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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