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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Summary of Player Assessment in a Multi-UAV Mission Planning Serious Game</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>V ctor Rodr guez-Fernandez</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Cristian Ramirez-Atencia</string-name>
          <email>cristian.ramirezg@inv.uam.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>David Camacho</string-name>
          <email>david.camacho@uam.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Universidad Autonoma de Madrid (UAM) 28049</institution>
          ,
          <addr-line>Madrid</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Mission Planning for a large number of Unmanned Aerial Vehicles (UAVs) involves a set of locations to visit in di erent time intervals, and the actions that a vehicle must perform depending on its features and sensors. Analyzing how humans solve this problem is sometimes hard due to the complexity of the problem and the lack of data available. This paper presents a summary of a serious videogame-based framework created to assess the quality of the mission plans designed by players, comparing them against the optimal solutions obtained by a Multi-Objective Optimization algorithm.</p>
      </abstract>
      <kwd-group>
        <kwd>Mission Planning</kwd>
        <kwd>Multi-UAV</kwd>
        <kwd>Serious Game</kwd>
        <kwd>Player Assessment</kwd>
        <kwd>Multi-Objective</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        The study of Unmanned Aerial Vehicles (UAVs) is constantly increasing
nowadays. These technologies o er many potential applications in numerous elds as
monitoring coastal frontiers, road tra c, disaster management, etc [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
Nowadays, these vehicles are controlled remotely from ground control stations by
human operators who use legacy Mission Planning systems. The problem of
Mission Planning for UAVs can be de ned as the process of planning the
waypoints to visit and the actions that the vehicle can perform (loading/dropping a
load, taking videos/pictures, etc), typically over a time period.
      </p>
      <p>
        The fast evolution of UAV systems is leading to a shortage of quali ed
operators. Thus, it is necessary to re-design the current training process to meet that
demand, making UAV operations more accessible and available for a less limited
pool of individuals, which may include high-skilled videogame players [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        This work presents a summary of a previous work [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], focused on creating
a videogame-based Multi UAV Mission Planning framework, that studies and
compares human plans with those generated by a Mission Planning algorithm.
      </p>
      <p>
        Modern approaches formulate the Mission Planning problem as a Constraint
Satisfaction Problem (CSP) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], where the mission is modelled and solved
using constraint satisfaction techniques. CSPs are de ned as a tuple &lt;V,D,C&gt; of
variables V = v1; : : : ; vn; for each variable, a nite set of possible values Di (its
domain), and a set of constraints Ci restricting the values that variables can
simultaneously take. In order to nd optimal solutions for these problems, in this
work an optimization function has been designed to search for good solutions
minimizing the fuel consumption and the makespan of the mission. To solve this
optimization problem, a Multi-Objective Branch &amp; Bound (MOBB) algorithm
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] has been designed in order to nd the optimal solutions in the Pareto Optimal
Frontier (POF). This algorithm will be integrated in the developed framework
to compare and rank the plans created by human players.
      </p>
      <p>The rest of the paper is structured as follows: section 2 describes how a
mission is de ned in the UAV domain. Section 3 describes the game developed
to simplify the Multi-UAV Cooperative Mission Planning Problem (MCMPP)
problem and collect players Mission Plans. Section 4 explains the experiments
performed and the experimental results obtained. Finally, last section presents
the nal analysis and conclusions of this work.
2</p>
    </sec>
    <sec id="sec-2">
      <title>The Mission Planning Problem</title>
      <p>The MCMPP is de ned as a number n of tasks to accomplish for a team of
m UAVs. There are di erent type of tasks, such as exploring a speci c area or
searching for an object in a zone. These tasks can be carried out thanks to the
sensors available on the UAVs performing the mission. Each task is performed
in a speci c geographic zone and a speci c time interval.</p>
      <p>In addition, the vehicles performing the mission has some features that must
be considered to check if a mission plan is correct. These features include the
initial position, the initial fuel, the available sensors and one or more ight
pro les. A ight pro le speci es for a vehicle at a moment its speed, its fuel
consumption rate and its altitude.</p>
      <p>Figure 1 shows an assignment of a UAV u to two tasks i and j. In this
assignment it is necessary to assure that u has enough fuel and the sensors
needed to perform both tasks and then return to its initial position. To ensure
this, it is necessary to compute the distance du2i from the initial position of u to
the entry point of task i and then take the fuel consumption rate from the ight
pro le in order to compute the fuel consumed traversing this path. In addition,
the speed vu from the ight pro le is used to compute the path duration.</p>
      <p>Then, having the duration i of task i and the speed vi given by the ight
pro le of the sensor used to perform the task, we can deduce the distance
traversed by the UAV during the task performance, and therefore, using the fuel
consumption rate of sensor's ight pro le, deduce the fuel consumed too. Next,
the previous steps are repeated with task j.</p>
      <p>Finally, it is necessary to compute the fuel consumption and ight time for
the return of the UAV from the last task performed to its initial position.</p>
      <p>When considering MCMPP as an optimization problem, the variables to
minimize are the total fuel consumption and the makespan of the mission,
i.e. the time elapsed since the mission start time until the mission is nished.</p>
      <p>
        In previous works [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], we have modelled this problem as a CSP and
automatically obtained a set of optimal solutions using a MOBB algorithm.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Developing a Mission Planning Videogame</title>
      <p>
        The game created to accomplish the MCMPP problem has been designed
focusing on the accesibility that professional mission planners lack of. It is based
on the multi-UAV simulation environment Drone Watch And Rescue, that we
designed in order to extract and analyze data from the user interactions [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>Figure 2 shows a screenshot of Mission Planning Scenario in the game. This
screen can be divided into ve distinct parts:
1. Main Screen: Displays graphically the Mission Scenario.
2. Waypoints panel : Shows the ying path of the selected UAV.
3. Plan submission button : Submits and saves the player's Mission Plan.
4. UAV's panel : Displays basic information and sensors of the selected UAVs.
5. Task Panel : Displays basic information and sensors of the selected task.
6. Console Panel : Logs the result of the player's interactions during a gameplay</p>
      <p>To achieve an intuitive and quick understanding of the di erent controls
available in the game, almost all of them are activated by doing mouse clicks on
the game's Main screen. Below is detailed the whole set of game controls:
{ Select UAV : Allows the player to see the UAV current path and information.
{ Select Task : Allows the player to see the task information.
{ Assign/Unassign UAV to Task
{ Submit Plan: Submits and saves the current Mission Plan.</p>
      <p>The game has been developed using web development technologies from the
eld of videogames. Their main advantages include the portability of the game
between both desktop and mobile systems, and a high availability: using any
web browser with HTML5 capabilities, a user can access the URL where the
game is hosted and play it without installing any additional software.</p>
      <p>
        However, it is important to note the limitations of this type of technologies.
The system requirements on a videogame are much higher than those of a
common web application, and current Javascript engines, despite being more and
more powerful, yet have notorious performance troubles when running
computeintensive jobs. Because of this, the game has been designed with a 2-level
architecture (server-client), based on the design patterns used in the development
of multi-user real time applications and videogames [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Client-Server
communication is achieved by the use of the Websockets communication protocol, which
o ers lower latency than HTTP, and is specially suitable for real time data
streams. For more information about the architecture, see [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>Experimentation</title>
      <p>
        In this work, the main goal of the experimentation is to rank the quality of
the Mission Plans designed by players in the video game described in section
3 against those obtained automatically and optimally by a MOBB algorithm,
detailed in the complete work [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>The Mission Scenario used in this experiment features 8 tasks to be assigned
to 5 UAVs scattered throughout the map. A graphical representation of this
Mission Scenario can be seen, as a game screenshot, in Figure 2.</p>
      <p>
        In this scenario, we must compute the optimal mission plans in terms of the
variables Makespan and Fuel Consumption. For this aim, we used the MOBB
algorithm developed in [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] to nd the Makespan-Fuel consumption POF of the
biobjective problem. We obtain that for the proposed scenario, the POF is
composed of six optimal solutions.
      </p>
      <p>To evaluate the quality of a player's Mission Plan, we get its Makespan and
Fuel consumption values, normalize them into [0; 1], and then compute the
Euclidean distance of such values to the also normalized Makespan-Fuel
consumption POF calculated before. The player's plan quality will represent his score in
the game, and will allow us to compare gameplays.</p>
      <p>
        To carry out this experiment, a set of 15 players submitted a Mission Plan
playing the video game developed. None of them had knowledge in the eld of
MCMPP, and only received a brief tutorial about the game objective and the
game controls. Figure 3 shows the performance of each player's gameplay as a
point in the Makespan-Fuel space. The closer a point is to the POF, the better
rank the player will have. Table 1 shows the rst ranking positions numerically.
The complete ranking is shown in [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>The results prove there is not a dominant planning style in terms of the
optimization variables focused by the players. Most of the points are located at
the center of the space, which means that the general trend that a novice player
follows in this type of problems is balancing the values to optimize. It is also
remarkable that the Mission Plans are generally quite close to the POF.
5</p>
    </sec>
    <sec id="sec-5">
      <title>Conclusions and Future Work</title>
      <p>This paper has presented a summary of the contributions made by some
published works in the eld of the Multi-UAV Cooperative Mission Planning
Problem, specially focused on assessing user performance when designing plans. A
video-game based framework is created to make this problem understandable
for non-expert users, and to rank and compare player plans against the optimal
ones computed by a Multi-Objective Optimization algorithm.</p>
      <p>As future work, we intend to extend the video game to allow the creation
of more complex plans, to introduce some gami cation elements (as tutorials
and levels) that make it even more accessible, and to include elements that
improve the analysis of the players, as identi cations to track the evolution of
their gameplays, or time spent measurements to rank the player's speed.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>This work is supported by the Spanish Ministry of Science and Education under
Project Code TIN2014-56494-C4-4-P, Comunidad Autonoma de Madrid under
project CIBERDINE S2013/ICE-3095, and Savier an Airbus Defense &amp; Space
project (FUAM-076914 and FUAM-076915). The authors would like to
acknowledge the support obtained from Airbus Defence &amp; Space, specially from Savier
Open Innovation project members: Jose Insenser, Gemma Blasco, Cesar Castro
and Juan Antonio Henr quez.</p>
    </sec>
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