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Progress Report VIII

The report details the progress on developing an artificial intelligence algorithm aimed at improving US military tactics, focusing on refining the code and increasing accuracy through historical battle data. The AI achieved an average win rate of 82% after testing over 75 battles, but feedback highlighted the need for modern data and potential expansion into neural networks. Future plans include transforming the program into a game format and further enhancing the algorithm based on constructive criticism received.

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0% found this document useful (0 votes)
54 views7 pages

Progress Report VIII

The report details the progress on developing an artificial intelligence algorithm aimed at improving US military tactics, focusing on refining the code and increasing accuracy through historical battle data. The AI achieved an average win rate of 82% after testing over 75 battles, but feedback highlighted the need for modern data and potential expansion into neural networks. Future plans include transforming the program into a game format and further enhancing the algorithm based on constructive criticism received.

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RUNNING HEAD: Artificial Intelligence to Improve US Military Tactics

Development of Artificial Intelligence to Improve US Military Tactics

Faris Syed & Joshua De Vera

Progress Report VIII

4/14/2020

Objectives:

Within the previous two weeks, our group has continued to refine the artificial

intelligence algorithm with more test data and working towards a more accurate project.

Likewise, we’ve worked on cleaning up the code and adding restrictive features to prevent

incorrect inputs and improve useability.


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Methods and Materials

Similar to how we’ve previously tested data, the collection of specific battles given

particular circumstances to fit our constants has been used to modify our coefficients such that

our program functions similarly to the results which occurred throughout history. This is our

final stage of testing given the current state of the program and the coefficients will remain fairly

constant throughout the remainder of the project.

Figure 1​. The following image is the final coefficient page which we will be using for the

remainder of the project. These changes are based on the final battles which we recently tested at

which we feel we have enough data to create a reliable program.

Likewise, we wanted to continue cleaning up our code to make it as efficient and

user-friendly as possible with minimal errors while executing the code. Similar to the Country

class, we introduced regular expressions, or regex, into our code in order to limit the inputs the

user can enter such that the program doesn’t have a syntax failure. One instance of this was in

our getArmyResources() method which initially checks whether the input is a number before

executing the remainder of the code. We implemented this similar idea to the other methods

which get resources from the user and computer.


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Figure 2. ​The following method in our class represents one of the many introductions of regex

into our code to help the program execute without syntax errors by limiting the data which enters

the methods.

In a similar way as seen in Figure 2, we utilized regex when determining the user’s

moves so they can only input maneuvers that we have implemented into the program and

prohibit them from using numbers or special characters. All of these have been implemented into

our current program and allows the main function to run smoother despite mistyped inputs.
3

Data and Analysis

With our new coefficients, we’ve tested over 75 battles. Based on those inputs, we’ve had

the program reproduce similar results based on those historical battles and once put into a

random battle, the win rate gradually increased with each battle tested. The final average win rate

of the artificial intelligence program was about 82% given all the final game coefficients.

Figure 3. ​The following graph represents the win rate of the artificial intelligence program after

increasing the number of test battles which also increased the accuracy and reliability of the

algorithm. Based on the first 70 battles tested, we reached almost a 76% average win rate, which

surpassed our goal of at least 75%.

At the regional science fair, judges along with other people were able to give us a lot of

feedback on our analysis which we’ve analyzed since then. The most notable input was the lack

of modern data as the most recent data we’ve collected was from almost 20 years ago

(Afghanistan War conflicts). Given the complexities of modern warfare, such as alliances and

less data open to the public , we weren’t able to achieve reliability in terms of current conflicts as
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of yet since our current program focuses heavily on one-on-one confrontations. However, the

judges provided insight on the possibility of quickly implementing the use of alliances using

neural networks and enough data given the countries we currently have. Given our time frame,

we don’t feel like we can create and analyze a neural network before the research symposium,

but it is something we are interested in expanding on in the future. Another suggestion we

received was turning the program we have into a game to help train potential military leaders,

but also to reach out to a broader audience with the game aspect. This is something we may

consider doing since it can be quickly implemented and tested for useability very quickly.
5

Future Plans

As we start to finish the project, we would like to try to improve the project with

the constructive criticism we received from judges at the regional science fair which

include possibly changing the functionality of the program to a game instead of a single

battle simulator to connect to broader audiences or possibly branching out with our

artificial intelligence algorithm (from a linear model to a system similar to neural

networks). We’d also like to finish cleaning up the entire program and try to remove as

many possible syntax errors in our code.


6

References

Battle, A. (2016). Tactics Tutorial. Retrieved April 1st, 2020, from

http://www.theartofbattle.com/tactics-tutorial/

Freedberg, S.​(2019). Simulating A Super Brain: Artificial Intelligence In Wargames. Retrieved

March 26, 2020, from

https://breakingdefense.com/2019/04/simulating-a-super-brain-artificial-intelligence-in-wargame

s/

Klein, B. (2011). Neural Networks. Retrieved March 14, 2020, from

https://www.python-course.eu/neural_networks.php

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