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2173-Article-Text-2832-1-10-20090226

a
C x
l
i X
ij
l
i



adversary type ob serves the LAWA police check-
point policy and then decides where to attack.
Since adversaries can observe the LAWA police pol-
icy before deciding their actions, this can be mod-
eled through a Stackelberg game with the police as
the leader. 
In this setting, the set of possible actions for
LAWA po lice is the set of possible checkpoint com-
binations. If, for instance, LAWA police were set-
ting up one checkpoint then = {1, ..., k}. If LAWA
police were setting up a combi nation of two check-
points, then = {(1, 2), (1, 3)...(− 1, k)}, that is, all
combinations of two checkpoints. Each adver sary
type 
∈ = {1, ..., m} can decide to attack one of the
roads or maybe not attack at all (none), so its set
of ac tions is = {1, …, k, none}. If LAWA police
select road to place a checkpoint on and adver-
sary type 
∈ selects road to attack then the
police receive a reward R
l
ij
and the adversary
receives a reward C
l
ij
. These reward values vary
based on three considerations: the chance that the
LAWA police checkpoint will catch the adversary
on a particular inbound road; the damage the
adversary will cause if it attacks by means of a par-
ticular inbound road; and the type of adversary,
that is, adversary capability. If LAWA police catch
the adver sary when j, we make R
l
ij
a large posi-
tive value and C
l
ij 
a large negative value. However,
the probability of catching the adversary at a
checkpoint is based on the volume of traf 
fic
through the checkpoint (significant traffic will
increase the difficulty of catching the adversary),
which is an input to the system. If the LAWA police
are unable to catch the ad versary, then the adver-
sary may succeed; that is, we make R
l
ij
a large nega-
tive value and C
l
ij
a large positive value. Cer tainly,
if the adversary attacks from an inbound road
where no checkpoint was set up, there is no chance
that the po lice will catch the adversary. The mag-
nitude of R
l
ij
and C
l
ij
vary based on the adversary’s
potential target, given the road from which the
adversary attacks. Some roads lead to higher val-
ued targets for the adversary than others. The game
is not a zero sum game, however, as even if the
adversary is caught, the adversary may benefit due
to publicity. 
The reason we consider a Bayesian Stackelberg
game is because LAWA police face multiple adver-
sary types. Thus, differing values of the reward
matrices across the different adversary types
∈ L
represent the different objectives and valuations of
the different attackers (for example, smugglers,
crimi nals, terrorists). For example, a hard-core,
well-financed ad versary could inflict significant
damage on LAX; thus, the negative rewards to the
LAWA police are much higher in magnitude than
an amateur attacker who may not have suffi cient
resources to carry out a large-scale attack. If these
are the only two types of adversaries faced, then a
Articles
48 AI MAGAZINE


20-80 split of probability implies that while there
is a 20 percent chance that the LAWA police face
the former type of adversary, there is an 80 percent
chance that they face an amateur attacker. Our ex -
perimental data provides initial results about the
sensitivity of our algorithms to the probability dis-
tributions over these two different adversary types.
While the number of adver sary types has varied
based on inputs from LAWA police, for any one
adversary type the largest game that has been con-
structed, which was done for canine deployment,
consisted of 784 actions for the LAWA police
(when multiple canine units were active) for the
eight possible terminals within the airport and 8
actions per adversary type (one for a possible attack
on each terminal). 
System Architecture 
There are two separate versions of ARMOR,
ARMOR-checkpoint and ARMOR-canine. While in
the following we focus on ARMOR-checkpoint for
illustration, both these versions use the same
underlying architecture with different inputs. As
shown in figure 6, this architecture consists of a
front end and a back end, integrating four key
components: a front-end interface for user interac-
tion; a method for creating Bayesian Stackelberg
game matrices; an im plementation of DOBSS; and
a method for producing sug gested schedules for
the user. They also contain two major forms of
external input. First, they allow for direct user
input into the system through the interface. Sec-

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