Experiments with Encoding Structured Data for Neural Networks
Sujay Nagesh Koujalgi, Jonathan Dodge
TL;DR
This work tackles AI decision-making in a sequential, partially observable wargaming domain called Battlespace by examining how to encode complex structured data for neural processing. It compares three encodings of the game state, couples Monte Carlo Tree Search with Random exploration, and trains neural-network agents (via a CNN or dense nets) using signals derived from MCTS rollouts within a DQN framework. Key findings show that encoding choice profoundly affects learning, with layered representations reducing orientation biases and improved generalization, while MCTS-driven training faces severe state-space and computation bottlenecks that bias agents toward safe actions. The study suggests future work toward game-theoretic approaches that bypass explicit search trees and toward richer move-history encoding to better capture strategic dynamics in Battlespace, with implications for designing decision-support and intelligent-opponent systems in complex, multi-agent environments.
Abstract
The project's aim is to create an AI agent capable of selecting good actions in a game-playing domain called Battlespace. Sequential domains like Battlespace are important testbeds for planning problems, as such, the Department of Defense uses such domains for wargaming exercises. The agents we developed combine Monte Carlo Tree Search (MCTS) and Deep Q-Network (DQN) techniques in an effort to navigate the game environment, avoid obstacles, interact with adversaries, and capture the flag. This paper will focus on the encoding techniques we explored to present complex structured data stored in a Python class, a necessary precursor to an agent.
