Behaviour in OOTW Simulators zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA AI for OOTW Representing Plausible ~~ HVR C O N S U L T I N G S E R V I C E S LIMITED 0 0 1 4 2 0 zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA 0 0 1 4 2 0 zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA SELBORNE H O U S E . M I L L L A N E . A L T O N . H A M P S H I R E G U 3 4 2QJ 87977 8 9 8 1 9 @ w w w . H V R G r o u p . c o m
, Dr Stephen Curram zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA HVR Consulting Services Ltd * steve.curramQ hvr-csl.co.uk @ zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA Dr Mark Cusack QinetiQ, Malvern e Mirek Gliniecki HVR Consulting Services Ltd sorts of situations they may be faced with : zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA -Background Purpose of overatl study is to create simulators that allow commanders who may be involved In OOTW to experience the 0 Multiple factions and agencies 0 Highly political environment 0 Restrictive ROE 0 Media coverage and public opinion 0 Multiple information sources Background (2) 2 " b 0 Purpose of slmulators is to provide a challenging component zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA and thought provoking envlronment designed to be anatysis 0 The slmulators are tools 0 They will conform to the High Level Architecture (HLA) requirements 0 Use Java and JavaBeansTM technology o f the study 0 AI is only one * Pilot Is a peace-keeping scenario 1
@ zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA ldentlficatlon of behavlour types and requirements zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA for zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA of zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA 0 zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA - - - . ~ - ~ - ~ Study Approach ~~ OOTW Al slmulstors Review of technology . end case studies to generate shortlist of approaches for further InVestIgatlofI Develop stand-alone AI oblects for analysis 0 T8M AI objects In an Integrated environment Use In pllot slmulstlon model L I 3 - Alms of the AI trylng to be& the Al- zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA 0 Provide plauslble behaviour In simulation I from a player's perspective -computer generated actors -occurrence of events 0 Qive player somethlng to think about 0 Be responsive to player's actions Not to be too transparent - player should be immersed In environment rather than G Intelligence, BUT Itss ~ruficiai CI I t la more Important that behaviour- plausible to a player rather than for the commei . iter gamesthan traditional mllitary models 2
take ICCOYIII zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA Of zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA 2 = * ; Approaches Considered MM zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA - doss not . Random Sampling of condltloM. though not pmdlGbble. could be mllmly to set up and have overhaad zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA comblned apprOaChM WWh O l h W Knowledgbsued system8 (& mlaM) ~ u n be MO pmdlst.ble ll simple, Whlb S M n g UP N I - a n mom COmplW falls rapldly M rub8 become elmplar but mom F q am gonerdly Loglc- NIW th.n @Se, made some experlma In cholw . powMlul of hmy nglona, Ilnguletis can hdp In m a h l m m CubBu.d Fmasonlng - twaLlng SCMUIO~ sy.1.ma can b t l m e full conaumlng ot shell, wrsbna may be useful ahnplu for Rmgnlalng when scr1pt.d went. u m occur lo zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA Machlnaa urlng zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA P E Approaches Consldered (2) M.chlMe - commonly nnlm uwd In computer S m games, elmple - adapmtlon snl up. u n go1 pndktsble (or p1ay.r o f f l n b F q 8uQ Machl- Stale funy NIM, h m l n g popululn computer gMM. memb.nhlp funcllone could be wed - for nndom aampllng B a y ~ l m Bsll.1 W o r k s mpnamtatlon of pamrful fauora on bhavlour, can b. up, dlMcully drmcult to ml Natworke (varlow h/pw) - d valldallon Neural md.ptln, p o w 0 1 I ~ l mp"tatlon but Ums consuming and dllRcult to 9.1 up and vdldam Algorkhmr - Q e d c adaptlw but too SIW (or Intemdive almulsllon " 2 Short-llsted Approaches CI Finite State Machine (FSM) - for *Impls Whavlour - gensrlc FSM obJset to which " and t u m . 1 . hnamons smsdded -MSybSdUp 3
@ zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA - zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA Short-listed Approaches zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA 0 zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA Fuzzy State Machine (FuSM) for more complex behaviour - linguistic or numerical Inputs - smoother transltions between states - create generlc FuSM to which terms and fuzzy rules canbeadded - state can be selected from centre of gravity or using random samollns from fuuv resion @ Short-listed Approaches " 0 Simplified Case-Based Reasoning - prescrlpted events or event generators - conditions for launching events, lncludlng time windows - random element - generlc object that llnks to event and allows condltlons to be speclfled based on other objects present in simulation Y towards zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA Behaviour Type - Attitude 2 " I @ e Attitude of an actor towards other actors - zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA may differ at different levels, e.g. factlon leaders UN, or factlon soldier towards UN - use Finite State Machlne or Fuzzy State Machine 1 c- 1 1 1 Y I I L 4
Behaviour Type zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA - Negotiation I l l l W U "I~"j,"l.-l~nMX*IXU> zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA % E ! M , . b "1" 0 Negotiation between actors process over time zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA - player has role as a mediator, and suggests - compromise solutions response o f actors depends on the weighted dlstance from thelr ideal solution and thelr attitude towards the negotiatlons - Use Fuzzy State Machine - likely to be iterative L zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA Behaviour Type - Negotiation zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA 6 % 3liEZE; - u _ _ _ 1 C I L Y / \ Behaviour Type - Event zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA I @ 0 Scripted events need to occur at plausible times - -- e.g. negative newspaper stories on refugee camp conditions only when conditions are bad I n k * tkiLb*om 5
. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA IC zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA aP zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA Current Work 6
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