# Learning Environment for the Air Domain (LEAD)

arXiv: https://arxiv.org/abs/2304.14423 · HTML: https://mlsanity.com/paper/2304.14423/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 6 of its 28 references that are in the map.
- First posted on arXiv 27 Apr 2023.

## Builds on (most cited first, 6 of 6)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Optuna: A Next-generation Hyperparameter Optimization Framework](https://mlsanity.com/paper/1907.10902/) (2019)
- [OpenAI Gym](https://mlsanity.com/paper/1606.01540/) (2016)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [Transfer Learning in Deep Reinforcement Learning: A Survey](https://mlsanity.com/paper/2009.07888/) (2020)
- [On the Importance of Hyperparameter Optimization for Model-based Reinforcement Learning](https://mlsanity.com/paper/2102.13651/) (2021)

## Built on by (most cited first, 1 of 1)

- [A survey of air combat behavior modeling using machine learning](https://mlsanity.com/paper/2404.13954/) (2024)

## Abstract (arXiv)

A substantial part of fighter pilot training is simulation-based and involves computer-generated forces controlled by predefined behavior models. The behavior models are typically manually created by eliciting knowledge from experienced pilots, which is a time-consuming process. Despite the work put in, the behavior models are often unsatisfactory due to their predictable nature and lack of adaptivity, forcing instructors to spend time manually monitoring and controlling them. Reinforcement and imitation learning pose as alternatives to handcrafted models. This paper presents the Learning Environment for the Air Domain (LEAD), a system for creating and integrating intelligent air combat behavior in military simulations. By incorporating the popular programming library and interface Gymnasium, LEAD allows users to apply readily available machine learning algorithms. Additionally, LEAD can communicate with third-party simulation software through distributed simulation protocols, which allows behavior models to be learned and employed using simulation systems of different fidelities.
