RESEARCH AND DEVELOPMENT

Using Graphics Processor Units to Accelerate OneSAF:  A Case Study in Technology Transition

Massively Multi-Player (MMP) Environments for Asymmetric Warfare

Simulating Believable, Context-aware and Culture-specific Human Behaviors

A Graph-based Approach for Automatic Building Extraction from Aerial LIDAR Data

Automatically Converting Paper Map Images For Use As Notional Terrain

An Ontological Data Structure for Real-Time Simulation

A DSAP Infrastructure for Analysis, Training, and Operational Support

Empirical Foundations for Intelligent Coaching Systems

Automatic Detection of Discrepancies in After Action Review

Accurately Representing Target Distance in a Flight Simulator

Automating Simulation-Based Air Traffic Control

Depth of Focus and Perceived Blurring of Simultaneously-Viewed Displays

Towards Improving the Instructional Design Process for Team Training

Developing Situation Awareness Metrics in a Synthetic Battlespace Environment

Simulation Data Grid: Joint Experimentation Data Management and Analysis

Customizing Interactive Training Through Individualized Content and Increased Engagement

Artificial Intelligence for Constructing Accurate, Low-Cost Models and Simulations

Simulating Ethnic Conflict and Secessionism for Joint Experimentation

Training for Multicell and Dismounted Command and Control

Evolving Human Behavior Models from Live Exercise Data

 

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


 

Using Graphics Processor Units to Accelerate OneSAF:  A Case Study in Technology Transition

 

Marlo Verdesca,  Jaeson Munro, Michael Hoffman

Science Applications International Corporation

Orlando, FL

 

Maria Bauer

RDECOM

Orlando, FL

 

Dinesh Manocha

University of North Carolina at Chapel Hill

Chapel Hill, NC

On-going research aims to accelerate the runtime processing speed of the One Semi-Automated Forces (OneSAF) Computer Generated Forces (CGF) simulation by converting and migrating some of the core algorithms from the host Central Processing Unit (CPU) to an on-board auxiliary Graphics Processor Unit (GPU).  In this research the GPU chip is regarded as a surrogate stream processor and appropriate algorithms are designed to map to the GPU architecture. Processing speed gains are realized both through computational capabilities of the GPU as well as through offloading of the host CPU.  Technology transfer of this research into the OneSAF user baseline is a key requirement of this research.   

 

The OneSAF development program focuses on the same issues of scalability and runtime performance that will be directly affected by use of GPUs.  As program architects are marshalling conventional approaches for resolving these challenges, the introduction of GPU-based solutions is being realized. This paper examines the challenges, planned approaches and benchmarked results for using GPUs to accelerate OneSAF simulation.

2005 Paper No. 2121

This paper is available on the 2005 I/ITSEC CD ROM.

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Massively Multi-Player (MMP) Environments for Asymmetric Warfare

 

Michelle Mayo

U.S. Army RDECOM, STTC

Orlando, FL

 

Dr. Michael J. Singer, PhD

U.S. Army Research Institute

Orlando, FL

 

Laura Kusumoto

Forterra Systems, Inc.

San Mateo, CA

 

It has been proposed that the Army needs a high-level training capability for asymmetric missions. Current training programs are focused on conventional warfare and are mainly limited to units that are co-located. Where training capability exists, the scenarios have limited interactivity and fail to address a variety of cross-cultural communication issues that troops encounter in the real world.   

 

U.S. Army's Research, Development and Engineering Command, Simulation and Training Technology Center in Orlando, FL has been conducting an Army Technology Objective (ATO) using massively multi-player (MMP) gaming technology to address these issues.  The objective of the ATO is to develop a large-scale, persistent, distributed simulation environment to train Soldiers.  The research is focused on evaluating the use of MMPs for Army training for operations in asymmetric warfare environments.  Weapons of Mass Destruction, terrorists’ actions, crowd & hostage situations, peacekeeping, psychological operations, and civil affairs will be possible interactions faced by the users.  OneSAF Objective System computer generated entities will augment the large numbers of real people who will populate the scenarios.  The various Armed Forces will be able to engage in such simulation environments anytime, anywhere, using standard personal computers (PCs) connected via the Internet.  

 

The paper details research in the formative evaluation of internet-based training using Soldier participants and gaming technologies. Initial test results with the 101st Airborne Division of Fort Campbell, Kentucky (KY) and the Illinois Army National Guard are presented to indicate the potential such technology has to meet new asymmetric training needs and optimize use of Soldiers’ time while preparing for live training events and actual deployment.  The paper also addresses the tools needed to build the training environments and required After Action Review capabilities.

2005 Paper No. 2149

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Simulating Believable, Context-aware and Culture-specific Human Behaviors 

 

Edward M. Sims, Ph.D.

Vcom3D,

Inc.Orlando, FL

 

Successful peacekeeping missions require the ability to identify civilians’ needs and intentions, and to successfully influence or direct their actions. For these missions, interpreters perform an important role in mediating our soldiers' interactions with the local population. However, research has shown that up to 93% of human communication comes through non-verbal, primarily visual channels. In many ways, understanding nonverbal language and unwritten rules of human interaction for a region can be even more important than spoken language skills. In the case of nonverbal communication, we often see behaviors that we think we understand, or use behaviors that we think are understood, but which really have a very different meaning in another culture. These misunderstandings can make the difference between successful and failed missions.

 

This paper describes the challenges in simulating virtual actors with the capability to act on high level "stage directions" in a way that considers the spatial, temporal, and social context of a situation. Specifically, we will review research that demonstrates the need to accurately portray focus of attention, gesture, facial expression, and “body language”. We will describe a Behavior Engine, an associated Behavior Knowledgebase, and a methodology for creating and extending this knowledgebase. Using this technology, we will demonstrate the importance of context and culture in behavioral simulations by evaluating the effects of incorporating the proposed techniques. Finally, we will demonstrate how we are currently using this technology to enhance Interactive Multimedia Instruction, and how we will adapt the technology for DARWARS game-based instruction.

2005 Paper No. 2291

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A Graph-based Approach for Automatic Building Extraction from Aerial LIDAR Data

 

Vivek Verma, Rakesh Kumar

Sarnoff Corporation

Princeton, NJ

 

Stephen Hsu

Canesta

Sunnyvale, CA

 

Victor Santiago

PMTRASYS

Orlando, FL

 

Realistic 3D city models are used in important applications such as flight simulators, war game simulations, security & surveillance, entertainment, etc. Many of these applications require that the model be as close as possible to the real world that it simulates, both in terms of geometry and texture. Recently, aerial LIDAR (Light Detection and Ranging) has gained popularity as a way to quickly collect 3D information about a site. LIDAR scanning of a site produces dense, unorganized points that require further processing to identify buildings, trees, and bare ground.  

 

We present a fully automatic approach to creating 3D geometric models of the buildings and terrain from LIDAR data. Our objective is to create compact, watertight geometric models of buildings that fit as close as possible to the original LIDAR points using the minimum number of triangles, as opposed to a dense mesh. We propose to model the class of buildings that can be constructed by combining several simpler prismatic models.  Such primitives are also amenable to automatic semantic interpretation as well as intuitive interactive editing. 

 

We first segment the building roofs, trees, and terrain from the LIDAR points. We next fit local planar patches to the segmented roof points that are then grouped together to identify individual faces of the roof as polygons. By analyzing their proximity to each other, we construct a planar graph that represents the topology of the roof structure, including adjacency, symmetry, and orthogonality constraints between roof faces. Instances of simple prismatic models in the scene, such as hip roof configurations, can be identified by subgraph matching.  The geometric parameters of these models are then refined based on the original point cloud. Using the above approach we can automatically model complex roofs by combining simpler prismatic objects. 

2005 Paper No. 2348

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Automatically Converting Paper Map Images For Use As Notional Terrain

 

William T. Richards

VMASC / ODU

Norfolk VA

 

David Hibler PhD.

Christopher Newport University

Newport News, VA

 

This paper will detail the results of a thesis project conducted to explore the problems and automated solutions for preparing a real world map image similar to Archival Research Catalog Digitized Raster Graphics (ADRG), for use as a notional terrain map image during a simulation exercise.  One of the problems with notional terrain occurs when the original map image is stitched in to the exercise event terrain, the paper map image may no longer accurately represent the terrain. This is especially true if there has been a change in the latitude, orientation, or size of the original image. Additionally, other problems can arise if the names, labels and route numbers of the features on the map are changed for the scenario.  The research conducted shows how it is possible to automatically identify and remove undesirable features from a paper map image and how to automatically restore some of the features that would have been underlying the removed objects. This is done in an effort to retain the amount and type of naturally existing errors between the paper map image, vector data, and imagery data, and also allow the cartographer to easily place new names and labels on the cleaned map to match the scenario with a minimum of effort, while adding to the overall experience of the training audience.

2005 Paper No. 2052

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An Ontological Data Structure for Real-Time Simulation

 

Barry Bitters

Department of Environmental Studies

University of West Florida

Pensacola, Florida

 

In recent years, feature classification systems have proven to be inadequate in their ability to assist in the detailed description of synthetic cultural and natural environments. Many existing feature classification systems were developed when limited display capabilities demanded economy in the database generation process. Others are so limited in scope that they do not provide the feature specificity necessary for current and future display capabilities. Based on current client requirements and the anticipated detail requirements of future synthetic environment databases, an alternate taxonomic structure must be available to database developers. In a presentation at I/ITSEC-2002, we described a conceptual feature classification system, designed for use in the development of synthetic environments. We described the potential uses and a conceptual design of a hierarchical data structure that could be used to store natural and cultural feature data.  

 

The first version of this taxonomy is now available for public review and possible implementation in existing and future software systems. The development of this new system was based on creating a logical intersection of classes and concepts from many existing taxonomies, thesauri, ontologies and classification schema. This new data structure now allows unambiguous inventorying of natural and cultural landscapes. It can also assist in the unambiguous importing of disparate sources of feature data. A significant portion of this research/production effort also involved the creation of a public-domain library of generic 3D models – models closely aligned to the concepts in the feature taxonomy. These data structures and their availability are discussed in detail. The trials and tribulations encountered during development, potential uses of the data structure, and future developments to be performed under this research effort, are also discussed.  

2005 Paper No. 2212

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A DSAP Infrastructure for Analysis, Training, and Operational Support

 

Craig Lammers, Robert McGraw

RAM Laboratories, Inc.

San Diego, CA

 

Dawn Trevisani

Air Force Research Laboratory, IFSB

Rome, NY

 

RAM Laboratories and the Air Force Research Laboratory’s Information Directorate are developing a software infrastructure to provide a Dynamic Situation Assessment and Prediction (DSAP) capability for analysis, training, and operations through current state estimation and prediction capabilities. These capabilities will allow Commanders to evaluate and analyze Courses of Action (COAs) and potential alternatives through real-time and faster-than-real-time simulation by executing multiple instances of the Joint SemiAutomated Forces (JSAF) simulation (or a simulation of choice) simultaneously across a computing grid. The infrastructure supports analysis by executing and evaluating simulations in an analytical capacity as a form of predictive mission rehearsal. The infrastructure supports training through the use of the real-time simulation element that supports human-in-the-loop that allows trainees to see the result of their actions, while also providing feedback to some of the alternative actions that could have been selected. The operations aspect to the infrastructure allows for tracking the internal state of the operational environment via the real-time simulation, predicting outcomes of plans and alternatives through faster-than-real-time simulation, and calibrating both the state estimation and predictive elements of the system with Red and Blue Force data extracted from real-time data feeds, which can be used to track the re-tasking of assets in support of Time Sensitive and Time Critical Targeting. 

 

This paper covers the current state of the art for DSAP while examining the steps necessary to transform the DSAP infrastructure to a Global Information Grid (GIG)-ready tool. This work includes (1) defining the granularity to which elements of the DSAP infrastructure will be broken down for use in a GIG environment; (2) defining the types and format of data and messages that will be transmitted between elements of the infrastructure and resources residing on the GIG, and (3) defining the web services that will be provided by DSAP.

2005 Paper No. 2152

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Empirical Foundations for Intelligent Coaching Systems

 

Elizabeth Owen Bratt, Karl Schultz, Stanley Peters, Tina Chen

Stanford University

Stanford, CA

 

Heather Pon-Barry

Robert Bosch Corp.

Palo Alto, CA

 

The Navy is shifting its training and education from traditional methods, such as on-site instruction, texts, and observing students during drills, to computer-supported learning such as web-based instruction and computer simulations in lieu of live drills. This transition presents the challenge of keeping the best parts of traditional methods of instruction while obtaining the advantages that computers afford. The challenge is more difficult because to maximize savings in manpower, money and time, computer-based learning must be able to teach, evaluate and give feedback to students without any instructor in the loop. 

 

A valuable aspect of traditional training methods, in which computers currently fall short, is the mentor/student relationship: an experienced person monitoring and guiding a novice's performance. The mentor gives the student direct, personalized feedback in a setting where the student can ask questions and discuss issues. Most computer simulations are lacking in this type of interaction. 

 

We propose that giving computers the ability to hint, question, prompt and guide a student's actions using natural language will more closely simulate this relationship and greatly improve the effectiveness of computer-based learning. To assess this hypothesis, we are utilizing natural language technology to (1) allow students to use a damage control trainer for surface ships by speaking with the simulation system, and to (2) support a concurrent spoken discussion with an intelligent coaching system that aims to improve the student's immediate and future performance. The combined system performs a mentoring function, helping students learn correct actions and avoid practicing mistakes. We present data from United States Naval Academy cadets using the spoken damage control trainer and a spoken tutoring system, categorizing the opportunities their sessions present for coaching and organizing these opportunities within a mentoring framework. Additionally, natural language interaction has the advantage that students train as they will perform on duty.

2005 Paper No. 2389

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Automatic Detection of Discrepancies in After Action Review

 

Joakim Ekblad, Avelino Gonzalez

University of Central Florida

Orlando, Florida

 

Hans Fernlund

Dalarna University

Borlange, Sweden

 

Paul Barath

Saab Training Systems AB

Huskvarna, Sweden

 

After-Action Review (AAR) is an effective tool to evaluate and improve the performance of trainees in tactical training exercises. However, when the exercises grow in size, and might reside in several locations, providing feedback to the majority of the participants can be complicated. It requires extensive time and resources, and the review might be limited to the few most important tactical decisions made. This paper presents a model of how to automate the After-Action Review and make it easily accessible to all the participants to increase the efficiency and improve the performance of After-Action Reviews. A system built on expert models where the action of the trainees could be compared with these models can provide additional support for the trainees. However, such a system needs to automatically detect and classify discrepancies. Discrepancies between a trainee and an expert modeled agent can emerge in many situations. By minimizing the discrepancies shown in the AAR to only include the ones believed to be significant enough to decrease the performance of the trainee, the AAR will become more effective by reaching out to the majority of the participants of the exercise giving them individual performance feedback. Preliminary results of our experiments are promising and indicate that the model presented in this paper can be used to address the issues discussed above.

2005 Paper No. 2404

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Accurately Representing Target Distance in a Flight Simulator

 

George A. Geri

Link Simulation and Training

Mesa, AZ

 

Christine M. Covas, Marc D. Winterbottom, & Byron J. Pierce

Air Force Research Laboratory

Mesa, AZ

 

Rendering an essentially continuous IG image onto the discrete-pixel array of most display devices, as well as graphical processing such as antialias filtering, can result in significant variations in displayed target size and hence simulated distance.  Using videotape recordings obtained from a CRT-based, flight-simulator display, we have directly measured changes in size, over a three-second simulation interval, of target aircraft simulated at distances between 3000 and 11000 feet.  In Experiment 1, the percentile of the measured target-size distribution which corresponded to the nominal target size was found to change with simulated distance.  Additionally, an interaction was found between pixel count (1280×1024 and 2048×1536) and antialias filtering (0 and 2×).  In Experiment 2, a single intermediate pixel count (1600×1200) was tested, and in addition, eight target gray-levels were tested perceptually, in order to directly compare the videotaped imagery with what was visible on the screen.  It was found that the percentile corresponding to nominal target size varied with both simulated distance and antialiasing condition (0 and 4×). In both experiments, for the larger (i.e., closer) targets, the nominal target size corresponded to about the 96th percentile of the distribution of measured sizes.  As target size was decreased, nominal size was found to correspond to as low as the 60th percentile.  Further, in both experiments, the functions relating the relevant size-distribution percentiles to simulated distance were nonlinear, and in Experiment 2 they were different for each of the antialiasing conditions tested.  The data indicate that the average size of targets displayed in CRT-based flight simulators is smaller than would be expected from their nominal distance as defined by the IG.  In addition, the unexpected complexities found in the size-distribution data indicate that accurately adjusting displayed target size to reflect a chosen target distance will require corrections that are dependent on simulated distance.

2005 Paper No. 2147

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Automating Simulation-Based Air Traffic Control

 

Glenn Taylor

Soar Technology, Inc.

Ann Arbor, MI

 

MSG Jeff Miller (US Army, Ret.)

Navigator Development Group Inc.

Enterprise, AL

 

Jeff Maddox

US Army AMRDEC

Huntsville, AL

 

Air Traffic Control (ATC) receives little attention in simulation-based training and experimentation, in part because of the cost of including human operators to play ATC roles. Where ATC is used, it is typically very limited, reducing the realism of the experiment or training experience. This problem has become more apparent as UAVs and as joint battles are more often fought in simulation, requiring closer human management of the simulated airspace to coordinate air corridors, restricted airspaces, joint fire support, and the like. Furthermore, UAVs have become more prevalent in real battlefields, and the services are struggling with how to employ them safely and effectively within a broader air operations picture. Fighting ATC realistically in a simulated battlespace can help develop more realistic and appropriate employment tactics in the real battlespace. This paper describes the results of a Phase I SBIR investigating the feasibility of automating air traffic control (ATC) within simulation environments, for both experimentation and training. We leverage prior research analyzing human ATC tasks and situational awareness requirements in Tower, TRACON, and En Route operations, and describe how simulation environments can place different constraints and requirements on an ATC capability. We describe the use of human-driven ATC in recent joint experiments as a way to define some operational requirements of automated ATC. Key requirements include the ability to interact with both human pilots in virtual cockpits (using voice interaction), and with synthetic pilots and existing airspace management tools (using digital data links). We identify existing tools and technologies that can be used to fill these requirements, and where technology gaps still exist. Finally, we describe a cognitive systems approach to automating simulation-based ATC, and the development of a limited prototype that illustrates some of the key components of the architecture.

2005 Paper No. 2193

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Depth of Focus and Perceived Blurring of Simultaneously-Viewed Displays

 

Marc D.  Winterbottom, Byron J. Pierce, Christine Covas

Air Force Research Laboratory

 Mesa, AZ

 

Robert Patterson

Washington State University

Pullman, WA

 

Jennifer Winner

Link Simulation and Training

 Mesa, AZ

 

Head-mounted displays (HMDs) have not previously been combined with flat-panel display systems and it was unknown whether viewing two displays at differing focal plane distances would lead to perceived blurring or visual discomfort.  This is now a concern as the Joint Helmet Mounted Cueing System (JHMCS) is integrated with existing flat-panel display systems such as the Mobile Modular Display for Advanced Research and Training (M2DART).   The degree of blurring that could occur would be dependent upon observers’ depth of focus and the extent to which the two displays vary in focal plane distance.   In previous research, we investigated whether blurring occurs when two displays are viewed simultaneously at independently varying focal plane distances. These conditions simulated those of a monocular HMD integrated with the M2DART.   The results of that research suggested that blurring due to two differing focal planes was not likely to be a significant issue for the current configuration of the M2DART.  We present here two additional experiments that extend these earlier results.  In the first experiment, luminance levels were decreased, thus increasing pupil size and decreasing depth of focus and the degree of blurring was measured using psychophysical techniques.   In the second experiment, blurring and visual discomfort were examined under more typical viewing conditions:  observers performed a task similar to off-bore sight targeting in the M2DART using a monocular HMD.  They identified the orientation of an aircraft target presented on the M2DART and a test letter presented on the HMD.   Assessments of eyestrain and perceived blur were obtained during the performance of this task.  The results of these two experiments indicated that depth of focus should not be an issue for standard-resolution displays and, further, that visual discomfort is not likely to be an issue for the integration of a monocular HMD with the M2DART.

2005 Paper No. 2273

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Towards Improving the Instructional Design Process for Team Training

 

Marcel van Berlo

TNO Defence, Security and Safety

Business Unit Human Factors

Soesterberg, The Netherland

 

Conducting team training is daily business for the military. Designing team training programs and exercises, however, is not always that structured. Instructional designers are in fact trained to design instruction primarily for individuals. After their instructional design course, they learn to design team training more or less on the job. A literature and field study show that instructional designers for team training find it hard to conduct task analyses at the level of a team: it is difficult to capture the interactivity and interdependency between the various team members, and to formulate team instructional objectives. Without this proper input, designing team training scenarios is difficult: paying attention to all relevant team task and team work aspects in a systematic way does not occur automatically. This process may be improved by offering these instructional designers adequate support. During three design-experiments, we developed and tested guidelines and a workshop supporting the analysis of team tasks and the design of team training scenarios. For the first (task analysis) and second (scenario design)experiment, two versions of guidelines were developed: an experimental version with an explicit focus on team aspects, and a control version in which this specific focus was absent, resembling traditional guidelines. The results of the first design-experiment show that the experimental guidelines lead to a significantly better quality of the analysis process; the results of the second design-experiment show no significant effects. The purpose of the third design-experiment was to investigate the effect of a more elaborate introduction (an interactive workshop) of both sets of experimental guidelines. The results show that only on topics that were explicitly dealt with during the workshop, the quality of the analysis and design process improved.

2005 Paper No. 2037

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Developing Situation Awareness Metrics in a Synthetic Battlespace Environment

 

Jacqueline M. Curiel, Michael D. Anhalt

Alion Science and Technology

Fairfax, Virginia

 

John J. Tran, Ke-Thia Yao 

Information Sciences Institute/USC 

Marina del Rey, California

 

The Joint Forces Command (JFCOM) conducts Joint Urban Operation (JUO) exercises in synthetic battlespace using human-directed computer simulation tools such as Joint Semi-Automated Forces (JSAF) to support ongoing joint war-fighting efforts.  A component of these experiments is that of human-in-the-loop (HITL) interactions where human players impact the outcome of the exercise.  This is in contrast to Monte Carlo constructive experiments that only involve computer behavior.  The need to objectively measure the effectiveness of human players and their interaction with the simulation environment requires quantitative metrics to supplement more qualitative observer-based judgments. Situation awareness (SA), a cognitive behavior captured in HITL experiments, involves the perception and comprehension of forces and events in a situation, and a prediction of their future status, Endsley (1995).   Objectively measuring SA is drawing intense interest because this knowledge is crucial to successful decision-making processes (C2). 

 

Building upon work presented at I/ITSEC 2004 (An Interdisciplinary Approach to the Study of Battlefield Simulation Systems, paper 1886), we adopt a cognitive-computational approach for measuring SA based on Situation Model theory. Situation models are complex mental representation of events.  As events unfold, these mental representations must be updated to maintain an accurate representation.  Prior research has demonstrated that situation models are updated along a number of dimensions.  These dimensions reflect information about entities, space and time coordinates, participants’ goals, and the causal relationships of events.  We utilize the information encapsulated in SA objects (SAOs), recorded during the JUO exercises, to develop a tool that automatically monitors players’ SA and evaluate the importance of these dimensions on situation awareness over the time course of the experiment and on the three levels of SA.  Our findings have practical implications for subsequent training, product development, and extend the knowledge base of cognitive behavior.

2005 Paper No. 2218

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Simulation Data Grid: Joint Experimentation Data Management and Analysis

 

Ke-Thia Yao and Gene Wagenbreth

Information Sciences Institute

University of Southern California

Marina del Rey, California

 

The need to present quantifiable results from simulations to support transformational findings is driving the creation of very large and geographically dispersed data collections. The Joint Experimentation Directorate (J9) of United States Joint Forces Command (USJFCOM) and the Joint Advanced Warfighting Project (JAWP) is conducting a series of Urban Resolve experiments to investigate concepts for applying future technologies to joint urban warfare. The recently concluded phase I of the experiment utilized and integrated multiple scalable parallel processors (SPP) sites distributed across the United States from supercomputing centers at Maui and at Wright-Patterson to J9 at Norfolk, Virginia. This computational power is required to model futuristic sensor technology and the complexity of urban environments. For phase I the simulation generated more than two terabytes of raw data at rate of over ten gigabytes per hour. The size and distributed nature of this type of data collection pose significant challenges in developing the corresponding data-intensive applications that manage and analyze them.

 

Building on lessons learned in developing data management tools for Urban Resolve, we present our next generation data management and analysis tool, called Simulation Data Grid (SDG). The design principles driving the design of SDG are 1) minimize network communication overhead (especially across SPPs) by storing data near the point of generation and only selectively propagating the data as needed, and 2) maximize the use of SPP computational resources and storage by distributing analyses across SPP sites to reduce, filter and aggregate. Our key implementation principle is to leverage existing open standards and infrastructure from Grid Computing. We show how our services interface and build on top of Open Grid Services Architecture standard and existing toolkits (Globus). SDG services include distributed data query/analysis, data cataloging, and data gathering/slicing/distribution. We envision SDG to be a general-purpose tool useful for a range of simulation domains.

2005 Paper No. 2292

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Customizing Interactive Training Through Individualized Content and Increased Engagement

 

Brian Magerko

Michigan State University

East Lansing, MI

 

Robert E. Wray, Lisa Scott Holt, Brian Stensrud

Soar Technology, Inc.

Ann Arbor, MI

 

Simulation-based training offers the potential for relatively low-cost training available at any time and almost any duty station. However, a main drawback of simulation-based training is the lack of oversight in the training process. Simulations often depend on a fixed number of pre-defined training scenarios that are designed to test training objectives but not to deliver a training experience customized to the specific trainee’s current level of skill and understanding.  In this paper, we introduce the Interactive Storytelling Architecture for Training (ISAT), which uses an intelligent agent, the director, to assemble training scenarios that test the skill level of individual trainees. The director also provides indirect feedback about trainee actions during the execution of a training scenario, subtly adapting the training environment to stress unmastered skills and suggest remediation.  This approach results in a training experience that is specialized to the trainee’s individual needs and potentially more engaging, resulting in faster development of trainee proficiency.

2005 Paper No. 2000

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Artificial Intelligence for Constructing Accurate, Low-Cost Models and Simulations

 

Dr. David P. Brown

Defense Acquisition University

Fort Belvoir, VA

 

CAPT (ret) Richard A. Mohler, USN

Northrop Grumman Corp.

Orlando, FL

 

Modeling and Simulation is an important tool in the development of the highly effective weapons systems built by the United States and its allies.  However, recent initiatives to reduce the cost of weapon systems through expanded use of modeling and simulation during the development process have not always lived up to expectations.  Current practice in the construction of models and simulations primarily uses a manual implementation of equations to describe the entity being modeled. After verifying correct operation, these models are then validated by comparing them to data from real world tests to insure accuracy.  These equation-based models require extensive time and money in order to construct high fidelity models that accurately represent the real world. Our research explores an alternate method of creating accurate models and simulations that can be done rapidly and at much lower cost.  This approach uses hybrid artificial intelligence to create the models and simulations directly from validation data sets.  Test results using this method of modeling militarily representative systems such as wing lift, radar, and Forward Looking Infrared (FLIR) demonstrated a reduction of over 90% in human labor required to create the models while simultaneously achieving approximately 70% better accuracy as compared to equation-based models prior to validation.  Because this method builds the models from a data set, the method can be used to construct models of activities such as human decision-making that cannot be described using an equation-based approach.  Additionally, the research demonstrated that models created using this method could be fully integrated with existing equation-based models. This research has the potential to dramatically improve the war-fighting capability of the United States and its allies by providing a fast, inexpensive method to model any entity for which data are available.

2005 Paper No. 2009

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Simulating Ethnic Conflict and Secessionism for Joint Experimentation

 

Alok Chaturvedi

Purdue University

West Lafayette, Indiana

 

R. Chaturvedi, C.M. Foong, M. Mulpuri, D. Lengacher, S. Mellema

Simulex, Inc

West Lafayette, Indiana

 

The post Cold War period has been characterized by a dramatic increase in intra-state conflicts, the later significantly outpacing inter-state wars both in their duration and intensity. In an increasingly globalizing and interdependent world intra-nation conflict in the guise of ethnic conflict has serious implications for regional and international stability.  

 

There is a burgeoning literature on the relative salience of political, economic, and social conditions in the emergence, escalation, and diffusion of ethnic unrest. Contributing theories analyze the significance and/or interaction of conditions such as deprivation, inter-group antipathy, institutional constraints, demographic change, predatory groups, and external intervention on ethnic awareness, mobilization, unrest, and subsequent irredentist goals. There is also a plethora of research on strategies for managing intra-state conflict. While conspicuous attempts are being made to synthesize explanations and prevention of ethnic unrest and secessionism, few methodological tools are available that can fully integrate the theories and strategies at various levels of a socio-political system—individual, group, national, and international.  

 

This paper presents a multi-agent simulation as a technique to explore, test, and validate theories of ethnic conflict at multiple levels of analysis. Specifically, it presents the development and implementation of a ‘Virtual State (VS)’ and the subsequent ‘Virtual International System (VIS)’ to explore: 

conditions for the emergence of ethnic unrest, 

conditions for the diffusion and escalation of ethnic conflict, 

conditions for the emergence and success of secessionist movement, and  

conditions for the success of multilateral interventions and the effects of DIME (Diplomatic, Information, Military,  Economic) actions on prevention of secessionist movement. 

2005 Paper No. 2354

This paper is available on the 2005 I/ITSEC CD ROM.

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Training for Multicell and Dismounted Command and Control

 

Paula J. Durlach

U.S. Army Research Institute for the Behavioral and Social Sciences

Orlando, FL

 

The Multicell and Dismounted Command and Control (M&DC2) program is a Defense Advanced Research Projects Agency (DARPA)  initiative to explore a new approach to Battle Command and Control using distributed networked manned and unmanned systems. The M&D C2 program continues the work started in the DARPA Future Combat Systems Command and Control (FCSC2) program.  The program modeled a network-centric Command and Control (C2) prototype that supported execution-based operations with distributed manned and unmanned entities.  To date, the prototype has gone through six iterations and has been used to conduct seven discovery experiments.  As the iterations progressed, the systems became more complex. In addition, novice operators began participating in experiments, and it became clear that training would become a major challenge. This paper focuses on the training challenges and discusses the potential of the DARPA testbed to expand into the realm of training research.  Such research could help establish the optimal training methods for changing a Current Force Soldier into a Future Force Soldier.

2005 Paper No. 2063

This paper is available on the 2005 I/ITSEC CD ROM.

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Evolving Human Behavior Models from Live Exercise Data

 

Hans Fernlund

Dalarna University

Borlange, Sweden

 

Avelino Gonzalez, Joakim Ekblad

University of Central Florida

Orlando, Florida

 

Paul Barath

Saab Training Systems AB

Huskvarna, Sweden

 

It is widely accepted that the difficulty and expense involved in acquiring the knowledge behind tactical behaviors has been one limiting factor in the development of simulated agents representing adversaries and teammates in military and game simulations. Several researchers have addressed this problem with varying degrees of success. The problem mostly lies in the fact that tactical knowledge is difficult to elicit and represent through interactive sessions between the model developer and the subject matter expert. This paper describes a machine learning approach to evolve tactical agents based upon automatic observation of a human performing a mission. The approach employs Genetic Programming in conjunction with Context-based Reasoning and is called Genetic Context Learning (GenCL). Prior research collected data from a simulator and built a prototype that showed the feasibility of the approach. Conversely, this research collected data from live exercises when two tank platoons were engage in a combat. The GenCL algorithm learned the behavior of the tanks and incorporated the evolved models into a simulator, aimed to be used in a support system for exercise evaluations. When the data collection task transfer from simulated environment to real world problems the degree of freedom dramatically increases. It opens new questions and future research areas. However, two major contributions were accomplished with this work: 1) The GenCL algorithm is able to automatically create human behavior models from pre-processed data collected from real exercises. 2) The results indicate that humans inhibit behavior patterns that can be modeled in a contextual manner.  

2005 Paper No. 2300

This paper is available on the 2005 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.