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Behavior Design Patterns: Engineering Human Behavior Models

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Fully autonomous system for modeling and simulating the tactical air domain ... Military aircrafts and battle fields/combat airspaces are modeled using ModSAF ... – PowerPoint PPT presentation

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Title: Behavior Design Patterns: Engineering Human Behavior Models


1
Behavior Design PatternsEngineering Human
Behavior Models
  • Glenn Taylor and Robert Wray
  • Soar Technology, Inc
  • at Behavior Representation in Modeling and
    Simulation 2004

2
Contents
  • Introduction
  • TacAir-Soar
  • Fully autonomous system for modeling and
    simulating the tactical air domain
  • Behavior Patterns in TacAir-Soar
  • Examples
  • Move-to-target Pattern
  • Ground Attack Pattern
  • Conclusion

3
Introduction
  • Since 1991, DoD has been working on
    standardization of modeling and simulation
    software
  • Reduce the development and maintain costs by
    integrating simulators (for training, planning
    operations, studying past operations) in
    army/navy/air force
  • HLA (High Level Architecture) became an IEEE
    standard in 2000
  • Providing time synchronization, communication
    mechanism between simulators running in parallel

4
  • ModSAF
  • Modular Semi-Automated Force
  • Software modules and applications that construct
    Distributed Interactive Simulation and Computer
    Generated Forces entities for realistic training,
    test, and evaluation on the virtual battlefield.
  • Every vehicles and weapons in U.S. and NATO, and
    past operations are modeled in ModSAF
  • U.S. and NATO use ModSAF for their simulation
  • Generated forces in ModSAF is not so smart
  • Human operators play friend and foe

5
Motivation
  • Military simulators needs to imitate
    human-behaviors (combat operations) to make
    virtual battle field more realistic
  • Simulate imaginary enemy, evaluate strategies,
  • Developing human behavior models often results of
    high costs and long development time
  • Due to the lack of reusing methods/techniques
  • Behavior models and applications are often
    constructed in an ad-hoc manner (from scratch),
    and not easy to reuse
  • Differences in implementation technologies (e.g.,
    programming languages and simulation environment)
    also make difficult to reuse models

6
Research Objective
  • Reuse common patterns of human behavior by
    leveraging the notion of design patterns
  • Behavior Design Patterns
  • Behavior Design Patterns describe successful
    designs for agent behaviors that appear
    repeatedly in agent system designs
  • Agents military aircraft pilots
  • This research focus on military domains

7
Behavior patterns in TacAir-Soar
  • The authors started with studying behaviors in
    TacAir-Soar
  • As an initial source for understanding and
    constructing general behavior patterns
  • TacAir-Soar defines a behavior model of military
    aircraft pilots that can execute most of the
    operations performed by fixed wing aircrafts

Fixed-wing
Rotary-wing
8
Soar and TacAir-Soar
  • Soar
  • the basic cycle of taking a State applying an
    Operator, And generating Result
  • http//sitemaker.umich.edu/soar/home
  • A framework for developing systems that exhibit
    intelligent behavior
  • A systems consists of agents
  • Agents run in parallel according to their own
    rules
  • Soar/IFOR (Intelligent FORce)
  • Archive autonomous intelligent forces in
    simulators by combine ModSAF and Soar

9
TacAir-Soar
  • TacAir-Soar
  • One of applications in Soar/IFOR
  • System for modeling and simulating the tactical
    air domain (i.e., military aircrafts and combat
    airspace)
  • Military aircrafts and battle fields/combat
    airspaces are modeled using ModSAF
  • Enemy forces are controlled by Soar
  • Behavior patterns of all military aircrafts and
    pilots in U.S. and NATO are modeled
  • consist of 5000 rules
  • Providing an interfaces (e.g., virtual cockpit)
    that allow pilots (trainees) to fly and engage
    operations in real-time
  • Intelligent Agents for Interactive Simulation
    Environments, AI Magazine, 1999

10
  • The authors investigate TacAir-Soar
  • What should be called a behavior?
  • The authors focus on tactical level
    decision-making process
  • Decision making process in agents (pilots) is
    organized in the form of hierarchical tasks,
  • ? Engaging an enemy requires being within range
    of a weapon,
  • ? Requires maneuvering into position with respect
    to the enemy,
  • ? Requires knowing where the enemy is,
  • ? etc, etc,

11
Eight groups in behaviors
  • Communications
  • How and when to talk to other agents
  • e.g., radio communication
  • Missions
  • Mission-specific behaviors, such as for
    air-to-ground missions or air-to-air missions
  • e.g., air-to-air missile attack
  • Control
  • How to direct other agents to take action
  • e.g., attack/return command
  • Coordination
  • How to work with other friendly agents
  • e.g., ask air support during ground attack

12
  • Flying
  • How to fly a plane
  • e.g., Controlling pitch, roll, direction, speed,
  • Navigation
  • How to decide where to go and how to get there
  • e.g., following a route, direct to the target,
  • Situational Awareness
  • How to manage the information in the environment
  • e.g., wait for commands, surveillance,
  • Action
  • interactions with the simulation platform
  • e.g., ??

13
Navigation
Sub Categories
Categories
is-a relationship
Behaviors taken by agents
Launch Acceptance Region
  • Behavior taxonomy
  • Not design patterns yet

dependencies
14
Behavior Design Patterns
  • Behavior design patterns are derived from
    taxonomic analysis
  • (how??)
  • Same as the traditional software design patterns,
    each behavior design pattern consists of
  • Pattern Name
  • Problem the problem the pattern solves
  • Solution description of elements that make up
    the design
  • Consequences the results of applying the pattern
    and any tradeoffs in its use
  • Example
  • Variation points of variation in the pattern

15
examples
solution
Air plane, tank,
Air / Ground domain
  • Move-to-Target pattern captures regularities in
    movement behaviors

16
High-level design pattern
  • Patterns can describe designs at all levels of
    software designs
  • In TacAir-Soar, a high-level behavior corresponds
    to the execution of an entire mission
  • ? Entire mission can be one of behavior design
    patterns
  • There are many common characteristics between
    different types of missions
  • ? Pattern can abstract the difference and provide
    high-level view of missions

17
Ground Attack Mission
  • Strike and Close Air Support (CAS) missions share
    a great number of characteristics including
    similar data requirements and phase structures
  • CAS use of military aircraft in a ground-attack
    role against targets in close proximity to
    friendly ground troops
  • These two missions can be generalized as Ground
    Attach mission

18
Some options after the mission
  • Sequence of Ground Attack Mission
  • Takes off and flies to some control point
  • Awaits target information from the controller
  • Executes its attack, joins together with
    accompanying aircrafts, and goes to some exit
    point (egress)

19
Suppression of Enemy Air Defenses (to get the air
supremacy)
Other patterns used in this pattern
  • State-based pattern notation

20
  • Ground Attach Behavior Design Pattern captures
    the general pattern of ground attack
  • Domain experts can focus on the differences
    between the specific behaviors/patterns
  • This is in contrast to current methodologies,
    where an engineer have to
  • Implement the behavior from scratch, or
  • Identify reusable pieces from existing
    implementations of close-air support, strike, and
    other related behaviors

21
Conclusion
  • The authors proposes behavior design patterns in
    the tactical air domain
  • Patterns capture human behavior models appears
    repeatedly
  • TacAir-Soar focus on fixed-wing air human
    behavior models, but the authors plan to expand
    the domain of patterns
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