Copyright 2007 Northrop Grumman Corporation Proprietary Level 1 Copyright 2007 Northrop Grumman Corporation 3 Northrop Grumman Private/Proprietary Level I The Pythagoras Environment Physics Leadership Human Factors Morale Training Confidence Fatigue Fear Comradeship Political Leanings Anger Decision Making Intelligence Communication Inspiration Influencers Sensors Platforms Resources Terrain Weather The Three Regions Are Tightly Linked
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• Affiliation/Uniform (Shades of Red, Green, Blue)• Vulnerabilities (Multiplier on Lethality and Affiliation Changes)• Up to 10 Optional Attributes• Attribute Vulnerability (Multiplier on Influencers Affecting Attributes)• Leadership (Charismatic or Hierarchal)• Obedience – Repeating Orders Results in Nagging• Knowledge Retention• Communications Effectiveness• Marksmanship – Strength of the Ability To Influence• Height and Altitude• Detectability (Multiplier on Sensor Detection)• Vulnerability (Multiplier on Lethality)• Speed, Speed Variability• Movement Selection Mode (Mode 1, 2, 3 or 4)• Has Weapon Type (Up to Ten)• Has Sensor Type (Up to Ten)• Has Comm Type (Up to Ten)• Next Waypoint• Waypoint Proximity (How Close Is Close Enough?)• Target Value• Hold-Fire Desire• Target Persistence• Fuel Tank Capacity, Fuel Initial Load, Usage per Step• Resource X,Y,Z Capacity, Resource X,Y,Z Initial Load, Usage per Step
Agent Characterization
Italics Indicate Possible Soft Decision Rule Variable
• Event-Driven Engine Option– Current Version Is Time-Stepped
• Arc/Node Terrain– Network-Oriented Terrain Option Would Provide New
Capabilities• Configurable GUI
– Start Simple, Add Capability as Needed• Additional Functionality
– Imperfect Knowledge About Affiliation– More Fire And Movement Desires– “OR” Options for Attributes and Affiliations– Moving and Shooting Detection– Explicit Initial Locations– Many Others...– Application-Driven Upgrades
INFLUENCER/WEAPON:• Hold Influence Unless Being Influenced/Actively Influence• Highest Effectiveness/Lowest EffectivenessMOVEMENT:• Toward (if > d) or Away From (if < d) Closest Leader • Toward (if > d) or Away From (if < d) Closest Unit Member/Friendly • Toward Furthest Unit Member/Friendly (if > d) – Group Cohesion• Toward Next Waypoint (if > d)• Toward (if > d) or Away From Nearest Enemy (if < d)• Toward Small Number of Enemy (if # Enemy or Ratio within d < e) – Advance• Away From Large Number of Enemy (if # Enemy or Ratio within d > e) – Withdraw• Toward Objective• Toward Injured Friend – Restore or Heal• Toward Friend (if > d) Needing Fuel, Resource X, Resource Y, Resource Z • Toward Friend (if > d) Supplying Fuel, Resource X, Resource Y, Resource Z • At Random – Crowds• Continue Same Direction• Stay in Place if Desire To Move Is Weak – SlothTERRAIN:• Avoid Bad Terrain if (Low Mobility or Poor Concealment or No Defense)• Prefer Good Terrain if (Azimuth, High Mobility, Good Concealment, or Protection)
d – Distance, e – Enemy Count All Breakpoints Are Soft
• Each Agent Calculates the Movement Direction for Each Non-Zero Desire
• They Are Then Combined Either by:– Using Vector Algebra, with the Desires as a Weight, or– Picking the ‘Strongest’ One (the Highest Desire), or– Averaging the Top Two, or– Using Monte Carlo, Weighted by Desire
• Thus, Movement Directions Are Calculated Based on the Current Situation, Not Scripted in Advance
• Ten Alternatives: 1-10• Similar to Sidedness Except “Affiliation” Is
Optional• Attribute Change Rules Add To or Subtract From
an Attribute– Example: Shot At = +.01 Att[0], -.01 Att[1], -.03 Att[6].– Distances and Values Are All Soft Rules
• Behavior Change Triggers Occur When Attribute Thresholds Are Exceeded– Example: Att[4] > .5 or Att[6] < .5– Read New Behavior = Follow Leader or Become Suicide
Side or Attribute Change Events• Know About Leader
– Leader from Same Unit Found Out About• Don’t Know About Leader
– No Leader from Same Unit Found Out About• See Leader• Too Many Enemies• Too Few Friends• Outnumbering by a Ratio• Outnumbered by a Ratio• Being Influenced
– One Change for Each Occurrence• Influencing• At Waypoint• At Objective• All Is Well
– Used To Restore Original Conditions– Example: No Leader for a While, Then Leader Is Reacquired
Triggers• Events That Cause an Agent To Change Behavior:
– Loss of Leader (No Leader Within d)– Red, Green, or Blue Becoming Greater or Less Than v– Attributes Becoming Greater or Less Than v– Resource X, Resource Y, or Resource Z Becoming Greater or Less
Than v%– Being Shot At– Detecting an Enemy– Detecting a Friend – Arriving at a Waypoint or Objective– Friendly Casualties (Fewer Than x% Known Remaining)– Fuel Becoming Greater or Less Than v%– Time Step (Absolute and Relative)
• Trigger Action Reads a New, Complete, Explicitly Named Behavior Template (Including Setting New Triggers)
• Delay Before Action (Future Capability)– Simulates Communication/Spin-up Time
x– Force Strength Threshold, d – Distance Threshold, v –Value
Activities When A Trigger Fires• Triggers Are User-Prioritized
– If More Than One Fires, Only One Is Acted Upon• Each Trigger Is Associated with a Named Behavior
– Example: Loss of Leader = ‘Surrender’• When Fired, a Trigger Reads in New Agent Behavior
– Movement Desires & Terrain Preferences– Changes to Other Attributes (Speed, Altitude, Vulnerability,
Leadership, etc.)– New Waypoints– New Current Color or Change Color by Actions– New Current Attribute or Change Attribute by Actions– New Weapon, Sensor, Comm Possessions– New Engagement Desires (Hold-Fire, Weapon Selection Logic, Target
Persistence)– New Fuel, Resource X, Resource Y, or Resource Z, Settings– New Behavior Change Triggers (and Priorities)
• No Limit To Number of New Behavior Changes (One Per Time Step)