=Paper= {{Paper |id=Vol-2501/paper10 |storemode=property |title=Simulating Team Tutoring in Multiagent Environments |pdfUrl=https://ceur-ws.org/Vol-2501/paper10.pdf |volume=Vol-2501 |authors=Max Johnson,Ning Wang,David V. Pynadath |dblpUrl=https://dblp.org/rec/conf/aied/Johnson0P19 }} ==Simulating Team Tutoring in Multiagent Environments== https://ceur-ws.org/Vol-2501/paper10.pdf
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                    Simulating Team Tutoring in Multiagent
                                Environments

                        Max Johnson, Ning Wang, & David V. Pynadath
                                   University of Southern California
                      maxwelsj@usc.edu,nwang@ict.usc.edu, pynadath@ict.usc.edu


                   Abstract. A good team functions like a well-oiled machine. Team mem-
                   bers 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.


            Keywords: collaborative learning, team-based training, intelligent agents, social
            simulation


            1    Introduction

            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., [10], [18], and [26]). 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),

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International (CC BY 4.0).
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     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 [33]. 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 [7] and [28]), and incorrect decisions can lead to
     feedback being ignored or worse, causing a negative impact on the team’s learning
     [34].
         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 [28], 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.
         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 [1]. 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.
         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   Related Work

     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 [3]). 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
89




     on a ship’s Combat Information Center to learn how to utilize the command and
     control system [38]. 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 [26], 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.
         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 [34]. 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) [7], was developed to explore the collaborative team task of
     reconnaissance [2]. Once again, this testbed was used by researchers to experiment
     with different targets (individual vs. team) for feedback within 2-person teams [14].
     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 [16]. 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.
         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 decision-
     making found in human teams [6, 9, 30]. 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 [31]). 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 [24, 32]. 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 [5, 20, 29].
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     3   PsychSim

     We have built our testbed using the multiagent social simulation framework, Psy-
     chSim [15, 21]. PsychSim grew out of the prescriptive teamwork frameworks cited
     in Section 2 (especially [24]), 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 [8] and decision-
     theoretic reasoning [11]. Recursive modeling gives agents a Theory of Mind [37],
     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., [22, 23]).
         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 [27]. 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 [12]. Additionally, UrbanSim used a
     PsychSim-driven simulation to put trainees into the role of a battalion commander
     undertaking an urban stabilization operation [17]. In SOLVE, PsychSim agents
     populate a virtual social scene where people could practice techniques for avoiding
     risky behavior [13, 19].
         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 [35, 36]. 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 [25]. We build upon PsychSim’s capability for such
     experimental use in the expanded interaction of the current investigation.


     4   Team-based Training Simulation

     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 repre-
     sented 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.
         PsychSim represents the decision-making problem facing the agents as a Par-
     tially Observable Markov Decision Process (POMDP) [11]. Partial observability
91




     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.
         The state of the world, S, represents the evolution of the game state over
     time. We use a factored representation [4] 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).




     Fig. 1. A mid-mission screenshot of the “capture-the-flag” scenario. The blue
     team agents are located at [1,3], [2,0] and [5,3], while the red team agents are
     located at [4,5], [5,4] and [6,5] and the goal is located at [5,5].

         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).
         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
92




     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.
          Having specified this scenario within the PsychSim language, we can apply
     existing algorithms to autonomously generate decisions for individual agents [11].
     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).
          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. We aimed
     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.
          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.
93




     Fig. 2. Simulation Score with Varying Agent Reward Values. A value of 1 means
     that the agent’s goal, either tagging the opponent or avoid being tagged by the
     opponent, is as important as reaching the goal (i.e. capturing the flag). The values
     on each axis range from 1/4 to 4 times as important as reaching the goal (i.e.
     capturing the flag).

         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   Discussion
     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.
         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
94




     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.
         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 [11] and communication [15] 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)”.
         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.


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