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Delve into the components of goals, resources, time, space, meta-events, communication, and aggression in conflict studies. Understand representation issues, resource management, temporality, spatial roles, and meta-event concepts.
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Models • Goals • Resources • Time • Space • Meta-Events • Communication • Aggression
But First… • Where did these come from? • Art’s exhaustive study of COA terminology and popular conflict terminology • Ken Forbus’ battlespace KB terms • UMass Amherst output
Goals • Agents have goals • those things the Agent wishes/plans/intends to achieve • achievement implies Events • a superset of the objectives of the Actions for which the Agent is agent • (Agentive) Actions have objectives • those things the Agent wishes/plans/intends to achieve in his role as agent of the Action
Goals — Complex • complex goals • represented by the multiplicity of an Agent’s goals • represented by subevent nesting of Actions (and therefore of their objects and separate agents) • e.g. (every Mission has(objective ((a Goal)))(agent ((a Agent with (goal ((the objective of Self) && (the goal of (the agent of Self))](subevent ((a Operation with (objective ((a Goal))) (agent ((a Agent …)))]
Goals — Representation Issues • Is Goal an alias for Event? • (*myThievery has (objective ((a Obtain with …))))(*yourSurveillence has (objective ((a Goal with (prevents ((the objective of *myThievery)))] • Does conflict = a State in which the accomplishment of one Agent’s goals implies the non-accomplishments of another Agent’s goals? • Is an Agent by default capable of achieving his goals? • How does an Action not achieve its objectives? • How do goals/objectives relate to purpose/capability? • Agents are willing to “expend” to achieve goals • priorities/ranking of goals
Goals — Other Stuff • Agents are willing to “expend” to achieve goals • Advantage: G1 more likelyDisadvantage: G2 more likely • Surrender • Win • Agreement
Resources • Events use resources • things used/needed as input to an Event • resources also appear as participants in Events and their subevents • agent, instrument, object, raw-material, energy, …? • resources are finite • there may be restrictions on how/how often they can participate • Events generate by-products • some relationship to the resources? • may require disposal
Time • Events occur in time • have a start time and end time • Allen’s vocabulary • have duration, rate, frequency • duration(E) duration(subevent(E)) • time between subevents? • parallel subevents? • relationships between temporal properties and other properties • “consumption” of resources • space
More Time • Entities exist in time • time of existence overlaps Events in which an Entity participates • require “grounding” of Event times? • Properties change over time • only as a result of Events? • is a continuously-changing property value a kind of State? • Granularity? • Temporal Roles
Space • Spatial frames • geo-space, e.g. • capabilities of Entities to exist/move in spatial frames • granularity (frames within frames) • Spatial Roles • Conduits/Corridors, Landmarks, Obstacles • capabilities of Entities to exist/move with respect to spatial Roles • Extensions to Movement • Aggregates, Vehicles, resources • new vocabulary (Cross, Ford, Approach, Hide, …)
Meta-Events? • similar to EventEvent slots • causes, enables, inhibits, prevents, … • AssistMaintainBeginStimulateStopControlMotivateOpposeDelay • re-counter-
Are Meta-Events Clichés? • reciprocals • Give = Relinquish + ObtainExchange = Give(A,B) + Give(B,A) • Attack = Attack + DefendFight = Attack(A,B) + Defend(B,A) + Attack(B,A) + Defend(A,B) • Communicate1 = Express + InterpretCommunicate2 = Express(A,B) + Interpret(B,A) + Express(B,A) + Interpret(A,B)
Communication • (Express + Interpret)(Information) • Agent (Communicator) • pre: agent of a Knows with object I • Agent (“Receiver”?) • post: agent of a Knows with object I • Information • signaled-by: a Thing? • Carrier (Book, Telephone, …) • Medium (Speech, Writing, Semaphores, …) • by-means-of: a Transmit (Write, Speak, etc.) • Signal (signals Information) • Medium
Communication — Other Concepts • Encode/Decode • Language • an encoding of Info • Learn • neg pre: Interpreter is agent of Knows I • post: Interpreter is agent of Knows I • Confirm • pre: Interpreter is agent of Knows I • Forget • pre: Interpreter is agent of Knows I • post: Interpreter is no longer agent of Knows I • Teach, Discover, Deceive, Monitor, …?
Aggression! • Trespass • Invade • Attack • Shoot • Protect • Defend • Impair • Damage • Die/Kill • Live/Survive
Trepass Trespass superclass: Enter subclass: Invade agent: Person or Aggregate element-type: Person base: a Property pre-conditions: base is-owned-by agent not agent-of Self cliché?: Without permission [by owner of Property base of Self]
Invade Invade superclass: Trespass agent: Aggregate element-type: Living-Entity base: a Spatial-Entity (Container or Region) owned-by: Owner pre-conditions: base is-owned-by Owner not agent-of Self agent not-controlled-by Owner cliché?: Without permission [by owner of Spatial-Entity base of Self] cliché?: Intentional-Act
Attack Attack sc: Action?? agent: Living-Entity (includes Living-Aggregate?) goal: cause injury, loss, capture, impair, damage. . . of object of Self object: Tangible-Entity instrument: Object with plays Weapon manner: Forcefully (as default value) cliche: Intentional-Act [by agent] cliche: Unauthorized-Act [by object]
Shoot Shoot sc: Propel agent: Living-Entity instrument: Weapon object: Projectile toward: (the base of Self) [from Propel] base: Tangible-Entity manner: Forcefully [from Propel] objective: cause Hit (object: Projectile base: Tangible-Entity is-at destination of Shoot)
Protect Protect sc: Make-Inaccessible agent: Living-Entity goal: prevent damage, loss object: Tangible-Entity (object, region, aggregate) base?: Tangible-Entity (“from” base) resulting-state: Be-Protected Overwhelm (overcome??) defeats: all Be-Protected Forsake defeats: all Be-Protected
Defend Defend sc: Protect agent: Living-Entity goal: prevent damage, loss, capture, . . . object: Spatial-Entity controlled-by: agent of Self goal: prevent damage, loss, capture, . . . Note: implies a second agent, the antagonist
Impair Impair sc: ??Action object: Tangible-Entity post-condition: functionality of object is inhibited Harm sc: Impair object: Tangible-Entity post-condition: functionality of object is inhibited structure is changed
Damage Damage sc: Harm object: Tangible-Entity post-condition: functionality of object is inhibited structure is changed Injure sc: Damage object: Living-Entity Wound sc: Injure object: Organism subevent: Penetrate object: Epithelium
Die Die sc: ??Action [??Ruin] object: Living-Entity pre-existing-state: Be-Alive object: (Object object of Self) resulting-state: Be-Dead object: (Object object of Self) Notes: with ruin get: post-condition: function irreversibly lost Die is to [Cease Living] Be-Dead illegal-transition-state: Be-Alive
Kill Kill sc: Destroy agent: Object instrument: Object plays Weapon object: Living-Entity pre-existing-state: Be-Alive object: (Object object of Self) resulting-state: Be-Dead object: (Object object of Self)
Live/Survive Live sc: Action?? State?? (same as Be-Alive?) object: Living-Entity What are defining characteristics? Survive sc: Live object: Living-Entity preparatory-event: Traumatic-Event location: a Place with location-of L-E object of Self pre-existing-state: Be-Alive object: (Object object of Self) resulting-state: Be-Alive object: (Object object of Self)