Major natural or man-made disasters such as Hurricane Katrina or the 9/11 terror attacks pose significant challenges for emergency responders. First, they have to develop an understanding of the unfolding event either using their own resources or through third-parties such as the local population and agencies. Second, based on the information gathered, they need to deploy their teams in a flexible manner, ensuring that each team performs tasks in The most effective way. Third, given the dynamic nature of a disaster space, and the uncertainties involved in performing rescue missions, information about the disaster space and the actors within it needs to be managed to ensure that responders are always acting on up-to-date and trusted information. Against this background, this paper proposes a novel disaster response system called HAC-ER. Thus HAC-ER interweaves humans and agents, both robotic and software, in social relationships that augment their individual and collective capabilities. To design HAC-ER, we involved end-users including both experts and volunteers in a several participatory design workshops, lab studies, and field trials of increasingly advanced prototypes of individual components of HAC-ER as well as the overall system. This process generated a number of new quantitative and qualitative results but also raised a number of new research questions. HAC-ER thus demonstrates how such Human-Agent Collectives (HACs) can address key challenges in disaster response. Specifically, we show how HAC-ER utilises crowdsourcing combined with machine learning to obtain most important situational awareness from large streams of reports posted by members of the public and trusted organisations. We then show how this information can inform human-agent teams in coordinating multi-UAV deployments, as well as task planning for responders on the ground. Finally, HAC-ER incorporates an infrastructure and the associated intelligence for tracking and utilising the provenance of information shared across the entire system to ensure its accountability. We individually validate each of these elements of HAC-ER and show how they perform against standard (non-HAC) baselines and also elaborate on the evaluation of the overall system
In the aftermath of major disasters, first responders are typically overwhelmed with large numbers of, spatially distributed, search and rescue tasks, each with their own requirements. Moreover, responders have to operate in highly uncertain and dynamic environments where new tasks may appear and hazards may be spreading across the disaster space. Hence, rescue missions may need to be re-planned as new information comes in, tasks are completed, or new hazards are discovered. Finding an optimal allocation of resources to complete all the tasks is a major computational challenge. In this paper, we use decision theoretic techniques to solve the task allocation problem posed by emergency response planning and then deploy our solution as part of an agent-based planning tool in real-world field trials. By so doing, we are able to study the interactional issues that arise when humans are guided by an agent. Specifically, we develop an algorithm, based on a multi-agent Markov decision process representation of the task allocation problem and show that it outperforms standard baseline solutions. We then integrate the algorithm into a planning agent that responds to requests for tasks from participants in a mixed-reality location-based game, called AtomicOrchid, that simulates disaster response settings in the real-world. We then run a number of trials of our planning agent and compare it against a purely human driven system. Our analysis of these trials show that human commanders adapt to the planning agent by taking on a more supervisory role and that, by providing humans with the flexibility of requesting plans from the agent, allows them to perform more tasks more efficiently than using purely human interactions to allocate tasks. We also discuss how such flexibility could lead to poor performance if left unchecked.
Abstract.We generate requirements for time-critical distributed team support relevant for domains such as disaster response. We present the Radiation Response Game to investigate socio-technical issues regarding team coordination. Field responders in this mixed-reality game use smartphones to coordinate, via text messaging, GPS, and maps, with headquarters and each other. We conduct interaction analysis to examine field observations and log data, revealing how teams achieve local and remote coordination and maintain situational awareness. We uncover requirements that highlight the role of local coordination, decision-making resources, geospatial referencing and message handling.
Abstract. In this paper, we draw on serious mixed reality games as an approach to explore and design for coordination in disaster response scenarios. We introduce AtomicOrchid, a real-time location-based game to explore coordination and agile teaming under temporal and spatial constraints according to our approach. We outline the research plan to study the various interactional arrangements in which human responders can be supported by agents in disaster response scenarios in the future.
In this paper, we present the study of interactional arrangements that support the collaboration of headquarters (HQ), field responders, and a computational planning agent in a time-critical task setting created by a mixed-reality game. Interactional arrangements define the extent to which control is distributed between the collaborative parties. We provide 2 field trials, one to study an "on-the-loop" arrangement in which HQ monitors and intervenes in agent instructions to field players on demand and the other, to study a version that places HQ more tightly "in-the-loop." The studies provide an understanding of the sociotechnical collaboration between players and the agent in these interactional arrangements by conducting interaction analysis of video recordings and game log data. The first field trial focuses on the collaboration of field responders with the planning agent. Findings highlight how players negotiate the agent guidance within the social interaction of the collocated teams. The second field trial focuses on the collaboration between the automated planning agent and the HQ. We find that the human coordinator and the agent can successfully work together in most cases, with human coordinators inspecting and "correcting" the agent-proposed plans. Through this field trial-driven development process, we generalise interaction design implications of automated planning agents around the themes of supporting common ground and mixed-initiative planning.
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