Abstract:The European Defence Agency's revised Capability Development Plan (CDP) identifies as a priority improving ground combat capabilities by enhancing soldiers' equipment for better protection. The CAPSARII project proposes in innovative wearable system and Internet of Battlefield Things (IoBT) framework to monitor soldiers' physiological and psychological status, aiding tactical decisions and medical support. The CAPSARII system will enhance situational awareness and operational effectiveness by monitoring physiological, movement and environmental parameters, providing real-time tactical decision support through AI models deployed on edge nodes and enable data analysis and comparative studies via cloud-based analytics. CAPSARII also aims at improving usability through smart textile integration, longer battery life, reducing energy consumption through software and hardware optimizations, and address security concerns with efficient encryption and strong authentication methods. This innovative approach aims to transform military operations by providing a robust, data-driven decision support tool.
Abstract:Large Language Models (LLMs) have demonstrated strong performance on tasks with short time frames, but struggle with tasks requiring longer durations. While datasets covering extended-duration tasks, such as software engineering tasks or video games, do exist, there are currently few implementations of complex board games specifically designed for reinforcement learning and LLM evaluation. To address this gap, we propose the 4Hammer reinforcement learning environment, a digital twin simulation of a subset of Warhammer 40,000-a complex, zero-sum board game. Warhammer 40,000 features intricate rules, requiring human players to thoroughly read and understand over 50 pages of detailed natural language rules, grasp the interactions between their game pieces and those of their opponents, and independently track and communicate the evolving game state.
Abstract:Reinforcement learning (RL) algorithms, due to their reliance on external systems to learn from, require digital environments (e.g., simulators) with very simple interfaces, which in turn constrain significantly the implementation of such environments. In particular, these environments are implemented either as separate processes or as state machines, leading to synchronization and communication overheads in the first case, and to unstructured programming in the second. We propose a new domain-specific, co-routine-based, compiled language, called Rulebook, designed to automatically generate the state machine required to interact with machine learning (ML) algorithms and similar applications, with no performance overhead. Rulebook allows users to express programs without needing to be aware of the specific interface required by the ML components. By decoupling the execution model of the program from the syntactical encoding of the program, and thus without the need for manual state management, Rulebook allows to create larger and more sophisticated environments at a lower development cost.