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Human Variability in Computer Generated Forces (HV-CGF)

Project Scope

The goal of this HV-CGF project is to design, implement and deliver a model of human variability in computer generated forces. The project focuses on the representation of human and representation of the effects of external and internal moderating influences on the Computer Generated Forces (CGF) entity and unit in an effective and practical manner.

Research Year 1

The project began in February 2003. The 1st year's activities are as follows:

  • Set up Joint Development Infrastructure
  • Study Causal Relationships between the moderators and the Co-JACK System
  • Prepare Statement of Stakeholder Relevance
  • Create Baseline Scenario with suitable military doctrine and tactics set
  • Illustrate how people change their when under the influence of certain moderating factors
  • Prepare a document on how to map Cognitive Architecture (e.g. situational awareness) onto the underlying JACK agent technology
  • Present at MoD's Corporate Research events

Research Year 2

  • Demonstrate human variability with an initial demonstration
  • Document techniques for representing moderators and their interactions in a CGF
  • Deliver finished software and technical reports to MoD
  • Close project with a final demonstration and presentation

Project Outcomes and Novel Features

At a high level, the project will deliver:

  • A scientifically justified cognitive architecture, cognitive models, and overlays
  • A software system built upon the JACK platform, used to validate the cognitive techniques, and capable of being readily integrated with a wide range of Synthetic Environments (SEs), CGF systems and simulators
  • A demonstration of the capabilities of the system, showing the effects of moderators through the resulting of entities in the OneSAF Testbed Baseline (OTB)

The technological basis for undertaking this research is intelligent software agents. JACK provide a generic framework for collaboration and control of multiple, concurrent systems, which may be either functionally or geographically distributed.

The novel features of the project, and their relevance to the MoD customer include:

  • The project will extend the BDI (Belief, Desire, Intention) paradigm of intelligent agents with a cognitive architecture that can be used to include psychologically based constraints as extensions of the BDI model
  • By means of Moderator Overlays (BMOs), this work will provide a mechanism for influencing the of cognitive models implemented using the cognitive architecture
  • This work will allow CGF entities to be controlled by external agents that incorporate a cognitive architecture and moderators
  • The project allows a unique combination of generic cognitive responses, doctrinal and non-doctrinal to be combined into a single coherent model, which can be directly integrated with a range of SEs or CGFs
  • The project extends the current JACK/OTB integration being conducted by AOS and DSTO (Australia), which is a unique integration between intelligent agents and OTB entities

Exploitation

Potential stakeholders for the project include:

  • Users of CGF systems, e.g. for training, war-gaming, and mission rehearsal
  • Acquisition groups which specify the requirements for new CGF systems, e.g. the UK Defence Procurement Agency (DPA)
  • Analysts who research CGF systems and support capability development, e.g. the UK Defence Science and Technology Laboratory (Dstl)
  • International military communities involved with CGF technology

Anticipated benefits arising from the HV-CGF project include:

  • Increase confidence in the credibility of CGFs so that they accurately reflect how entities and units change their over time when exposed to moderating influences
  • Provide a system that is applicable to both enemy and friendly forces, so war-gamers can better investigate force mix equations and cultural effectiveness
  • Improve potential for training by representing non-attritional enemy (for example surrender, or fleeing) and generate more accurate for non-combatants, asynchronous enemies and other non-standard scenarios
  • Provide capability to model coalition force structures and interactions through of cultural idiosyncrasies, religious factors and other effects

References

A. Lucas, Human Variability in Computer Generated Forces, presented at Behavior Representation in Modeling and Simulation (BRIMS'03), 2003.

N. Howden, Press Release: UK Ministry of Defence Research Contract Goes to Agent Oriented Software, The Age, 2003.

M.L. Fineberg and G.E. McClellan, Modeling the Effects of Suppression in Synthetic Dismounted Infantry (SynDI), Draft Report no. DNA 001-94-C-0024 for US Defense Special Weapons Agency 1997.

P. Gillis, Realism in Computer Generated Forces Behavior, Report of the US Army Research Institute, 1998.

R. Archer, N. Lavine and S. Goldberg, Using Human Performance Models to Train Tomorrow's Soldiers for the Objective Force, Report of Micro Analysis & Design Inc. and the US Army Research Institute, 2001.

J.E. Vanderveen (chair of the Committee on Military Nutrition Research), Caffeine for the Sustainment of Mental Task Performance: Formulations for Military Operations, Report of the Institute for Medicine, published by National Academy Press, 2001.

T.R. Johnson, Control in ACT-R and Soar, Report of Ohio State University, and in the proceedings of the 19th annual conference of the Cognitive Science Society, 1997.

E. Norling and F.E. Ritter, Embodying the JACK Agent Architecture, Report of the University of Melbourne and Penn State University, and in the proceedings of the 14th Australian Joint conference on Artificial Intelligence, 2001.

F.E. Ritter and M.N. Avraamides, Steps Towards Including Behavior Moderators in Human Performance Models in Synthetic Environments, Report of Penn State University, 2000.

F.E. Ritter, M.N. Avraamides and I.G. Councill, Validating Changes to a Cognitive Architecture to More Accurately Model the Effects of Two Example Behavior Moderators, Report of Penn State University, and in the proceedings of the 11th Computer Generated Forces and Behavior Representation conference, 2002.

F.E. Ritter (editor), Techniques for Modeling Human Performance in Synthetic Environments: A Supplementary Review, part of the Soar State of the Art Report, Report of the Human Systems Information Analysis Center, 2002. http://www.hsiiac.org/hsi/products.do?action=detail&code=HS-2003-2

S.A. Wallace and J.E. Laird, Towards Automatic Knowledge Validation, Report of the University of Michigan, 2002.

F.E. Ritter, Bibliography, http://ist.psu.edu/research/FacultyResearch2.cfm?EmployeeID=11

ACT-R Tutorials, http://act-r.psy.cmu.edu/tutorials/

R.W. Pew and A.S. Maver (editors), Modeling Human and Organizational Behavior: Application to Military Simulations, Report of the US National Research Council's panel on Modeling Human Behavior and Command Decision Making (Representation for Military Simulations), also published by National Academies Press, 1998. http://books.nap.edu/books/0309060966/html/index.html

Military and Simulation Calendar, http://www.msiac.dmso.mil/mscalendar/

AOS in the media: Click here to peruse articles, interviews, transcripts and other TV/radio/newspaper material featuring AOS.

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