240 likes | 575 Views
Continuous Entity Behaviors (CEB) and Human Intelligence (HUMINT) in OneSAF. David Nash, Ph.D. Continuous Entity Behaviors. The name is descriptive of the capability: It refers to a set of OneSAF behaviors … … that may be used to control the actions of entities (as opposed to units) …
E N D
Continuous Entity Behaviors (CEB) and Human Intelligence (HUMINT) in OneSAF David Nash, Ph.D.
Continuous Entity Behaviors • The name is descriptive of the capability: • It refers to a set of OneSAF behaviors … • … that may be used to control the actions of entities (as opposed to units) … • … which operate continuously whenever the entity is not performing an assigned (directed) behavior. • Objectives • Provide schedulable, randomized behaviors to represent the asynchronous activities of lifeforms and vehicles. • Allow for manual or semi-automatic specification of behavior locus. • Manual: "Use this specific building as your workplace." • Semi-automatic: System identifies an appropriate location within a specified bounding area • User is able to specify by data the building functions and feature types to select for the performance of certain kinds of activities (e.g. workplace, shopping, or recreation areas)
Types of CEB implemented • Go to place – Move to a particular location or area. • Optionally, perform "milling" activities at that location that are place-specific. For example, within a building an entity will periodically move to a different location within the room, as if pacing, or walking to a file cabinet, etc. • Travel roads - vehicles travel random patterns within a road network constrained to a two-dimensional space. This models the movement of delivery trucks, patrolling security vehicles, etc. • Loiter - Entities move about periodically within a designated area. This may be used to model the activities of children playing in a park, shoppers browsing an outdoor mall, etc.
The Scheduled task trigger type • CEB are used to perform activities on a periodic basis. • The Scheduled task trigger type is responsible for execution of CEB at the appropriate time. • Scheduled trigger inputs: • Day of week • Time of day • Duration (possibly infinite) • Multiple CEB may be scheduledwithin the same phase to representactivities during multiple days ofthe week.
Future work – tools interface • A partial implementation of an interface to create schedule "classes" has been developed that will make it easier to assign CEB to large groups of entities • "Within this specified area give me 50% day workers, 30% farmers, and 20% street people." • The schedule classes day worker, farmer, and street person have associated sets of scheduled behaviors to represent their habitual activities, e.g. for day worker: • Go to work at 0800 ± 30 minutes • Got to lunch at 1200 ± 60 minutes, return at 1400 ± 30 minutes • Go home at 1700 ± 30 minutes
“Idle” behaviors • “Idle” behaviors are executed whenever an entity is not responding to an event. • Noncombatant idle behaviors include: • Navigate building perimeter • Follow road feature • Move to and enter building • Select and move to random point
Reactions to events • Humans often exhibit instinctive responses to certain kinds of events in group settings, e.g. detonations • Entities may be composed with an agent that listens for particular events of interest. • Upon detection of an event, the agent causes a reactive behavior to be performed. • The mapping of reactive behavior to stimulating event is data-driven, and thus configurable prior to run time.
Elements of a typical urban scenario NC's pursue various idle cycle behaviors within AO An event occurs; entities within range respond As reaction durations elapse, affected entities return to idle behaviors
Example scenarios supported by idle / reactive behaviors Plaza bomber Humanitarian aid Protest
Representing HUMINT • Lifeform entities (e.g. individual combatants, civilians) may be configured to possess information "nuggets" that are either: • Free-format • Descriptive of an activity (task) • Such configuration may take place before or during scenario execution • Both formats include attributes to indicate subject, content, time of receipt, source, and classification • The HUMINT tab of the Intel Battle Command Frame provides a graphical interface that exposes nugget contents to human role-players / analysts
Types of HUMINT-generated information • Free-format: Text without any particular structure. The preceding slide is an example of this type. • Task oriented: Interview subjects that are participants in a future orderable behavior • If information transfer is partial, it is expressed using these increments: • Free format: • WHO: The interview subject • WHAT: The title of the nugget • WHEN: The nugget timestamp • DETAILS: The content • Task-oriented: • WHO: The ordered actor • WHAT: The title of the behavior (e.g. Construct HVIED) • WHEN: The behavior trigger (at time, on command, or completion of previous • DETAILS: Input parameters peculiar to the ordered behavior
Transmission of HUMINT • Information may be transferred from one lifeform to another by using the Conduct Interview orderable behavior • The ordered actor approaches the interview subject, and after an appropriate time delay, information flows from the subject to the interviewer. • The time needed to conduct the interview, as well as the subject's inclination to be forthcoming is affected by: • Side relationship between subject/interviewer sides • Level of cooperation between subject/interviewer sides
Attenuating the flow of information • Side relationship: A discrete characterization of how entities from each side relate to each other. Side relationships need not be reciprocal. • Cooperation: A sliding-scale characterization of entities' willingness to divulge information.
Attenuating the flow of information • A randomly generated value is compared to data-driven thresholds to determine the increments of information that are transferred. • Side relationship between interview subject and interviewer determines the applicable band of thresholds; the random value determines which increments will be conveyed.
Influencing cooperation • Certain activities change the willingness of sides to cooperate: • Civil-military operations - Humanitarian relief operations • Psychological operations - Fires and effects • Coercion - Security • The effects of these activities are represented by the orderable behavior Influence Cooperation • Ordered actor occupies the area within which influence is desired to be imposed; after an appropriate delay, the effect on cooperation between the side performing the activity and the sides of entities transiting the area of influence is modified • The intensity of the effect is: • Proportional to the number of entities performing the action and the number of influenced entities. • Inversely proportional to the size of the area of influence.