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Keeping It Real - Using Real-World Problems To Teach AI To Diverse Audiences
Keeping It Real - Using Real-World Problems To Teach AI To Diverse Audiences
Keeping It Real - Using Real-World Problems To Teach AI To Diverse Audiences
Copyright © 2017, Association for the Advancement of Artificial Intelligence. All rights reserved. ISSN 0738-4602 SUMMER 2017 35
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Game 2 Caught!
Total: $1.3 = $1.4 – $0.1
1
Reward if Penalty if Money
succesful caught by earned if
rangers successful
9 -1 0.9
Percentage of Percentage of
success failure
0% 100%
End Game
Figure 1. Online Computer Game Interface.
(Kar et al. 2016)
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in the field on such problems, they represent an general patterns of ranger locations, but cannot
abstracted version of the problems they aim to always predict exact ranger presence.
address. In the computer game, a computer algorithm
We evaluate our teaching approach in several determined ranger locations. A total of nine rangers
ways: (1) we show how high school and university were protecting the park, with each ranger protecting
participants played the games and the effectiveness one cell. Therefore, only 9 of 25 distinct cells in the
of their strategies playing as defender, represented as park were actually protected, and the color-shaded
defender utility, that is, the defender’s overall payoff heat map showed players only the probability of
obtained when peers play as poachers; (2) we show ranger presence at each cell. Additionally, the follow-
how security experts who typically generate defend- ing detailed information was available by clicking on
er strategies in the real world played as poachers any cell: monetary reward for poaching successfully,
against an AI algorithm-generated defender strategy; monetary penalty for getting caught, and chance of
and (3) we assess participants’ perceptions of our success/failure (figure 1). Players were successful in
approach using surveys. We make recommendations the game if they attacked a cell without a ranger and
for teaching similar topics to audiences with limited failed if a ranger was protecting their chosen cell.
AI backgrounds. For our teaching program, we adapted this com-
puter game into a board game (figure 2) to provide
learners the opportunity to play as both poachers and
Our Ranger Versus Poacher Games rangers. Board games used the same background sto-
We used interactive games as a key teaching tool in ry, 5-by-5 grid, defender resource allocation, and
our program. Prior to playing these games, learners reward distribution as the computer game. However,
participated in lectures, discussions, and other learn- instead of using the Queen Elizabeth National Park
ing activities. The games therefore provided learners map and images of hippopotami to show the relative
an opportunity to apply their culmination of knowl- “value” of different areas, the board games used mov-
edge, while also allowing them to build on this able figures to represent animal distributions. This
knowledge through hands-on exercises that allowed did not require any equipment such as computers,
trial-and-error testing of their ideas. making it easily scalable to other settings. Also, in
Adapting an online computer game used in anoth- board games, learners could take turns playing the
er study of green security games (Kar et al. 2016), we roles of ranger and poacher, whereas the computer
created a board game. As background information, game permitted play only as poachers. Additionally,
we describe the computer game here. the board games facilitated peer interaction. One
The computer game was set in a protected wildlife group, acting as defender, was given a limited num-
park that was divided into a 5-by-5 grid, yielding 25 ber of defense resources. They could place ranger fig-
distinct cells, with hippopotami and rangers scat- ures anywhere on the board to generate the defender
tered throughout (figure 1). In the computer game, strategy. The other group, acting as adversary, placed
participants played the role of a poacher whose the poacher figure anywhere on the board in decid-
objective was to hunt as many hippopotami as pos- ing where to “poach” against their peers’ defender
sible while avoiding detection by rangers. Partici- strategy, representing poaching decision making.
pants were primed by reading a background story Finally, the board game did not provide immediate
detailing the hardships of a poacher’s life as well as feedback on probabilities and rewards associated with
the rewards of successful poaching. They could nav- success or failure (right-hand panel of figure 1), bet-
igate throughout the park and select any cell to ter approximating the real-world situation in which
“attack.” They were asked to consider three main cri- this level of detail is typically unavailable. Therefore,
teria in deciding where to attack: distance, animal the board games were leveraged as a more scalable
density, and coverage probability. Distance was the and flexible learning tool. Although we aimed to
distance from the starting position to the attack loca- abstract the real-world problem to the extent possible
tion. This was incorporated to better approximate in this game, not all details of the real-world scenario
the real-world scenario whereby time and distance could be included, and hence findings should be
traveled to locate a snare represents a cost to poach- viewed in light of this limitation.
ers. Animal density was represented by hippopota-
mus density, which varied across the park, but densi-
ty in a particular region (cell) did not change within
High School Students
a given round. Coverage probability was represented An AI unit focused on computational game theory
by a heat map overlaid on the park, indicating the was delivered to a group of high school students as
likelihood of ranger presence at a given cell. Cells the last unit of study in a year-long engineering elec-
with higher coverage probabilities were more red, tive course. An underlying tenet of the unit was that
whereas those with lower coverage probabilities were AI concepts can be made accessible to anyone. We
more green. This represents the real-world surveil- reasoned that AI concepts could also provide a great
lance situation in which poachers have knowledge of launching point into a discussion on computers in
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general; if students could understand quantitative vey, the mean age of the group was 18.1 years and
decision making in this context, they could use it as roughly 36 percent were female.
a base of knowledge from which other computer sci-
ence concepts could be more readily understood. Unit Structure
Unit objectives included students gaining probabilis- The unit began with a basic exploration of the nature
tic reasoning skills, enhancing student interest in AI, of human intelligence and how machines (both fic-
and high levels of student satisfaction with the learn- tional and real) have been made to mimic human
ing experience. The unit was developed during sum- nature. Consistent with a scaffolding framework, we
mer 2014, funded by the National Science Founda- next placed an emphasis on thinking about problems
tion’s Research Experience for Teachers program from a quantitative perspective, and considering how
called ACCESS 4Teachers, and was based on an humanlike qualities (emotions, risk-aversion, and
undergraduate-level course at the University of others) could be quantified to enable computers to
Southern California titled CS499: Artificial Intelli- act in an intelligent fashion. To illustrate these ideas,
gence and Science Fiction (Tambe, Balsamo, and students read stories from Asimov’s I, Robot and Robot
Bowring 2008). Visions, watched clips of the character Data from Star
Trek, and debated the meaning of intelligence based
Participants on these stories. Students tended to be very engaged
The 30 students who participated in the elective in these real-world examples, and were often per-
course were juniors and seniors at an urban public plexed when they saw how quantitatively-based deci-
charter high school located in Los Angeles. All stu- sions differed from their emotional ones. Next, to
dents were of Hispanic or African-American origin, review the concept of probability, more pop-culture
resided in South Los Angeles, and the majority qual- examples were given, ranging from an exploration of
ified for free or reduced price lunch. Based on a sub- the California Lottery to the popular game show Deal
set of students who responded to our feedback sur- or No Deal?, and the unit progressed to introducing
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1
.5
Defender Utility
0
– .5
-1
– 1.5
-2
–2.5
-3
G1 G2 G3 G4 G5 G6 G7 G8 G9 G10 G11 G12
Groups 1 to 12
the concept of expected value. The teacher delivered the 12 student groups based on the attacks conduct-
lectures, and skills were reinforced by students com- ed on the other teams’ defender strategies. The team
pleting worksheets and applied problems. For many with the highest expected utility generated a strategy
students, a full grasp of the material required a review that not only considered the animal densities, but
of fraction operations, which were reviewed on an ad also the distance from the poacher’s starting location,
hoc basis in small groups. The unit culminated with placing lower coverage in cells farther away from the
students integrating and applying their knowledge to poacher’s starting location. The team with the lowest
play the games.
expected utility placed maximum coverage (100 per-
Final Project cent) on the highest animal density cell and divided
remaining resources (ranger-hours) uniformly across
The final project for the unit used the board game
described previously (figure 2). To reinforce the idea all remaining targets, ignoring important factors like
of quantitative decision making, students were animal distribution and distance.
tasked with designing their own defender strategies
Feedback
using short formulas to allocate a limited number of
ranger-hours to the 25 grid cells in the game. Stu- A total of 14 (8 males, 5 females, 1 declining to state)
dents worked independently or in groups to com- out of 30 students responded to a survey that assessed
plete the strategies (in this case, using Google spread- their experiences in the unit. To inform unit objec-
sheets). These spreadsheets were then used to tives, questions assessed the unit’s impact on learn-
generate 12 distinct games based on the student- ers’ overall interest in AI, perceived educational val-
designed defense strategies. Taking on the role of ue of the unit, and likelihood of recommending the
poacher, students played the games against defender unit to others. Responses were provided on Likert
strategies generated by other groups. Finally, students scales (for example, ranging from 1 = strongly dis-
reviewed the results of their strategies, made adjust- agree to 7 = strongly agree). Open-ended questions
ments, and presented their work to explain where assessed general likes and dislikes. More than 70 per-
initial strategies were particularly successful or unsuc- cent of respondents agreed (somewhat or more) that
cessful.
the activity increased their interest in AI, and 93 per-
cent agreed (somewhat or more) that the activity was
Results of Games a valuable learning experience. Additionally, more
Different groups employed different methods in than 90 percent responded that they would recom-
designing defender strategies. While some chose to mend the unit to other high school students. Open-
concentrate ranger patrols in areas dense with ani- ended responses indicated that respondents particu-
mals, often associated with a high probability of fail- larly enjoyed the interactive game aspect of the
ure, others developed strategies in which the expect- course. The least enjoyable aspects of the course were
ed value for poachers was nearly zero. Figure 3 shows those that students perceived as tedious or repetitive,
the expected defender utilities obtained by each of such as calculating probabilities.
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– 0.5
Defender Utility
-2
– 3.5
-5
– 6.5
G1 G2 G3 G4 G5 G6 G7
Groups 1 to 7
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Discussion Sessions
Participants engaged in several discussion sessions on
challenges in wildlife protection including resources
(that is, factors that motivate people to enter pro-
tected areas), illegal activities (that is, types of illegal
activities in conservation areas), and wildlife protec-
tion (that is, improving security approaches). In
small groups, they exchanged knowledge about these
topics and generated potential solutions; each group
then presented their conclusions to the rest of the
groups. We encouraged groups to develop solutions
and provide feedback that could be conceptualized in
a game-theoretic manner and potentially incorporat-
ed into AI software.
Games
Participants played the board game as poachers and
rangers. For this activity, participants were divided
into two groups. Each group took turns playing as
rangers (who created patrol strategies) and poachers
(who decided where to poach in games generated by
the other team), and each defender strategy was
played only once.
Given the large amount of time for the workshop
relative to the classroom-based units, in addition to
board games, every participant played five rounds of Figure 5. Participants Played Board Games (top)
the computer-based games as poachers (figure 5). and Computer Games (bottom).
After each round, the poacher behavior models were
updated based on participants’ responses, and each
subsequent game used a defender strategy created points may not be reliable. In light of this and the
using these updated models. On the final day, we pre- fact that only the security experts played the com-
sented the game results, that is, the defender utilities puter game (whereas high school and university stu-
based on poachers’ decisions in the online games. dents did not), we highlight the results of the com-
By playing these games in a repeated fashion, the puter games here. Figure 6 shows the defender
participants developed a better understanding of how utilities obtained by deploying AI-based defender
poachers may react to rangers’ strategies over time, strategies (that is, PAWS) over several rounds against
and of the weaknesses of various defender strategies. security experts playing as poachers. In the figure,
They also learned how AI software such as PAWS can lower values on the y-axis indicate better participant
make optimal decisions based on models of players’ performance, and worse performance by PAWS. We
behaviors, and how such decisions can adapt and observe that PAWS’s performance begins low, initial-
improve over time as more data are collected. ly increases, then declines. This suggests some
improvement and learning over time among the
Results of Games security experts, providing modest support of our
Each defender strategy in the board games was unit objective of improving probabilistic reasoning
played only once, so the results based on single data skills.
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Performance of PAWS
1.3
PAWS
Defender Utility
Maximin
0.8
0.3
– 0.2
Round 1 Round 2 Round 3 Round 4
Figure 6. PAWS Algorithm Defender Utilities Against Security Experts Playing as Poachers in Computer Game.
Feedback Conclusion
A survey administered at the end of the unit This article describes our unique approach that used
addressed unit objectives. Approximately 79 percent a real-world problem-to-project scaffolding frame-
of learners were at least somewhat willing to adopt work to teach game-theoretic concepts to several
PAWS (mean = 5.9 on a scale of 1 [strongly disagree] audiences. Learners included students at an urban
– 7 [strongly agree], SD = 1.1). Additionally, open- public high school, university undergraduate stu-
ended responses also largely supported the purpose dents, and law enforcement officers and park rangers
of the PAWS software. Roughly half of respondents who protect wildlife in Indonesia. Our instructional
(n = 15) commented that PAWS could optimize units began by presenting real-world problems in
patrols and would make the job of patrolling easier. wildlife and other security domains that painted the
broad picture for why learning security game con-
When asked about software limitations, respondents
cepts is important. Throughout the learning units,
recommended increasing complexity of models,
techniques from project-based learning along with
including approximately one-third (n = 10) of instructional support were used to progressively
respondents suggesting that dynamic animal distri- introduce complex AI concepts and help learners tie
bution models be added. This latter point highlights learning activities to the larger real-world security
the challenges faced by AI researchers in accurately goals. Games were a key learning tool in our
representing all details of a given real-world scenario. approach. Members of all three audiences played the
Regarding satisfaction with the unit, 86 percent role of two different actors as part of our games: (1)
rating the learning experience as at least somewhat playing as rangers, they generated defender strate-
useful (mean = 5.7 on a scale of 1 [completely use- gies to protect against poachers’ attacks; (2) as
less] – 7 [extremely useful], SD = 0.8), and more than poachers, they attempted to outsmart the defender
strategies generated by their peers to earn the high-
96 percent of respondents rated it as at least some-
est possible rewards. This approach not only gave
what important (mean = 6.0 on a scale of 1 [extreme-
learners valuable hands-on experience with complex
ly unimportant] – 7 [extremely important], SD = 1.0). AI concepts, but also in the development of real-
Additionally, more than 86 percent of respondents world applications for security.
reported that they were at least somewhat likely to Participant feedback was consistently positive,
recommend it to peers (mean = 6.04 on a scale of 1 with the majority of participants from all three audi-
[strongly disagree] – 7 [strongly agree], SD = 1.04). ences rating the learning experiences as useful, and
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tion: Papers from the 2004 AAAI Spring Symposium. Technical research at the Price School of Public Policy and research
Report SS-04-01, 8-13 Palo Alto: AAAI Press. lead at the Information Sciences Institute at the University
Pea, R. D. 2004. The Social and Technological Dimensions of Southern California (USC). As an environmental psy-
of Scaffolding and Related Theoretical Concepts for Learn- chologist, her research focuses on developing and evaluat-
ing, Education, and Human Activity. The Journal of the ing strategies to change human behavior pertaining to sus-
Learning Sciences 13(3): 423–451. doi.org/10.1207/ tainability issues (for example, energy and water
s15327809jls1303_6 consumption), and understanding processes of behavior
change. Using a highly interdisciplinary approach, her
Pita, J.; Jain, M.; Western, C.; Portway, C.; Tambe, M.;
research program integrates the development, application,
Ordóñez, F.; Kraus, S.; and Paruchuri, P. 2008. Deployed AR-
and dissemination of sustainable innovations. She has pub-
MOR Protection: The Application of a Game Theroetic
lished widely on the interface between humans and power
Model for Security at the Los Angeles International Airport.
systems, with publications in Energy Policy, International Jour-
In Proceedings of the 7th International Joint Conference on
nal for Sustainability in Higher Education, and Journal of Ener-
Autonomous Agents and Multiagent Systems. Industrial track,
gy & Buildings.
125–132. Richland, SC: International Foundation for
Autonomous Agents and Multiagent Systems. Debarun Kar is a fourth year PhD student in the Computer
Sintov, N.; Kar, D.; Nguyen, T.; Fang, F.; Hoffman, K., Lyet, Science department at the University of Southern Califor-
A.; and Tambe, M. (2016). From the Lab to the Classroom nia. He is working with Milind Tambe in the Teamcore
and Beyond: Extending a Game-Based Research Platform for Research group. His current research is in the field of artifi-
Teaching AI to Diverse Audiences. In Proceedings of the 6th cial intelligence and multiagent systems, focusing on com-
Symposium on Educational Advances in Artificial Intelligence. putational game theory with applications to security and
Palo Alto, CA: AAAI Press. sustainability domains. On the subject of security games he
has coauthored papers that have been presented at AAMAS
Stern, L., and Sterling, L. 1997. Teaching AI Algorithms
and AAAI conferences, in both the main track and the
Using Animations Reinforced by Interactive Exercises. In
industry track. He has also organized workshops on the top-
Proceedings of the ACM SIGCSE 2nd Australasian Conference on
ic of security games at AAMAS. He received his M.S. degree
Computer Science, 231–239. New York: Association for Com-
from the Indian Institute of Technology Madras in India,
puting Machinery.
where he was nominated for the Biswajit Sain memorial
Tambe, M. 2011. Security and Game Theory: Algorithms, award for best M.S. thesis in 2014. His M.S. thesis focused on
Deployed Systems, Lessons Learned. In Communication, feature weighting and confidence augmented predictions
Control, and Computing 50th Annual Allerton Conference, for real-world case-based reasoning systems.
1822–1829. Piscataway, NJ: Institute of Electrical and Elec-
tronics Engineers. Thanh Nguyen is a postdoctoral researcher at the Universi-
ty of Michigan. She completed her PhD in computer science
Tambe, M.; Balsamo, A.; and Bowring, E. 2008. Using Sci-
at the University of Southern California (USC) in
ence Fiction in Teaching Artificial Intelligence. In Using AI
2016. While at USC, she was a member of the Teamcore
to Motivate Greater Participation in Computer Science: Papers
research lab where the whole idea of security games was
from the 2008 AAAI Spring Symposium, Technical Report SS-
conceived and developed. Her work is motivated by real-
08-08, 86–91. Palo Alto: AAAI Press.
world security problems, ranging from domains in infra-
Wollowski, M. 2014. Teaching with Watson. In Proceedings structure security (for example, the protection of ports and
of the Fifth Symposium on Educational Advances in Artificial airports from terrorists) to green security (for example, pro-
Intelligence, 3044– 3049. Palo Alto: AAAI Press. tecting forests and wildlife from smugglers and poachers)
Wollowski, M.; Selkowitz, R; Brown, L.E.; Goel, A.; Luger, G.; and cyber security (for example, protecting computer net-
Marshall, J.; Neel, A.; Neller, T.; and Norvig, P. 2015. A Sur- works from botnets). Thanh has published extensively in
vey of Current Practice and Teaching of AI. In Proceedings of several leading conferences in AI. She has contributed to
the Sixth Symposium on Educational Advances in Artificial Intel- building real-world security applications, including the
ligence. Palo Alto, CA: AAAI Press. PAWS application for a conservation area in Southeast Asia
Wong, D.; Zink, R.; and Koenig, S. 2010. Teaching Artificial for protecting tigers and the CAPTURE application for the
Intelligence and Robotics via Games. In Proceedings of the Queen Elizabeth National Park in Uganda for protecting
First Educational Advances in Artificial Intelligence Symposium, wildlife.
1917–1918. Palo Alto: AAAI Press. Fei Fang is a postdoctoral fellow at the Center for Research
Wood, D.; Bruner, J. S.; and Ross, G. 1976. The Role of Tutor- on Computation and Society (CRCS), Harvard University,
ing in Problem Solving. Journal of Child Psychology and Psy- and an adjunct assistant professor at the Institute for Soft-
chiatry 17(2): 89–100. doi.org/10.1111/j.1469- ware Research at Carnegie Mellon University. She received
7610.1976.tb00381.x her Ph.D. from the Department of Computer Science at the
Yang, R.; Ford, B.; Tambe, M.; and Lemieux, A. 2014. Adap- University of Southern California in June 2016. She received
tive Resource Allocation for Wildlife Protection Against Ille- her bachelor degree from the Department of Electronic
gal Poachers. In Proceedings of the 2014 International Confer- Engineering, Tsinghua University in July 2011. Her research
ence on Autonomous Agents and Multiagent Systems, 453–460. lies in the field of artificial intelligence and multiagent sys-
Richland, SC: International Foundation for Autonomous tems, focusing on computational game theory with appli-
Agents and Multiagent Systems. cations to security and sustainability domains. Her work has
won the Deployed Application Award at Innovative Appli-
Nicole Sintov is an assistant professor of behavior, decision cations of Artificial Intelligence (IAAI’16) and the outstand-
making, and sustainability at the Ohio State University’s ing paper award in the Computational Sustainability track
School of Environment and Natural Resources. At the time at the International Joint Conferences on Artificial Intelli-
this article was written, she was an assistant professor of gence (IJCAI’15).
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Kevin Hoffman is the blended learning analyst at Aspire imperfect detection of animals, and multistate capture–
Public Schools in Oakland, CA. In this role, he works to sup- recapture methods.
port the use and review the efficacy of technology-aided
Milind Tambe is founding codirector of CAIS, the Univer-
instruction in more than 20 public charter schools serving
sity of Southern California Center for AI in Society, and
students in grades K–12 in California’s Los Angeles, Central
Helen N. and Emmett H. Jones professor in engineering at
Valley, and Bay Area regions. Previously, he taught multiple
the University of Southern California. He is a fellow of AAAI
levels of mathematics and engineering at Alliance Health
and ACM, as well as recipient of the ACM/SIGART
Services Academy, a public charter high school in South Los
Autonomous Agents Research Award, Christopher Colum-
Angeles. While in this role, he spent a summer in Milind
bus Fellowship Foundation Homeland security award,
Tambe’s Teamcore research lab as a fellow participating in
INFORMS Wagner prize for excellence in operations
the NSF-funded University of Southern California ACCESS
research practice, Rist Prize of the Military Operations
4Teachers RET program, which led to his implementing a
Research Society, RoboCup Scientific Challenge Award, and
unit of instruction on artificial intelligence for his advanced
others. Tambe’s pioneering real-world deployments of secu-
engineering class. He is passionate about how technology
rity games have led him and his team to receive the US
can be leveraged in high-need classrooms to create equitable
Coast Guard Meritorious Team Commendation from the
opportunities for students of all backgrounds.
commandant, US Coast Guard First District’s Operational
Arnaud Lyet works at World Wildlife Fund as a conserva- Excellence Award, certificate of appreciation from the US
tion scientist. He focuses on analysis and management of Federal Air Marshals Service, and special commendation
animal populations and is especially interested in the mon- given by LA Airport police from the city of Los Angeles. He
itoring and conservation of rare, elusive, and threatened has also cofounded a company based on his research, Ava-
large mammal species. His monitoring and conservation ta Intelligence, where he serves as the director of research.
approach is based on an integrated use of spatial distribu-
tion modeling, large-scale censuses methods accounting for
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