Keeping It Real - Using Real-World Problems To Teach AI To Diverse Audiences

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Articles

Keeping It Real: Using


Real-World Problems to Teach
AI to Diverse Audiences

Nicole Sintov, Debarun Kar, Thanh Nguyen, Fei Fang,


Kevin Hoffman, Arnaud Lyet, Milind Tambe

n In recent years, AI-based applica- ecurity is a global concern. A fundamental challenge of


tions have increasingly been used in
real-world domains. For example, game
theory–based decision aids have been
S protecting critical infrastructure (for example, ports, air-
ports) as well as critical resources (for example, fisheries,
wildlife) arises from limited availability of security resources.
successfully deployed in various securi- Protecting all targets at all times is typically not realistic, and
ty settings to protect ports, airports, and as a result, 100 percent security is not possible. Instead, secu-
wildlife. This article describes our rity resources must be deployed intelligently, an endeavor in
unique problem-to-project educational which artificial intelligence (AI) can play a major role.
approach that used games rooted in
real-world issues to teach AI concepts to
diverse audiences. Specifically, our edu-
cational program began by presenting
real-world security issues, and progres-
sively introduced complex AI concepts
using lectures, interactive exercises, and
ultimately hands-on games to promote
learning. We describe our experience in
applying this approach to several audi-
ences, including students of an urban
public high school, university under-
graduates, and security domain experts
who protect wildlife. We evaluated our
approach based on results from the
games and participant surveys.

Copyright © 2017, Association for the Advancement of Artificial Intelligence. All rights reserved. ISSN 0738-4602 SUMMER 2017 35
Articles

Security Games: Using AI to he faces an adaptive adversary who will respond to


Address Real-World Problems any deployed strategy.
In recent years, the field of security games, a subfield Prior Work: Teaching with
of AI, has drawn increasing attention from outside Projects, Problems, and Scaffolds
the AI community (Tambe 2011). In particular, game
theory–based decision aids have been successfully The potential applications of this work to various
deployed to protect critical infrastructure such as air- contexts have created the need to introduce the AI
ports and ports (for example, Pita et al. [2008[), mak- concepts underlying security games to individuals
ing real-world impacts and resulting in fundamental with limited AI backgrounds. These include not only
changes to security operations for various organiza- students, but also audiences outside of traditional
tions. Security problems continue to evolve world- classroom settings. Given recent advances in green
wide, creating new research challenges and practical security games in particular, helping decision makers
applications for security games. Focusing on wildlife and those who may consider using AI-based decision
protection specifically, poaching represents the sec- aids in the field to understand the underlying theo-
ond largest threat to biodiversity after habitat retical framework can aid in fostering adoption of
destruction. This led to the development of green these emerging technologies.
security games, a subfield of security games focused Teaching security games and related concepts such
on protecting forests (Johnson, Fang, and Tambe as probability, optimization, and agent-based model-
2012), fisheries (Haskell et al. 2014) and wildlife ing to those with limited AI backgrounds can be chal-
(Fang, Stone, and Tambe 2015; Kar et al. 2016). lenging. In traditional classroom settings, AI con-
Although park rangers conduct patrols to combat cepts have been made accessible to undergraduate
poaching, security resources are often limited in vast students who enter with limited AI backgrounds
conservation areas. Manually generating patrol (Stern and Sterling 1996, Parsons and Sklar 2004,
schedules can require considerable effort from Wollowski 2014). One method that has been effec-
wildlife security staff, and such manual plans can be tive in teaching AI in classrooms is the use of games.
predictable, allowing poachers to exploit patrol For instance, games have been used to teach robotics,
schedules. Our security game–based solutions com- (Wong, Zink, and Koenig 2010), Pac-Man has been
bine different AI subfields — including game theory, used as a tool to teach various AI concepts (DeNero
optimization, and machine learning — to help and Klein 2010), and in a game called CyberCIEGE,
rangers automatically generate randomized patrol players build a virtual world while learning about AI
strategies that account for models of poachers’ issues involved in cyber security (Cone et al. 2007).
behaviors. However, no prior work describes effective methods
As a subfield of computational game theory, secu- for teaching AI to audiences beyond the classroom.
rity games (Tambe 2011) model the strategic interac- Similarly, little evidence speaks to approaches for
tion between two players: a defender and an adver- framing such games to teach and foster interest in AI.
sary. Security games take into account: (1) differences We explored the possibility of using real-world
in the importance of targets; (2) the responses of problems to frame AI instruction. This approach is
attacker (for example, poacher) behavior to the secu- similar to project-based learning, an educational
rity posture; and (3) potential uncertainty over the framework that aims to increase motivation for learn-
types, capabilities, knowledge, and priorities of ing by engaging students in investigation (Blumen-
attackers. This problem can be cast as a game. As a field et al. 1991). Specifically, project-based learning
brief example, a security game in the wildlife domain involves presenting a problem that guides activities,
involves the following: the ranger allocates security and such activities culminate in a final product to
resources (that is, ranger patrol teams) to protect a set answer the initial question. A meta-analysis of proj-
of critical targets of varying importance (figure 1). ect-based learning studies conducted in real-world
Higher value targets may be portions of a protected classrooms found that such an approach results in
area with higher biodiversity, larger numbers of ani- positive effect on application of general science
mals, and/or protected species. The ranger deploys a knowledge, and although no immediate main effect
mixed strategy, which optimizes over all possible on declarative knowledge (of underlying concepts,
configurations of allocating patrols across these tar- facts) was found, this increased over time (Dochy et
gets, and is represented as a vector of probabilities of al. 2003). Similar approaches have been applied to
covering any given target. The poacher conducts sur- engineering curricula at the college level at several
veillance on the ranger’s strategy before selecting a higher education institutions, and although no sys-
target to attack, with the goal of maximizing payoff tematic evaluation results could be identified, quali-
for any given defender strategy. The players’ actions tative feedback from students indicated that they
lead to different payoff values, and the defender’s evaluated the approach positively (Mills and Treagust
performance is evaluated by her or his expected util- 2003). Particularly relevant to AI, Gini et al. (1997)
ity. The defender’s goal is to find the optimal strate- used a variety of robotics projects to teach robotics
gy so as to maximize expected utility, knowing she or and other AI concepts at the college level; however,

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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)

no evaluation results were provided. In sum, project- Real-World Problem-to-Project


based learning has shown promise in piquing student Teaching Approach
interest and improving application of knowledge in
Building on our prior paper (Sintov et al. 2016), this
general, but its effectiveness as a technique for teach-
article describes our teaching approach, which used a
ing AI specifically, particularly outside of the class-
problem-to-project scaffolding framework. The pro-
room, has not yet been investigated.
Project-based learning also lends itself well to oth- gram began by presenting real-world wildlife securi-
er instructional strategies. For instance, scaffolding is ty problems that painted a broad picture for why
an instructional framework that can help learners learning security game and other AI concepts is
achieve learning goals in an assisted, often stepwise important. As detailed in the following sections, we
manner (Wood, Bruner, and Ross 1976). Broadly, in then used project-based learning techniques along
instructional scaffolding, teachers provide adjustable with instructional support to introduce progressively
support for learners to enhance learning and pro- complex AI concepts underlying security games,
mote progressive mastery of material by introducing including probabilistic reasoning, optimization, and
new concepts and skills in a systematic manner (Pea agent-based modeling. We taught these concepts
2004). Within a scaffolding framework, imaginary with a combination of lectures, interactive exercises,
problems have been used to highlight the larger and hands-on games to help learners tie learning
importance of learning goals, followed by project- activities to the larger real-world security goals. We
based learning, which can serve to structure specific describe our experiences delivering this approach to
learning activities and tasks (Barron et al. 1998). Such several audiences, including: (1) students of an urban
a “problem-to-project” scaffolding approach has pre- public high school; (2) undergraduate students at a
viously been found to improve a variety of classroom large private university; and (3) law enforcement offi-
learning outcomes (Barron et al. 1998). However, we cers and rangers who protect wildlife in Indonesia. It
could find no evidence speaking to its efficacy for is important to note that although the wildlife secu-
teaching AI specifically, or for teaching outside of tra- rity problems used in our program are based on real-
ditional classroom settings. world data and input from security experts working

SUMMER 2017 37
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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

38 AI MAGAZINE
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Figure 2. Board Game.


(Sintov et al. 2016).

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

SUMMER 2017 39
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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

Figure 3. Defender Utilities for High School Student Groups.

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.

40 AI MAGAZINE
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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

Figure 4. Defender Utilities for University Student Groups.

University Students of technical startups then facilitated discussion


around the use of AI applications to solve real-world
AI and security games were introduced to a class of security problems, painting a picture of the various
University of Southern California (USC) freshmen as ways in which AI can influence day-to-day life. Sim-
a two-week unit in their Freshman Academy course ilar to the high school students, the unit culminated
in fall 2015, which is an introductory engineering with students integrating and applying their knowl-
course aimed at introducing students to ongoing edge to play the games. Basic game-theoretic con-
research at USC across various engineering disci- cepts such as maximin were explained to help stu-
plines. Similar to the high school course described in dents to focus on subsets of information in decision
the previous section, the two-week AI unit portion of making: for instance, in the case of maximin, when
the course was also designed based on a seminar at only information about the payoffs in the game is
USC titled CS499: Artificial Intelligence and Science available, instructors aimed to help students design
Fiction. Aligning with unit objectives for the high the most conservative strategy.
schools students, objectives for the university stu-
dents included honing probabilistic reasoning skills, Final Project
enhancing student interest in AI, and high levels of Similar to the final project for high school students
student satisfaction with the learning experience. described above, following the lecture and discus-
sion-based elements of the unit, students played the
Participants board game. Here, students first played as rangers.
The 30 students who took part in the AI unit were all The class was divided into seven groups, each of
USC freshmen majoring in engineering. Based on a which designed its own defender strategy on a game
subset of students who responded to our feedback board. Some groups chose to allocate ranger cover-
survey, the mean age of the group was 18.2 years, and age in proportion to the number of animals, where-
roughly 77 percent were female. as others placed highest coverage at the highest ani-
mal density region and uniformly everywhere else;
Unit Structure some others developed strategies in which the
Instructors opened the unit by introducing security expected value for poachers was nearly zero across all
as a global concern, and highlighted problems spe- of the regions of the park. Each group’s strategy was
cific to wildlife security. Step by step, the unit intro- then shown to the other groups, who played the
duced more complex concepts, starting with basic game in the poacher role against their peers’ defend-
concepts in AI and game theory. As part of our scaf- er strategies.
folding framework, to teach the notion of payoffs in
a game context, the classic prisoner’s dilemma prob- Results of Games
lem in game theory was introduced. Discussion was The resulting defender utilities for each university
facilitated around this topic to provide foundational student group playing the board games is shown in
understanding regarding payoffs in the games (that figure 4. The team with the lowest defender utility
is, animal densities and penalties). Faculty and CEOs (G3) placed very low coverage (< 0.40) in the highest

SUMMER 2017 41
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animal density cell and as expected, all the other Participants


teams attacked that cell. Similar results were obtained A total of 28 participants (26 males and 2 females)
for group G7, which placed a coverage of 0.50 on the attended the workshop. They represented the five pri-
highest animal density target. Other teams per- mary groups (either government or NGO) involved
formed reasonably well but none performed better in protecting wildlife in Bukit Barisan Selatan and
than maximin, which would have resulted in a Tesso Nilo national parks on Sumatra: the Indonesian
defender expected utility of –2.17. National Park Service, WWF, Wildlife Conservation
Comparing the university students’ results with Society, Indonesian Rhino Foundation, and prosecu-
those of the high school students (figure 3), visual tion officers from the court. The majority of these
inspection suggests that overall, the high school stu- individuals were rangers with a great deal of domain
dents outperformed the university students. This expertise in wildlife crime and protection who direct-
may be due to the limited time allotted to the uni- ly conduct field patrols over conservation areas; the
versity students. The high school students had more prosecutors report cases to lawyers and judges who
time, which allowed more discussion and scrutiniz- can open official investigations to prosecute wildlife
ing over decisions. However, the small sample sizes crime. The mean age of the sample was 35.0 years (SD
prohibited statistical comparison, so this observation = 7.5), and mean years of formal schooling was 14.0
should be interpreted with caution. (SD = 3.1). Approximately 60 percent of respondents
identified their job sector as wildlife/national park
Feedback protection, 20 percent as nonprofit/NGO, and 20 per-
A total of 24 (7 males and 17 females) out of 30 uni- cent as law enforcement, and overall they had an
versity students responded to a survey that assessed average of 9.6 years of experience working in wildlife
protection (SD = 6.1).
their experiences in the unit. Questions mirrored
Participants were native speakers of Bahasa
those administered to the high school students to
Indonesia. The instructors delivered the workshop in
address unit objectives. More than 69 percent of
English and interpreters translated all the material
respondents indicated that the activity increased
between instructors and participants throughout the
their interest in AI at least somewhat, and more than three-day course. All written materials were made
80 percent agreed (somewhat or more) that the activ- available in both English and Bahasa Indonesia.
ity was a valuable learning experience. Additionally,
more than 65 percent responded that they would rec- Unit Structure
ommend the activity to peers. Qualitative data sug- We began by introducing basic examples and theo-
gested that respondents particularly enjoyed the retical foundations relevant to agent-based modeling,
interactive aspects of the unit. The least enjoyable game theory, and security games through lectures.
aspects of the unit were cases in which students in a Building on and integrating this knowledge as part of
team couldn’t agree on a particular strategy. our scaffolding framework, we next presented appli-
cations that leverage multiple AI techniques. Learners
also discussed in groups various challenges faced in
Security Experts wildlife protection and solutions for those chal-
A three-day workshop was developed in collabora- lenges, including AI-based solutions. They played the
tion with the World Wildlife Fund (WWF) to demon- computer-based game as poachers. On the last day,
strate the value of AI-based solutions for security to they had the opportunity to integrate and apply their
security experts who protect wildlife. The workshop knowledge in playing the board game as poachers
was held in Bandar Lampung, Sumatra, Indonesia, in and rangers. They also reflected on their results and
May 2015. A game theory–based decision aid called shared ideas for improving patrolling effectiveness.
These interactive exercises provided learners with a
PAWS (Yang et al. [2014]; Protection Assistant for
new lens for understanding poachers’ behaviors and
Wildlife Security) was developed, in part, based on a
limits of manual patrolling strategies, as well as intro-
study of green security games for the purpose of pro-
ducing the methodology and advantages of game-
tecting wildlife from poaching. We sought to teach
theoretic solutions.
how AI systems like PAWS fed with partial informa-
tion can generate patrol strategies that can perform Security Game Tutorials
relative to strategies created by field experts with On the first day of the workshop, we introduced secu-
extensive knowledge of the system. Hence, diverging rity game examples from several domains, beginning
a bit from the classroom-based units described above, with a basic security game. We explained how the
our objectives for this third audience included pro- defender could optimally conduct patrols over targets
moting participant adoption of AI-based software and how attackers may respond against that strategy.
(that is, PAWS), sharpening participants’ probabilistic We next covered (1) real-world applications of secu-
reasoning skills especially in the poacher role, and rity games for protecting critical infrastructure and
participant satisfaction with the learning experience. (2) challenges in wildlife protection and the applica-

42 AI MAGAZINE
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tion of security games to this domain specifically,


reviewing how adversaries’ behaviors are modeled
and how to optimize patrolling strategies through
allocating limited security resources. Finally, we pre-
sented our PAWS software—which was built based on
security game models for addressing wildlife protec-
tion problems—describing data inputs (for example,
animal density, poaching data) and what outputs are
generated (for example, models of poachers’ behav-
iors and suggested patrolling routes for rangers). We
described how similar approaches had been previ-
ously successfully used in the wildlife domain, and
how they could be used on Sumatra with PAWS.

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.

SUMMER 2017 43
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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

44 AI MAGAZINE
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indicated they would recommend the unit to others. Acknowledgements


In addition, the majority of the high school and uni- This work was supported by MURI Grant W911NF-
versity students reported that it increased their inter- 11-1-03 and World Wildlife Fund PAWS Anti-Poach-
est in AI. These results are particularly notable given ing Grant. The authors would like to thank Job
the wide age range and cultural backgrounds of par- Charles, Rois Mahmud, and Citra Ayu Wardani for
ticipants, and suggests that our approach was broad- their integral roles in planning and implementing
ly accessible and engaging. the workshop. We also thank Sarine Aratoon, Jori
The benefits of problem-to-project scaffolding in Barash, and Elliott Wezerek for their help with
our work included having a unifying theme, enabling preparing the data.
both learners and instructors to tie concepts and tasks
back to a central idea. A related benefit was that the References
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cially for audiences outside of the classroom, high- no, A.; Zech, L.; and Bransford, J. D. 1998. Doing with
lighting the value of our approach for teaching con- Understanding: Lessons from Research on Problem- and
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ing approach. Drawbacks of our scaffolding frame- D. 2007. A Video Game for Cyber Security Training and
work included somewhat of a narrow focus: by begin- Awareness. Computers and Security 26(1): 63–72. doi.org/10.
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Limitations and Future Directions Denicola, L. E. 2014. Robust Protection of Fisheries with
Our findings should be viewed in light of several COmPASS. In Proceedings of the Twenty-Sixth Annual Confer-
limitations. First, it is important to note that ence on Innovative Applications of Artificial Intelligence, 2978–
although the wildlife security problems used in our 2983. Palo Alto: AAAI Press.
program were based on real-world data and input Johnson, M. P.; Fang, F.; and Tambe, M. 2012. Patrol Strate-
from security experts working in the field on such gies to Maximize Pristine Forest Area. In Proceedings of 26th
problems, they represent an abstracted version of Annual Conference on Innovative Applications of Artificial Intel-
ligence, 295–301. Palo Alto: AAAI Press.
the problems they aim to address. In addition, it is
unclear how our approach would generalize to Kar, D.; Fang, F.; Delle Fave, F. M.; Sintov, N.; Tambe, M.;
and Lyet, A. (2016). Comparing Human Behavior Models in
teaching AI topics beyond game theory and securi-
Repeated Stackelberg Security Games: An Extended Study.
ty games. In the future, we plan to adapt our activi- Journal of Artificial Intelligence 240: 65–103.
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incorporate new activities; for instance, an activity Mills, J. E., and Treagust, D. F. 2003. Engineering Education
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bringing to light subtle human biases that may Answer. Australasian Journal of Engineering Education 3(2): 2–
affect initial strategies, thereby highlighting bene- 16.
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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). 

46 AI MAGAZINE
Articles

The 31st International FLAIRS Conference


Crowne Plaza Melbourne-Oceanfront
Melbourne, Florida, USA
May 21-23, 2018
In cooperation with the Association for the Advancement of Artificial Intelligence
The 31st International FLAIRS Conference (FLAIRS-31) will be held May 21-23, 2018 at the
Conference Chair
Crowne Plaza Melbourne-Oceanfront hotel in Melbourne, Florida, USA. FLAIRS-31
Zdravko Markov continues a tradition of presenting and discussing state of the art artificial intelligence and
markovz@ccsu.edu related research in a sociable atmosphere within a beautiful setting. Events will include
Central Connecticut State University invited speakers, special tracks, discussion panels, and presentations of papers, posters and
Program Chairs awards. As always, there will be a Best Paper award and a Best Poster award. In addition,
because FLAIRS has a rich tradition of encouraging student authors, there will be a Best
Vasile Rus Student Paper award for the best paper written primarily by a student. Submissions are now
vrus@memphis.edu invited for full papers (6 pages), short papers to be presented as a poster (4 pages), and
University of Memphis poster abstracts (250 words). The proceedings will be published by the AAAI. The
Keith Brawner conference is hosted by the Florida Artificial Intelligence Research Society in cooperation
keith.w.brawner.civ@mail.mil with AAAI. Topics of interest are in all areas of AI, including but not limited to:
Army Research Lab
• Foundations: Knowledge Representation, Cognitive Modeling, Perception, Reasoning &
Special Tracks Coordinator Programming, Constraints, Satisfiability, Search, Learning, Natural Language, Planning
Roman Barták • Architectures: Agents and Distributed AI, Intelligent User Interfaces, Information
bartak@ktiml.mff.cuni.cz Retrieval, Robotics
Charles University, Czech Republic • Applications: Aviation and Aerospace, Education, Entertainment, Healthcare,
Management and Manufacturing, World Wide Web
Important Dates
• Implications: Philosophical Foundations, Social Impact and Ethics, Evaluation of AI
Paper Submission: Nov. 20, 2017 Systems, Teaching AI
Author Notification: Jan. 22, 2018
Poster Abstract Submission: Feb. 5, 2018 • Special Tracks: Numerous special tracks offer opportunities for focused interaction. All
Poster Abstract Notification: Feb. 12, 2018 special track papers are published in the proceedings.
Camera-Ready Copy: Feb. 26, 2018 www.flairs-31.info

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

SUMMER 2017 47
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Further reproduction prohibited without permission.

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