Behaviour in OOTW Simulators - - PDF document

behaviour in ootw simulators
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Behaviour in OOTW Simulators - - PDF document

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


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SLIDE 1

AI for OOTW

Representing Plausible Behaviour in OOTW Simulators zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA

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SLIDE 2

,

Dr Stephen Curram zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA

HVR Consulting Services Ltd steve.curramQ hvr-csl.co.uk

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Dr Mark Cusack

QinetiQ, Malvern e

Mirek Gliniecki

HVR Consulting Services Ltd

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  • Background

Purpose of overatl study is to create simulators that allow commanders who may be involved In OOTW to experience the sorts of situations they may be faced with : zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA

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 "

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0 Purpose of slmulators is

to provide a challenging

0 The slmulators are 0 They will conform to

the High Level Architecture

0 Use Java and JavaBeansTM

technology

0 AI is

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the study

* Pilot Is a peace-keeping

scenario and thought provoking envlronment tools (HLA) requirements designed to be anatysis

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SLIDE 3

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Study Approach

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  • - - . ~ - ~ - ~

ldentlficatlon of behavlour types and requirements zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA

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Review of technology

end case studies to

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Al

for zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA OOTW

slmulstors generate shortlist of approaches for further InVestIgatlofI Develop stand-alone AI oblects for analysis

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Use

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Alms of the AI

3

  • 0 Provide plauslble behaviour In simulation

from a player's perspective

  • computer generated actors

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  • occurrence of events

0 Qive player somethlng to think about 0 Be responsive to player's actions

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iter gamesthan traditional mllitary models 2

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SLIDE 4

Approaches Considered

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Approaches Consldered (2)

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funy NIM, h m l n g

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fauora on bhavlour, can b. drmcult to ml up,

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Neural Natworke (varlow h/pw) - md.ptln, p

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Short-llsted Approaches

2 " CI Finite State Machine (FSM)

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SLIDE 5

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Short-listed Approaches zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA

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Fuzzy State Machine (FuSM)

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for more complex behaviour

  • linguistic or numerical Inputs
  • smoother transltions between states
  • create generlc FuSM to which terms and fuzzy rules
  • state can be selected from centre of gravity or using

canbeadded random samollns from fuuv resion

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@ Short-listed Approaches

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0 Simplified Case-Based Reasoning

  • prescrlpted events or event generators
  • conditions for launching events, lncludlng time
  • random element
  • generlc object that llnks to event and allows

windows condltlons to be speclfled based on other objects present in simulation

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Behaviour Type - Attitude 2 "

e Attitude of an actor towards other actors

  • may differ at different levels, e.g. factlon leaders
  • use Finite State Machlne or Fuzzy State Machine

towards zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA UN,

  • r factlon soldier towards UN

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SLIDE 6

Behaviour Type zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA

  • Negotiation

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0 Negotiation

between actors

  • 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

process over time zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA

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Behaviour Type - Event zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA

0 Scripted events need

to occur at plausible times

  • e.g. negative newspaper stories on refugee camp

conditions only when conditions are bad

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tkiLb*om

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SLIDE 7

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Current Work

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6