine learning
by overfitting the data, among other causes
            <xref ref-type="bibr" rid="ref6">(Conway
2012)</xref>
            . Although a machine can easily consider countless
combinations, very few of them would truly reflect
meaningful correlative and causative behaviors of the
unknown system. Therefore, any brute-force approach on
the raw data would need to be selective. This foresight
played an important role in deciding how to set up the
machine learning to operate on the instrumentation data, as
discussed in the Machine Learning section.
          </p>
        </sec>
        <sec id="sec-3-3-2">
          <title>Instrumentation</title>
          <p>The nine instruments in Figure 6 depict the refined state of
the airplane derived from the raw data. Students in another
earlier assignment had already researched their basic form
and function, but until this assignment had never seen them
in operation. The only difference between the student and
machine perspectives was that the students saw this visual
representation, whereas the machine saw the equivalent
variable representation (e.g., needle position).</p>
          <p>A. Airspeed Indicator (ASI): shows airspeed in knots.
B. Attitude Indicator (AI): shows pitch and roll via an
artificial horizon.</p>
          <p>C. Altimeter: shows altitude in feet above sea level (which
is the ground here); the caret, thick needle and thin
needle are 10,000, 1,000, and 100 feet, respectively.
D. Turn Coordinator (TC): shows rate of turn in degrees
per second via the bar, as well as nose-to-tail alignment
in a turn via the ball; the Preliminary Results and
Discussion section elaborates on this relationship
E. Directional Gyro (DG): serves as a compass, where the
numbers rotate around the stationary airplane.</p>
          <p>F. Vertical-Speed Indicator (VSI): shows change in
altitude in positive or negative feet per minute.</p>
          <p>G. Clock: serves as an ordinary clock; the caret and reset
button were not in play.</p>
          <p>H. Tachometer: shows propeller revolutions per minute.
I. Stall Warning: shows when the wings have ceased to
provide lift, resulting in imminent loss of control.
This set of primary instruments, minus G, H, and I, is often
called the “six pack” because together they minimally
depict the state of the airplane. Loss of one or more, known
as a partial panel, may be accommodated with significantly
more difficulty by interpreting the others in combination,
but such a condition was not part of this work.
Nevertheless, the general approach should still apply,
although likely with degraded results.
The architecture also supports six navigational instruments,
but the panel omitted them for these experiments. None of
the tests addressed a global frame of reference that
required the pilot to know where the airplane was with
respect to the world (except in altitude).</p>
        </sec>
        <sec id="sec-3-3-3">
          <title>3D Viewer</title>
          <p>Although the scope of this work was limited to the internal
cockpit view of the instruments, for reference after tests, an
external view was available. Not only was it entertaining to
review both the successful and spectacularly disastrous
results, but the discussion proved to be very informative to
both students and instructor on why students made their
decisions. Such rich reflective and introspective interaction
with the machine-learning aspect would be an ideal goal
for future work beyond this limited approach .</p>
          <p>
            Figure 7 shows three-dimensional visualizations for two
attempts at a counterclockwise turn. This visualizer has
seen extensive use in the first author’s artificial intelligence
courses, related pedagogical research, and industry work as
a general-purpose world viewer
            <xref ref-type="bibr" rid="ref19 ref20">(Tappan 2008, 2009,
2012)</xref>
            .
          </p>
        </sec>
      </sec>
      <sec id="sec-3-4">
        <title>Flight Dynamics Processing</title>
        <p>
          The flight-dynamics model is a Java port of the C++ code
by
          <xref ref-type="bibr" rid="ref3">Bourg (2002)</xref>
          . The main differences are in the input
mechanism to account for the instantaneous and
incremental modes, the extensive logging capability, and
changes to the flight characteristics to model a Cessna 172.
Higher-fidelity models are available, but the internals of
this one are especially accessible for inspection and
logging
          <xref ref-type="bibr" rid="ref1">(Allerton 2009; Napolitano 2011)</xref>
          .
        </p>
        <p>
          While the complex differential equations of flight
involve countless intricate interactions, the main objectives
of this study were to elicit an understanding of at least the
following representative cause-and-effect relationships,
which are generalized here for aerodynamic reasons
beyond the scope of discussion
          <xref ref-type="bibr" rid="ref9">(FAA 2011)</xref>
          :
• An increase in elevator deflection (up) causes an increase
in pitch (depicted in the AI), which causes an increase in
lift (in the VSI and altimeter) and a decrease in speed (in
the ASI) until a stall occurs (in the stall warning); the
opposite holds for a decrease in elevator deflection,
except for the stall, and the propeller speed increases (in
the tachometer).
• An increase in left aileron deflection (up), and therefore
down on the right, causes a roll to the left (in the AI),
which causes a turn to the left (in the DG and TC bar and
ball), as well as a loss of lift (in the VSI and altimeter);
the opposite holds for a decrease in left aileron.
• An increase in rudder (right) causes a yaw to the right (in
the TC ball), which causes a roll to the right (in the AI),
which causes a turn to the right (in the DG and TC bar),
as well as a loss of lift (in the VSI and altimeter); the
opposite holds for a decrease in rudder. The Preliminary
Results and Discussion section discusses this relationship
further.
• An increase in flap deflection (down) causes a decrease
in pitch (in the AI) and speed (in the ASI), but an
increase in lift (in the VSI and altimeter); the opposite is
dependent on the initial state.
• An increase in throttle causes an increase in propeller
speed (in the tachometer), which increases thrust (not
depicted on any instrument), which results in an increase
in speed (in the ASI) and therefore an increase in lift (in
the VSI and altimeter); the opposite holds for a decrease
in throttle.
        </p>
      </sec>
      <sec id="sec-3-5">
        <title>Machine Learning</title>
        <p>The long-term purpose of this plug-and-play architecture is
to investigate various machine-learning strategies applied
to this problem space. At this preliminary stage, only a
proof-of-concept module is in play.</p>
        <p>Evaluation of learning (machine and human) was not
through the traditional crossvalidation approach of learning
on a training set, then performing on a withheld test set.
Rather, the goal was simply to reach the objectives
however possible reactively, and then for a subject-matter
expert to analyze these steps qualitatively to gain insight
into how the subjects presumably learned. For now, there is
no way to repeat the actions proactively based on this
experience, but this capability will be added eventually for
rigorous quantitative analysis. Specifically, the steps are:
1. Acquisition: receive data from sensors
2. Transformation: convert data into usable form
3. Fusion: combine data into coherent, unified views
4. Inference: derive unstated data
5. Reasoning: make sense of data
6. Prediction: anticipate trajectory of data</p>
        <p>It is fair to characterize the provisional approach here as
pure brute force and very restrictive, but it does reasonably
reflect the students’ approach of developing their own
generalized principles through trial and error without
understanding the underlying aerodynamic principles. It is
an enumerative approach of trying an input, seeing its
effects, and continuing if the trajectory toward the
objective appears promising, or discontinuing otherwise
and trying something else.</p>
        <p>The objectives are declarative statements defining the
form of an acceptable solution (with some freedom). For
humans, English sufficed (e.g., climb at 80 knots); for the
machine, it was equivalent hardcoded conditional
statements. A priori knowledge was necessary to constrain
the solutions to reasonable flight characteristics and avoid
undesirable states like flying upside down (Mitchell 1997).
Students had acquired this background from earlier
research; the machine required additional logic.</p>
        <p>
          The reinforcement signal for evaluating trajectory was
crude: converging, diverging, or no effect. It functioned
somewhat like a myopic feed-forward neural network with
no or few hidden layers and a three-state linear activation
function
          <xref ref-type="bibr" rid="ref15 ref4">(Haykin 1999; Bourg and Seemann 2004)</xref>
          . Each
of the four inputs (elevator, aileron, rudder, and throttle)
mapped to the 11 accessible values in the instruments (roll,
pitch, yaw, speed, etc.). Flaps were initially considered but
quickly discarded due to their overwhelmingly destructive
effect on the other inputs. The direct mapping considered
44 combinations (411); the indirect mapping had a second
layer with 440 (41110), and a third layer with 3,960
(411109), for a grand total of 4,444 combinations. This
network captures relationships of inputoutput,
input(output1output2), and input(output1output2
output3), respectively. The decreasing count reflects no
need to map to the same instrument output twice. This
approach addresses steps 1 through 3 above.
        </p>
      </sec>
      <sec id="sec-3-6">
        <title>Experiments</title>
        <p>A suite of rudimentary experiments provided a rich basis
for discovering relationships. Each experiment consisted of
a task to perform, which could be attempted any number of
times. The logger kept track of the performance data.</p>
      </sec>
      <sec id="sec-3-7">
        <title>Tasks</title>
        <p>
          The 14 tasks considered are basic flight maneuvers that
demonstrate a recognition of the current state of the
airplane and some understanding of what needs to be done
to achieve the desired next state repeatedly toward the final
objective
          <xref ref-type="bibr" rid="ref10">(FAA 2012)</xref>
          . Each attempt at satisfying a task
started in the air with the same initial conditions and was
independent of any others. The attempt ended upon
reaching the objective or significantly exceeding the
specifications. The tasks could be performed in any order.
• Straight and level: fly in a straight line with no change in
course (0 degrees), altitude (3,000 feet), or speed (80
knots), which are the initial conditions.
• Indefinite climb: increase altitude indefinitely at any
sustainable vertical rate, where sustainable means stall or
loss of control is not imminent.
• Definite climb: increase altitude to 4,000 feet at any
sustainable vertical rate, then level off.
• Indefinite constant-rate climb: increase altitude
indefinitely at 500 feet per minute (FPM).
• Indefinite constant-speed climb: increase altitude
indefinitely while holding speed at 80 knots.
• Indefinite descent: decrease altitude indefinitely at any
sustainable vertical rate.
• Definite descent: decrease altitude to 2,000 feet at any
sustainable vertical rate, then level off.
• Indefinite constant-rate descent: decrease altitude
indefinitely at 500 feet per minute.
• Indefinite constant-speed descent: decrease altitude
indefinitely while holding speed at 80 knots.
• Left turn: perform a 360-degree left turn while holding
altitude at 3,000 feet.
• Climbing constant-rate left turn: perform a 360-degree
left turn while climbing at 500 FPM.
• Descending constant-rate left turn: perform a 360-degree
left turn while descending at 500 FPM.
• Descending constant-speed left turn: perform a
360degree left turn while descending at 80 knots.
• Landing: synchronize a descent with flaps with no
change in course (0 degrees) such that altitude is 0 feet
when rate of descent is 0 FPM and airspeed is 40 knots
(stall). There was no actual runway to target.
        </p>
        <p>
          Right turns were not considered because in this simplified
flight model, they would be mirror images of the left turns.
In real airplanes, the characteristics would often be
different for reasons beyond the scope of this discussion
          <xref ref-type="bibr" rid="ref14">(Phillips 2009)</xref>
          .
        </p>
        <p>All attempts started from straight and level. The first
maneuver therefore was to transition to the intended flight
maneuver, then to hold it. Tasks with definite targets then
transitioned back to straight and level, whereas indefinite
ones simply terminated. For the machine, there is no
planning of any sort to carry out tasks. Students were not
asked about how they carried them out.</p>
      </sec>
      <sec id="sec-3-8">
        <title>Data Acquisition</title>
        <p>The protocol for performing each task was the same for
human and machine. The task was indicated, and the state
data through each attempt were recorded from start to end.
Any number of attempts was possible; only the best was
considered here.</p>
        <p>The human subjects consisted of three groups. Two were
students in different offerings of fundamentally the same
upper-division undergraduate software-engineering course,
41 subjects in total. According to a preassignment survey,
none had any background in aviation, although some had
relevant gaming experience. It was not a goal of this work
to compare these groups to each other, so they were
considered together as the student subjects.</p>
        <p>The third group consisted of a single person, the
instructor and principal investigator, with over 20 years of
relevant real-world flight experience in both airplanes and
helicopters. These results served as a control to verify that
the tasks could be performed to the specifications. They
also provided some indication of the maximum variation to
expect on each task. Even a subject-matter expert exhibits
some learning curve and performance inconsistencies,
especially due to the unorthodox keyboard input
mechanism. The results of the control group were not part
of the analysis due to obvious biases. A better control
group would consist of real pilots with no role in the
development of the project, but for this pilot study, such
objective baseline performance was not critical.</p>
        <p>Humans subjects had the option of discarding the data
from an attempt if they deemed it too unrepresentative of a
valid attempt. For example, mistakes in keyboard
commands were common. Without this option, the data
would subsequently record the process of regaining
control, which was not under study.</p>
        <p>Data acquisition from the machine-learning process was
identical, except that it could not opt to discard its results
itself. For both groups, there was selective manual
postprocessing for consistency. A common example was
removing data from a protracted initial straight-and-level
configuration to the start of the attempt, and then after
achieving the objective, if the attempt did not terminate on
its own.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Preliminary Results and Discussion</title>
      <p>Despite working on a graded assignment requiring
substantial effort, students by and large enjoyed the
exercise, even going so far as to write in the
postassignment analysis that they had “serious fun” with it.
Moreover, their results were quite consistent with the
relationships expected in the Flight Dynamics Processing
section.</p>
      <p>A typical subset of students did not take all or parts of
the assignment seriously and submitted unusable results,
but these were easily culled by inspection of the
threedimensional visualizations. The remaining results of
primary interest are characterized here, but due to space
limitations, this discussion addresses only the highlights.
Unless otherwise indicated, the student and machine
actions were fundamentally the same, although the
performance of the former group was collectively always
much better.</p>
      <p>Instantaneous input mode (i.e., neutral and full
controlsurface deflection only) was surprisingly much better than
incremental auto mode (i.e., smooth stepwise actions) for
both groups for all tasks. While instantaneous mode
produced choppy (vomit-inducing) results, on average they
were more consistent with the expected trajectory.
Unfortunately, there was no postassignment survey
question that addressed this aspect, so the reason cannot be
substantiated. Anecdotally, it appears related to uncertainty
in how much force was being applied to the controls,
which a real pilot is usually aware of by feel (Napolitano
2011). No instrument depicts this feedback.</p>
      <p>Elevator operation was partially intuitive: push forward
to go down, and pull back to go up. However, it was not
immediately clear that the pitch remains set even when the
elevators return to neutral (i.e., input changes elevator,
which changes pitch), so the climb and descent continue
for some time until aerodynamic effects level the pitch. As
a result, the definite tasks often overshot their altitude
targets. The machine approach never began this transition
early because it is purely a reactive process.</p>
      <p>Maintaining a constant speed or rate in climb or descent
requires coordination between the elevator and the throttle.
The climb and descent, once established, were acceptable,
but the transitions usually deviated and required substantial
corrections to converge on the appropriate trajectory.
Landing was an outright disaster because the flaps and
minimal airspeed radically changed the flight
characteristics, reducing the margin for error. The target
conditions were also the most complex. Flaps were not
under machine control as an input, so they were already
deflected as part of the initial conditions.</p>
      <p>Turning via ailerons was not intuitive. In a car, the
driver turns the steering wheel to the desired angle and
holds it, returning to neutral to cancel the turn at the end.
This relationship is therefore direct between the input and
output. In an airplane, it is indirect: the ailerons change the
bank, which causes the turn. If the wheel is held as in a car,
the bank continues to increase and rolls the plane over.
Having to neutralize the ailerons after establishing the bank
surprised the students. The machine never figured it out
consistently, usually due to an inadequate or excessive
bank angle. Thirty degrees is typical in a Cessna 172, with
45 degrees considered steep.</p>
      <p>
        The bank diverts some of the lift perpendicularly away
from gravity in order to force the turn, which results in a
loss of altitude. Students realized that they required some
additional elevator up for pitch to account for this loss. The
machine tried, but it could not coordinate the amount well
and generally increased in altitude or entered an
unrecoverable spiral descent (known as a “graveyard
spiral” when done by human pilots)
        <xref ref-type="bibr" rid="ref9">(FAA 2011)</xref>
        . A few
students attempted to increase speed (which is
aerodynamically valid because it also increases lift), but
the lag in acceleration is too difficult to manage. The
machine never came close to figuring out this relationship,
although it tried.
      </p>
      <p>
        Rudder usage was an utter failure. Initially both groups
tried to turn the airplane with it, which appears deceptively
intuitive because it indeed affects the vertical axis and
initially appears to have the expected result. However, this
approach is completely wrong. Its true purpose is to
coordinate the nose-to-tail angle through a turn, in the
same way the front wheel on a bicycle maintains the
appropriate arc of travel for the amount of lean (bank),
where critically the lean/bank comes first. Attempting to
steer with the handle bars first would result in an upset at
any appreciable speed. The only difference in mechanics
between these two systems in where the vertical axis is
located. On a bike, it is over the rear wheel, whereas on an
airplane, it is usually over the main wings, as in Figure 8
        <xref ref-type="bibr" rid="ref14">(Phillips 2009)</xref>
        .
The ball in the turn coordinator is the only instrument
reflecting this coordination. It is based on centrifugal force,
which is actually not even in the flight-dynamics model.
Rather, the virtual instrument uses an ad hoc approach to
derive a good approximation by calculating the turning arc
based on the bank angle and appropriate subarc that
corresponds to the nose-to-tail yaw angle based on the
rudder deflection. This information was not accessible to
the machine.
      </p>
      <p>Worse is that neither group was even aware that the
rudder played a role once they discarded it as an option for
directly turning the airplane. The airplane appears to turn
with or without rudder input, leaving both groups to
disregard its value. Even real pilots are often sloppy with
the rudder for the same reasons (Langewiesche 1990). Its
aerodynamic effects, while subtle, are still substantial.
Figure 9 demonstrates the difference between a
coordinated turn with appropriate rudder (A) and ones
where there is respectively not enough (B), called slipping,
and too much (C), called skidding. On a bicycle, the
awkward sideways force would be immediately noticeable
and corrected, but in this type of airplane, it mostly affects
the passengers in the back, not the pilot in the front, due to
the position of the vertical axis, and can easily be ignored
with no apparent consequence. This discovery was
unexpected and warrants separate investigation.</p>
      <p>A</p>
      <p>B</p>
      <p>C
Finally, the bar in the turn coordinator registers rate of turn
(normally not to exceed three degrees per second), which is
the amount of arc covered in a fixed amount of time.
Neither group associated the change in heading with the
change in time. Rather, both groups treated the bar as a roll
indicator apparently providing the same information as the
attitude indicator, despite the depictions rarely agreeing.</p>
    </sec>
    <sec id="sec-5">
      <title>Future Work</title>
      <p>
        This plug-and-play architecture was designed for
investigating machine-learning strategies, so immediate
follow-on work will integrate others beyond the current
simplistic one. Moreover, so far the system has considered
only the lowest three AI processing levels (acquisition,
transformation, and some fusion). Inference, reasoning,
and prediction are where higher-level understanding and
action occur
        <xref ref-type="bibr" rid="ref17">(Russell and Norvig 2009)</xref>
        . Experiments with
navigation (both wide-area and local airport
approach/departure operations), which the architecture
already supports in great detail, offer ample opportunities
        <xref ref-type="bibr" rid="ref8">(FAA 2007)</xref>
        . Finally, at all levels, the expressiveness and
objectivity of the introspection needs improvement.
      </p>
      <p>Rudder coordination can stand as its own independent
investigation. The fact that neither human nor machine
could even recognize the situation adequately suggests that
it involves many or all of these AI processing levels.</p>
      <p>The flight-dynamics model needs to be more flexible in
accommodating other test configurations. The current
implementation involves significant trial and error to tune.
Baseline performance is also difficult to establish, so it
could benefit from calibration with real-world airplanes. It
also needs to accept input from a proportional joystick and
pedals instead of the keyboard.</p>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>As a work in progress, this system has only begun to
demonstrate its usefulness. Nevertheless, the flexibility of
the plug-and-play modularization of the learning strategy
clearly shows promise. The baseline strategy successful
captured actions and learning processes of the student
group. The de facto machine strategy, while hardly elegant
in its application of sheer brute force, showed that it can
indeed process many aspects of flight simulation with
some semblance to reality. Replacing it with more
advanced learning strategies should produce far better
results. Finally, the introspective nature of the learning
process demonstrated that it can provide valuable insight
into how it operates, which was the primary goal of this
work.</p>
      <p>A</p>
      <p>Comprehensive
Haykin, S. 1999. Neural Networks and Learning Machines.
Upper Saddle River: Pearson.</p>
      <p>Irish, R. 1999. Engineering Thinking: Using Benjamin Bloom
and William Perry to Design Assignments. Language and
Learning Across the Disciplines 3(2):83–102.</p>
      <p>Jones, M. 2008. Artificial Intelligence: A Systems Approach.
Hingham: Infinity Science.</p>
      <p>Langewiesche, W. 1990. Stick and Rudder: An Explanation of the
Art of Flying. McGraw-Hill.</p>
      <p>Mitchell, T. 1997. Machine Learning. Boston: McGraw-Hill.
Napolitano, M. 2011. Aircraft Dynamics: From Modeling to
Simulation. Hoboken: Wiley.</p>
    </sec>
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