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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Simulating Team Tutoring in Multiagent Environments</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Max Johnson</string-name>
          <email>maxwelsj@usc.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ning Wang</string-name>
          <email>nwang@ict.usc.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>David V. Pynadath</string-name>
          <email>pynadath@ict.usc.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Southern California</institution>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <fpage>87</fpage>
      <lpage>96</lpage>
      <abstract>
        <p>A good team functions like a well-oiled machine. Teammembers train individually and together in order to do well as a team. Realistic simulations can offer safe and repeatable environments for teams to practice without real-world consequences. However, instructional support is often needed to help the team and individuals in case of mistakes and impasses and to guide the team on the path to success. In our work, we designed a simulated learning environment for teams of autonomous agents using PsychSim. The simulation provides a testbed for developing tutoring strategies suited for team training and for the skills it aims to engender. The simulation implements a “capture-the-flag” scenario, where a team of agents (the Blue team) must work to capture the flag being defended by an opposing team of agents (Red team). While the scenario is simple, the tutoring strategies to be used by a tutoring agent can be complex and dynamic. For example, what type of student behavior is considered a mistake and what should the tutoring agent instruct the student agents to do instead? In this paper, we will discuss the simulation experiments we designed to uncover tutoring strategies.</p>
      </abstract>
      <kwd-group>
        <kwd>collaborative learning</kwd>
        <kwd>team-based training</kwd>
        <kwd>intelligent agents</kwd>
        <kwd>social simulation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Individual mastery and mastery as a member of a team are two fundamentally
critical concepts in teams. The nature of team dynamics necessitates that each
member be proficient in not only their individual role, but also their ability to
communicate and adjust to their teammates. In order to achieve this level of
proficiency at a task, team members must train both individually and as a team.
Due to the prevalence of team tasks in today’s society, particularly in medical
care, emergency responses, and the military, team-based training has been
explored and refined over a long history, particularly with the use of simulations
(e.g., [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], and [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]). While realistic simulations can offer safe and
repeatable environments for teams to practice without the real-world
consequences, they are often not enough to ensure learning without instructional
support. Providing this support in teams has its unique challenges, such as
deciding who to target (individual vs. team),
communication channel (private vs. public), and the timing of the feedback
(immediate vs. delayed). These and other variables can greatly impact how such
support is received by the team and the efficacy of the feedback [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]. The correct
decision as to these actions often depends on the team structure (e.g., with
leadership or leaderless) and what the team is trying to learn (e.g., task-related vs.
teamwork related, for review, see [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] and [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]), and incorrect decisions can lead to
feedback being ignored or worse, causing a negative impact on the team’s learning
[
        <xref ref-type="bibr" rid="ref34">34</xref>
        ].
      </p>
      <p>
        A simulation of team training and the influence of instructional feedback on
team members and a team is desired to mitigate the cost and resources needed for
testing with human participants. We have developed a testbed containing such a
simulation where team members are modeled as virtual agents in a collaborative
learning setting where they can learn from experience to improve team
performance, as well as interact with a tutor agent. In collaborative learning, there
is an emphasis on each individual of the team training how to collaborate to improve
as a whole [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ], as opposed to cooperative learning wherein members try to
maximize learning of other team members. However, our simulation testbed is not
limited to collaborative learning only.
      </p>
      <p>
        Instructional support in team tutoring often can be adapted to the structure of
the team being tutored. For example, tutorial feedback for a team with a vertical
leadership structure is more likely to cater to members based on their level in said
structure. In horizontally organized teams, the feedback is likely to be designed for
a group of peers [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. When a team is actively engaged in learning, team members
communicate among themselves to discuss best actions, ask each other questions,
and explain their reasoning. In our simulation testbed, we build upon both
instruction from a tutor and feedback from peers and their own experience.
      </p>
      <p>In this paper, we discuss a multiagent simulation testbed for experimentation
to explore team-tutoring strategies. This testbed forms a foundation for
developing and testing automated team tutor agents. In the testbed, a team of
simulated agents attempt to complete a collaborative task with or without a
tutoring agent. In order for a tutor agent to be of any help to our team, we first
need to know what it should teach. If we do not know what our team should be
doing in order to win, then we have no basis for teaching them how to win.
Thus, the focus of our work will be determining what exactly our tutor should
teach the team. This paper details our work in the design of the testbed, and our
work in uncovering what the tutor agent should teach.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>
        Research on such support in the context of team training is relatively scarce in
comparison to the growing abundance of research on automatically-generated
instructional support for individual learning (for review, see [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]). Early research
in this topic focuses on creating simulation environments that allow teams to
practice together. One such effort, the Advanced Embedded Training System
(AETS), is an intelligent tutoring system built for an Air Defense Team
on a ship’s Combat Information Center to learn how to utilize the command and
control system [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ]. In AETS, multiple users train as a team while receiving
assessment and feedback on an individual basis. A human tutor then takes this
feedback and offers team-based feedback. A similar effort is the Steve agent-based
training simulation for emergency response on a military vessel [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], where Steve
agents can serve as a tutor as well as an individual team member. This allows the
simulation to support a team of any combination of Steve agents and humans to
train together, learning to complete tasks through communication between team
members.
      </p>
      <p>
        In a more recent example, one team training simulation testbed implements a
scenario where a team of three completes errands following a shopping list in a
virtual mall, called the Multiple Errands Test [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ]. This testbed was used in a study
in which privacy (Public vs. Private) and audience (Direct vs. Group) of feedback
and other such variables showed no influence on team performance. Even more
recently the Recon testbed, built with the Generalized Intelligent Framework for
Tutoring (GIFT) [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], was developed to explore the collaborative team task of
reconnaissance [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Once again, this testbed was used by researchers to experiment
with different targets (individual vs. team) for feedback within 2-person teams [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
On simulating students as virtual agent, the SimStudent project developed an
approach that could accurately model a single student’s cognitive processes for
one-on-one intelligent tutoring system research [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. This work shows the promise
of using simulated students, albeit in one-on-one tutoring scenarios. These
examples all point to a resurgence of research into automated tutorial support for
team training.
      </p>
      <p>
        Our testbed simulates the training process, similar to the training that takes
place in the aforementioned work. Agents learn to improve both their own and the
team’s performance from their own experience, by observing other agents, by
communicating with teammates, and via the guidance of a tutor agent. Existing
formalisms within the body of multiagent research on simulating teamwork and
learning represent team goals, plans, and organizations that operationalize
decisionmaking found in human teams [
        <xref ref-type="bibr" rid="ref30 ref6 ref9">6, 9, 30</xref>
        ]. Embedding these mechanisms within
intelligent agents has enabled the construction of high-fidelity simulations of team
behavior (e.g., simulated aircraft performing a joint mission [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ]). As uncertainty
and conflicting goals are prevalent in most team settings, decision-theoretic
extensions of these models incorporating quantitative probability and utility
functions captured these dynamics effectively [
        <xref ref-type="bibr" rid="ref24 ref32">24, 32</xref>
        ]. In addition, the use of
reinforcement learning (among other methods) to derive agents’ models through
experience in a decentralized fashion has been incorporated to accurately model
how team members can arrive at a coordinated strategy through their individual
experience [
        <xref ref-type="bibr" rid="ref20 ref29 ref5">5, 20, 29</xref>
        ].
      </p>
    </sec>
    <sec id="sec-3">
      <title>PsychSim</title>
      <p>
        We have built our testbed using the multiagent social simulation framework,
PsychSim [
        <xref ref-type="bibr" rid="ref15 ref21">15,21</xref>
        ]. PsychSim grew out ofthe prescriptive teamworkframeworks cited
in Section 2 (especially [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]), but with a different aim toward being a descriptive
model of human behavior. PsychSim represents people as autonomous agents
that integrate two multiagent technologies: recursive models [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and
decisiontheoretic reasoning [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Recursive modeling gives agents a Theory of Mind [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ],
to form complex attributions about others and incorporate such beliefs into their
own behavior. Decision theory provides the agents with domain-independent
algorithms for making decisions under uncertainty and in the face of conflicting
objectives. We have used PsychSim to model a range of cognitive and affective
biases in human decision-making and social behavior (e.g., [
        <xref ref-type="bibr" rid="ref22 ref23">22, 23</xref>
        ]).
      </p>
      <p>
        Another motivation behind the use of PsychSim is its successful application
within multiple simulation-based learning environments. The Tactical Language
Training System (TLTS) is an interactive narrative environment in which students
practice their language and culture skills by talking to non-player characters built
upon PsychSim agents [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. We also used PsychSim’s mental models and
quantitative decision-theoretic reasoning to model a spectrum of negotiation styles
within the ELECT BiLAT training system [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Additionally, UrbanSim used a
PsychSim-driven simulation to put trainees into the role of a battalion commander
undertaking an urban stabilization operation [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. In SOLVE, PsychSim agents
populate a virtual social scene where people could practice techniques for avoiding
risky behavior [
        <xref ref-type="bibr" rid="ref13 ref19">13, 19</xref>
        ].
      </p>
      <p>
        We have also used PsychSim to build experimental testbeds for studying human
teamwork. In one such testbed, we used a PsychSim agent to autonomously
generate behaviors for a simulated robot that teamed with a person, in a study of
trust within human-robot interaction [
        <xref ref-type="bibr" rid="ref35 ref36">35, 36</xref>
        ]. Another PsychSim-based testbed
gave four human participants a joint objective of defeating a common enemy, but
with individual scores that provided some impetus for competitive behavior within
the ostensible team setting [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. We build upon PsychSim’s capability for such
experimental use in the expanded interaction of the current investigation.
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>Team-based Training Simulation</title>
      <p>In our testbed, we implement a “capture-the-flag” scenario. In the scenario, a
team of trainees learn how to work together to capture a goal location being
defended by a team of opponents. Both the trainees and opponents are
represented as PsychSim agents. In the preliminary testing described here, both the
blue team and the red team consist of three agents. The three blue agents are not
assigned any distinct roles. In this scenario, agents can be “tagged” by opposing
agents if they are adjacent in one of the four main directions. Any agent that is
tagged three times is eliminated from play and can no longer act in the scenario.</p>
      <p>
        PsychSim represents the decision-making problem facing the agents as a
Partially Observable Markov Decision Process (POMDP) [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Partial observability
accounts for the fact that the agents cannot read each other’s minds and that
they may have incomplete or noisy observations of the environment. However,
in this presentation, we make the environment itself completely observable,
reducing the domain to a Markov Decision Process (MDP) instead. An MDP is
a tuple (S A, P, R), with S being the set of states, A the set of actions, P the
transition probability representing the effects of the actions on the states, and R
the reward function that expresses the player’s preferences.
      </p>
      <p>
        The state of the world, S, represents the evolution of the game state over
time. We use a factored representation [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] that allows us to separate the overall
game state into orthogonal features that are easier to specify and model. The
locations of the agents and of the goal are specified by x and y coordinates on a
grid. The grid is 7 ×7 in the specific configuration described here, but obviously
other grid sizes are possible (see Figure 1).
      </p>
      <p>The actions, A, available to the agents are moves in one of the four directions,
attempting to “tag” an opponent in one of the four directions, or waiting in their
current location. The transition probability, P, represents the effect of the agents’
movement decisions, which we specify here to succeed with 100% reliability. In
general, the P function can capture any desired stochastic error (e.g., due to terrain
or visual conditions).</p>
      <p>Each blue team agent has three potentially conflicting objectives within its
reward function, R: minimizing its distance to the goal (i.e., to try and reach the
goal), maximizing the number of times Red agents are tagged (i.e., remove
opponents from play), and minimizing the number of times that they get tagged
(i.e., avoid being removed from play). The red agents also have three potentially
conflicting objectives: maximizing opponent distance to the goal (i.e., keep
opponents away from the goal), maximizing the number of times blue team agents
are tagged (i.e., remove opponents from play), and minimizing the number of times
that they get tagged (i.e., avoid being removed from play). Thus, each agent has
three conflicting objectives within its reward function, and the weights assigned to
each determine their relative priority. Modifying these weights will change the
incentives that each agent perceives.</p>
      <p>
        Having specified this scenario within the PsychSim language, we can apply
existing algorithms to autonomously generate decisions for individual agents [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
Such algorithms enable the agent to consider possible moves (both immediate and
future), generate expectations of the responses of the other agents, and compute an
expected reward gain (or potentially loss) for each such move. It then chooses the
move that maximizes this expected reward. Importantly, this algorithm can
autonomously generate behavior without any additional specification, allowing us
to observe differences in behavior that result from varying modeling parameters
(e.g., the relative priority between objectives).
      </p>
      <p>We ran the simulation with a variety of configurations for our blue agents in
order to evaluate our testbed’s suitability for studying team training. Weaimed
to verify that variations in an agent’s reward function would lead to different
behavior in that agent, and that certain behaviors would consistently lead to
better or worse outcomes for the team. These configurations would inform us as
to what rewards our tutor agent should aim to instill in the students to ensure
future success. Our measurement for team success was relatively simple, for each
simulation our team would receive a score of 1 if they reached the goal within 60
turns, and a score of 0 if they failed to do so. We chose this turn limit because
it allowed teams with successful strategies enough time to win from any starting
position, but limited teams enough that sub-optimal strategies would lead to
worse outcomes. For each configuration of our blue agents, we ran simulations
over 10 starting positions for our blue team agents and totaled the scores of each
round. These starting positions were designed to be representative of the variety
of different starting scenarios for our team, varying distance to the goal and
distance between team members, for example, when the blue team starts close
or far away from the flag, or when the blue team members start together or
apart.</p>
      <p>This measurement of success does not penalize team members for what might
be considered individual failures, such as being far from the goal or being
eliminated by a red agent, so long as the team achieves success. The overall
team score over 10 trials is shown in Figure 2. The X axis represents the weight
of reward of avoiding being tagged by a Red team agent, from least wanting to
avoid being tagged (left) to most wanting to avoid being tagged (right). The Y
axis represents the weight of attempting to tag the Red team agents, from least
wanting to tag the Red team agents (bottom) to most wanting to tag the Red
team agents (top). The reward weight for moving closer to the goal was kept
constant at 1.0.</p>
      <p>Looking at the overall results in Figure 2, we see a couple of trends. First of
all, the more focus a team put on avoiding opponents, the worse they tended to
perform. However, this effect is somewhat mitigated by focusing more on tagging
opponents. Hence, a team that prioritizes avoiding opponents but puts almost
no emphasis on tagging opponents could not win from any starting position. A
team was most successful when reaching the goal and tagging opponents were
given equal weight, and avoiding opponents was not overly prioritized. This is
what our tutor should teach our team in this scenario.
5</p>
    </sec>
    <sec id="sec-5">
      <title>Discussion</title>
      <p>In this paper, we outlined a testbed for exploring team tutoring strategies. We
did this via a simplified “capture-the-flag” scenario, in which our focus was
uncovering what a tutor should instruct our team of agents to do so that they
would win. Our testing showed that our team was most successful when they
did not overly prioritize tagging, avoiding opponents, or reaching the flag.</p>
      <p>These results imply that our tutor should instruct our team to focus equally
on tagging opponents and reaching the flag, but not to put too much emphasis on
avoiding opponents. While a team with the correct strategy can win from any of
our starting positions, team starting location currently plays a significant part in
success or failure when a sub-optimal strategy is enacted. This is to say, when a
team failed to win all ten rounds, it was due to losing rounds in which they started
further from the flag. This, combined with the turn limit being the reason for
our team’s failures, largely explains why prioritizing avoiding opponents impacts
success so negatively. A team that spends too much time staying out of reach of
their opponents will struggle to reach the flag within 60 turns. Our tutor can use
this understanding in order to better guide students towards this optimal
prioritization of motivations.</p>
      <p>
        In this section, we propose a series of modifications that would be valuable for
studying collaborative learning and team training. First of all, we would like to
explore a wider variety of starting positions. Many of our chosen starting locations
have our team very close together, and adding more locations with agents split up
in a variety of ways (such as two in one corner, one in another) could help ensure
the robustness of our results and conclusions. Furthermore, using an agent
framework like PsychSim gives us many dimensions along which we can enrich
the reasoning of our learners. For example, in the current configuration, agents
always succeed in any action they attempt. Tutoring students with varying skill will
provide a more significant challenge. All of the agents also know each others’
objectives, which is not a realistic model of human teamwork. Giving the agents
uncertainty about the reward function of other agents introduces the need for
communication among teammates. We can leverage our underlying agent
architecture’s existing algorithms for belief update [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] and communication [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] to
explore alternate communication strategies to establish coherent joint beliefs
among team members. In other words, our learning agents would expand their
action space to include possible messages, such as “There is a 90% chance that the
red agent is at (3,3)”.
      </p>
      <p>While the work discussed here focuses on simulations of how teams train
together with virtual agents, it can help inform the design of intelligent team
tutoring systems for real human teams. In conclusion, the multiagent testbed we
have constructed uses a relatively simple coordination scenario as a jumping-off
point for a wide variety of potential simulations of collaborative learning and team
training that can have implications for intelligent tutoring systems for real-human
teams.</p>
    </sec>
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