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      WSC 2003 Final Abstracts  | 
 
Military Applications Track
 
Monday 10:30:00 AM 12:00:00 PM 
Military Keynote 
Chair: Raymond 
Hill (Wright State University)
  Wargames, Preemption and a Lot of Other Curious 
  Behavior
James F. Dunnigan (Strategy Page)
  
Abstract:
Wargames have been used by the American military for 
  over a century. This is for good reason as wargames work. A wargame is an 
  attempt to get a jump on the future by obtaining a better understanding of the 
  present and the past. Wargames have no problem with what is now called the 
  "doctrine of preemption." Preemption is just another form of surprise and 
  surprise has always been a major weapon in warfare. This paper, and the 
  associated military keynote address, discusses wargames, who uses them, and 
  why the wargames work. In addition, trends and the future impact of wargames 
  are discussed. 
  
Monday 1:30:00 PM 3:00:00 PM 
Agent Models I 
Chair: Lance 
Champagne (Air Force Institute of Technology)
  Action Models
Gary W. King, Clayton T. 
  Morrison, and Paul R. Cohen (University of Massachusetts)
  
Abstract:
Building military simulations requires bridging the gap 
  between the knowledge of commanders and computer representations of that 
  knowledge. A significant part of this knowledge concerns military tasks, their 
  interactions, and an understanding of how to grade their achievement. Action 
  Models describe the complex spatial and temporal dynamics of goal directed 
  tasks with a graphical notation. Commanders can understand the notation and 
  Knowledge Engineers can convert it into declarative or procedural forms. The 
  conversion makes possible automated After Action reviews of plans written in 
  terms of these tasks. We describe Action Models, their conversion into Tapir, 
  a declarative executable action language, and their use in the DARPA Rapid 
  Knowledge Formation (RKF) Program. 
  
Frequency-Based Designs for Terminating 
  Simulations: A Peace-Enforcement Example
Susan M. Sanchez (Naval 
  Postgraduate School) and Hsin-Fu Wu (United States Navy)
  
Abstract:
In recent years, the U.S. Marine Corps has begun 
  developing an infrastructure for applying agent-based models and simulation, 
  computing power, and data analysis and visualization technologies to help 
  answer complex questions in military operations. Factor screening approaches 
  are of particular interest, since even relatively simple agent-based models 
  may have hundreds (or even thousands) of inputs that can be varied. We 
  describe a new experimental design, called a frequency-based design, that can 
  be used for exploring the behavior of terminating simulations. We apply this 
  to a model of a peace-enforcement operation. We examine the behavior of four 
  performance measures (including two attrition ratios) and discuss how the 
  results confirm and complement earlier findings. We conclude with a brief 
  discussion of issues that merit further investigation. 
  
UTSAF: A Multi-Agent-Based Framework for 
  Supporting Military-Based Distributed Interactive Simulations in 3D Virtual 
  Environments
Joseph Manojlovich, Phongsak Prasithsangaree, Stephen 
  Hughes, Jinlin Chen, and Michael Lewis (University of Pittsburgh)
  
Abstract:
A Military-based distributed interactive simulation 
  (DIS) such as ModSAF has been used for many years. Several problems of the 
  DIS-based simulation to support a large and heterogeneous virtual simulation 
  environments have been discovered. To solve these problems, we propose an 
  architectural multi-agent-based framework to support a large military-based 
  simulation with 3D visualization using inexpensive game simulators. A software 
  agent is used to reduce DIS traffic to efficiently utilize network bandwidth. 
  It also performs protocol conversion between DIS protocol and a game engine 
  protocol. Additionally, using a multi-agent system, our work is easily 
  expandable to support several network environments and also to support 
  agent-based intelligent operations. Our main contribution is twofold. We use 
  multi-agent system which is scalable to support our framework. In addition, 
  our framework builds a simulation bridge that enables affordable high-quality 
  3D viewer node using affordable game simulations for military simulations. 
  
Monday 3:30:00 PM 5:00:00 PM 
Human Systems Modeling 
Chair: 
Janet Miller (Air Force Research Laboratory)
  Specifying the Behavior of Computer-Generated 
  Forces without Programming
Daniel Fu, Ryan Houlette, and Randy 
  Jensen (Stottler Henke Associates, Inc.)
  
Abstract:
The behavior of automated forces in military training 
  simulations is frequently hard-coded by a software developer after conferring 
  with subject matter experts. These experts do not directly participate in the 
  development process, instead relying on the developer to correctly implement 
  appropriate behavior. This dependency can result in increased simulation 
  development time and cost. We present a visual behavior representation and 
  accompanying authoring tool that is meant to accelerate the development 
  process by enabling experts to participate in development, while not hindering 
  software developer productivity. An author using this tool constructs 
  behaviors by assembling flowchart-like diagrams from a set of building blocks. 
  The resulting behaviors can be directly executed in a simulation using a 
  simplified yet powerful computational model, also described in this paper. We 
  also discuss the application of this visual behavior representation to the 
  creation of automated players for the Counter-Strike computer game. 
  
Fidelity and Validity: Issues of Human Behavioral 
  Representation Requirements Development
Tom Hughes and Evan Rolek 
  (General Dynamics, Advanced Information Systems)
  
Abstract:
Within the modeling and simulation (M&S) community 
  issues of fidelity and validity are often considered the fundamental metrics 
  used to gauge the quality and utility of a given model or simulation. These 
  concepts are also critical to the development of representational requirements 
  during the creation of both constructive and virtual simulation environments. 
  Unfortunately there seems to remain significant confusion regarding the 
  operational definitions of these terms and their implications for the 
  development of human behavioral representation requirements. An effective 
  requirements analysis can provide a degree of traceability from fidelity 
  requirements back to simulation goals and objectives so that appropriate 
  tradeoffs can be made. The present paper reviews our methodology, which is 
  based on a cognitive systems engineering approach, and preliminary findings to 
  date. 
  
Assessing Technology Effects on Human Performance 
  through Trade Space Development and Evaluation
Christopher R. Hale 
  (Science Applications International Corporation)
  
Abstract:
Constructive simulation provides an exploratory 
  environment for performance – effectiveness tradeoffs. However, technology 
  trade spaces comprise many potential experiments, each containing a large 
  sample space of experimental outcomes. Exploration of this entire space is an 
  intractably large problem. We describe a methodology that focuses analysts 
  only on regions of the trade space holding the most promise for effective 
  analyses. Our methodology uses an iterative process to define the trade space, 
  develop system and operator descriptions, parameterize the trade space and 
  analyze performance against requirements. Each step is briefly described 
  through the use of a notional attack aircraft crew system example. Four 
  vectors through the trade space are identified to guide definition of specific 
  issues modeled within the Combat Automation Requirements Testbed (CART) 
  environment. CART constructive simulations serve a critical role by allowing 
  rapid development and testing of alternative technologies in each area of 
  interest. 
  
Tuesday 8:30:00 AM 10:00:00 AM 
Agent Models II 
Chair: Jason 
Offiong (National Defence Headquarters)
  Search Theory, Agent-Based Simulation, and 
  U-Boats in the Bay of Biscay
Lance Champagne and R. Greg Carl (The 
  Air Force Institute of Technology) and Raymond Hill (Wright State University)
  
Abstract:
To date, most search theory study has focused either on 
  analytical models of specific situations requiring rigid assumptions, or, as 
  in the case of search and rescue, operational experiments aimed at obtaining 
  detection probabilities for a variety of scenarios. Analytical search theory 
  results provide bounds on empirical results. This research introduces an 
  agent-based simulation approach to the subject of offensive search operations 
  in combat. Generally, the value of a combat simulation is measured in terms of 
  insights gained through experimentation. Agent-based simulation enables 
  insights with regards to the emergent behavior of the individual combatants, 
  groups of combatants, or the system as a whole. Emergent behavior for the 
  purposes of this research is system behavior, not explicitly programmed, 
  arising from local interactions between agents. Such behavior with respect to 
  search effectiveness is investigated within the context of a historical case 
  study involving offensive search. 
  
Dynamic Path-Planning for Search and Destroy 
  Missions – The Bay of Biscay Scenario
Subhashini Ganapathy and 
  Raymond R. Hill (Wright State University)
  
Abstract:
Among the many modeling methods used for military 
  applications, simulation modeling is one of the most popular as it offers 
  flexibility and an ability to perform “what-if” analysis. In this paper, we 
  discuss search and destroy missions in the context of the World War II Bay of 
  Biscay U-boat scenario. We present a simulation architecture that supports 
  integration of human reasoning with simulation-based optimization methods. 
  
Bay of Biscay: Extensions into Modern Military 
  Issues
Lance E. Champagne (Air Force Institute of Technology)
  
Abstract:
Multi-agent simulations are finding application in an 
  increasing number of areas over a wide spectrum of disciplines. In recent 
  years, the application of multi-agent systems to problems in the military has 
  received a proportional amount of interest. However, the military analysis 
  community is in its infancy with respect to multi-agent simulations, and the 
  efforts thus far have involved relatively simple scenarios. As a result, these 
  efforts have not been able to bring multi-agent simulations into the 
  mainstream of the analysis community. In this paper a mission-level 
  agent-based simulation of the U-Boat war in the Bay of Biscay between German 
  U-Boats and Allied aircraft is presented. The results from two 6-month 
  intervals of the operations are presented and compared to historical outcomes. 
  The scenario is subsequently generalized to provide a basis for extension into 
  modern military situations of significant interest. Additionally, several 
  relevant examples are presented. 
  
Tuesday 10:30:00 AM 12:00:00 PM 
Logistics 
Chair: J. Miller 
(Air Force Institute of Technology)
  Simulation based Decision Support for Supply 
  Chain Logistics
Subhashini Ganapathy and S. Narayanan (Wright State 
  University) and Krishnamurthy Srinivasan (Intel Corporation)
  
Abstract:
Supply chain logistics planning is a complex process in 
  both military and civilian operations. Poor planning may lead to system 
  instability that might seriously influence the ability of the supply chain to 
  satisfy its customers or might affect a combat mission. Therefore, correct 
  decisions need to be made to optimize the performance of the system. It is 
  important that the right information is transferred to the concerned unit that 
  needs to receive the right information. Our model features a decision support 
  system that aids human in making decisions and studies the role of a decision 
  support system in enhancing the performance of the supply chain logistics 
  system. The model is object oriented in nature, which helps in rapid 
  prototyping of the different components of the system. 
  
Impact of an Autonomic Logistics System (ALS) on 
  the Sortie Generation Process
Paul D. Faas (Air Force Research 
  Laboratory) and J. O. Miller (Air Force Institute of Technology)
  
Abstract:
The current Air Force aircraft logistics system is 
  reactive in nature, meaning that once a fault is detected, maintenance 
  personnel must perform fault isolation procedures and then take steps to 
  repair or replace the faulty item. The Autonomic Logistics System (ALS) 
  concept changes this reactive process into a proactive one. This new approach 
  to the logistics process shows the potential for cost savings, increased 
  aircraft availability, and better system performance. With an ALS, certain 
  logistics tasks can be handled autonomously such as ordering parts for a 
  broken system, calling the right maintenance specialist to the right aircraft, 
  or notifying the maintenance control center that a certain aircraft has a 
  malfunctioning system and will not be available for the next sortie. This 
  study employs an Arena 5.0 discrete-event simulation model to explore the 
  effect of an ALS on the sortie generation process for a fighter squadron 
  during day-to-day operations. 
  
T.LoaDS Treatment of Assigning and Filling 
  Orders
Bob Hamber (Naval Facilities Engineering Service Center)
  
Abstract:
The Tactical Logistics Distribution System (T.LoaDS or 
  TLoaDS) is a powerful and flexible simulation application for assessing 
  current or future tactical distribution systems. It is a discrete event 
  analytical model for assessing the pros and cons of new doctrine, distribution 
  techniques, organizational structures, and equipment concepts. It can also be 
  used for mission planning allocating available resources to sustain a military 
  force in a wide variety of scenarios. This paper covers how TLoaDS models the 
  order assigning and filling process. While order assigning is simple, the 
  order filling process dynamically selects the combination of container, 
  handler, and transporter appropriate for the current order, conditions and 
  rule set. A scoring system with user adjustable weighting factors allows 
  biasing the shipment plan towards more efficient use of transporters, or more 
  responsive filling of orders.
  
Tuesday 1:30:00 PM 3:00:00 PM 
Emerging Areas: Urban Operations and 
UCAVs 
Chair: Subhashini Gunapathy (Wright State University)
  Human Effectiveness Issues in Simulated 
  Uninhabited Combat Aerial Vehicles
Sasanka V. Prabhala, Jennie J. 
  Gallimore, and S. Narayanan (Wright State University)
  
Abstract:
The advancement in technology has brought a new 
  revolution in the military domain. The success of the two unmanned 
  reconnaissance prototypes Predator and Hunter had paved the way to the 
  development of more challenging remotely operated vehicles (ROVs), such as 
  uninhabited combat aerial vehicles (UCAVs), used for locating, identifying, 
  and destroying the enemy targets. As these semi-autonomous systems become more 
  and more complex, the use of automation tools become inevitable. Although 
  automation is introduced to reduce operator workload, increase in the 
  automation features also increases the complexity of the system. The 
  complexity of the system is increased by factors like situational awareness, 
  trust, biases, workload, skill degradation as well as many other human factors 
  issues. The purpose of this paper is to describe the research and development 
  of a UCAV interfaces and simulation that can support human factors issues for 
  controlling multiple UCAVs. 
  
A Game Engine based Simulation of the NIST Urban 
  Search and Rescue Arenas
Jijun Wang, Michael Lewis, and Jeffrey 
  Gennari (University of Pittsburgh)
  
Abstract:
We are developing interactive simulations of the 
  National Institute of Standards and Technology (NIST) Reference Test Facility 
  for Autonomous Mobile Robots (Urban Search and Rescue). The NIST USAR Test 
  Facility is a standardized disaster environment consisting of three scenarios 
  of progressive difficulty: Yellow, Orange, and Red arenas. The USAR task 
  focuses on robot behaviors, and physical interaction with standardized but 
  disorderly rubble filled environments. The simulation will be used to test and 
  evaluate designs for teleoperation interfaces and robot sensing and 
  cooperation that will subsequently be incorporated into experimental robots. 
  This paper describes our novel simulation approach using an inexpensive game 
  engine to rapidly construct a visually and dynamically accurate simulation for 
  both individual robots and robot teams. 
  
Research Plan Development for Modeling and 
  Simulation of Military Operations in Urban Terrain
Thomas M. 
  Cioppa, John B. Willis, Niki Deliman Goerger, and Lloyd P. Brown (US Army 
  Training & Doctrine Command Analysis Center)
  
Abstract:
The transformation of the US Army to the Objective 
  Force will rely heavily upon the use of modeling and simulation (M&S) for 
  analysis, including assessment of our ability to fight in urban environments. 
  Current model research for military operations in urban terrain (MOUT) is 
  disjoint. Current models are judged to be insufficient as a foundation for 
  simulation of urban operations. The Army Model and Simulation Office (AMSO) 
  has formed a Focus Area Collaborative Team (FACT) to address these issues. The 
  MOUT FACT directs all future urban operations modeling efforts to ensure that 
  new simulations credibly depict MOUT. The MOUT FACT employs a top-down 
  approach designed to (1) identify the best urban M&S projects that will 
  address prioritized deficiencies and (2) identify potential collaboration 
  opportunities. This paper details the methodology employed by the MOUT FACT to 
  develop the urban M&S research plan and the results of its efforts to 
  date. 
  
Tuesday 3:30:00 PM 5:00:00 PM 
Simulation for Emergency Response 
Chair: Sanjay Jain (Virginia Tech)
  JTLS-JCATS Federation Support of Emergency 
  Response Training
Francis A. Bowers, III and David L. Prochnow (The 
  MITRE Corporation)
  
Abstract:
The Joint Warfighting Center (JWFC) supports Combatant 
  Commander exercise programs with several simulation suites. Ten years ago 
  simulated scenarios involved combat. Increasingly, however, scenarios depict 
  crisis requiring humanitarian assistance, disaster relief, or similar 
  emergency response (ER). JWFC responded to the change in scenario requirements 
  by developing a simulation suite using existing Joint Simulations and the High 
  Level Architecture (HLA). This paper briefly introduces JWFC's concept of 
  simulation-based exercise support and recommends its application to training 
  and exercising members of an Emergency Operations Center (EOC) or other ER 
  management staff. The bulk of the paper describes federating the Joint Theater 
  Level Simulation (JTLS) with the Joint Conflict and Tactical Simulation 
  (JCATS). The paper presents a notional scenario involving the simulated 
  detonation of a chemical weapon and articulates how the decisions made by the 
  training audience, members of an EOC, result in simulated actions and events 
  taken to mitigate casualties. 
  
Homeland Defense Center Network – Capitalizing on 
  Simulation, Modeling and Visualization for Emergency Preparedness, Response 
  and Mitigation
Jack Corley (Advanced Technology Institute) and Dan 
  Lejerskar (Eon Reality, Inc.)
  
Abstract:
Emerging simulation, modeling and 3D visualization 
  technologies (3D-SMV) could be used to dramatically improve how we prepare 
  for, respond to and recover from disaster across federal, state, and local 
  lines. It is now possible, at low-cost, to: · Address 3D-SMV needs with 
  seamlessly integrated, commercial, scalable, networked solutions. · Provide 
  unique flexibility to reuse 3D-SMV content across PC, laptop, or mobile 
  devices via CD, LAN or Internet. · Portray fully interactive 3D-SMV on 
  multi-wall display and, without change, on monitors with optional accessories 
  including head-mounted displays, haptic gloves, 3D glasses. In the Homeland 
  Defense Center Network, ATI is teamed with Eon Reality and University-based 
  Homeland Defense Centers. Each Center has unique expertise in applying 3D-SMV 
  to: urban assessment; surveillance; sensor simulation; critical 
  infrastructure; scalable training; firefighting; and HAZMAT. This paper 
  describes efforts to use these centers to capitalize on 3D-SMV for training 
  and decision support throughout the emergency life-cycle. 
  
A Framework for Modeling and Simulation for 
  Emergency Response
Sanjay Jain (Virginia Polytechnic Institute 
  & State University) and Charles McLean (National Institute of Standards 
  & Technology)
  
Abstract:
A number of modeling and simulation tools have been 
  developed and more are being developed for emergency response applications. 
  The available simulation tools are mostly meant for standalone use. Addressing 
  an emergency incident requires addressing multiple interdependent aspects of 
  the situation. The simulation tools addressing different aspects of an 
  emergency situation need to be integrated to provide the whole picture to 
  planners, trainers and responders. A framework is required to ensure that 
  modeling and simulation tools can be systematically integrated together to 
  address the overall response. This paper proposes a framework for integration 
  of modeling, simulation and visualization tools for emergency response. The 
  development and implementation of the proposed framework will significantly 
  improve the nation’s capability in the emergency response area. 
  
Wednesday 8:30:00 AM 10:00:00 AM 
Algorithms and Analyses 
Chair: Patrick Delaney (Center for Army Analysis)
  Piggy-Backed Time-Stepped Simulation with 
  'Super-Stepping'
S. C. Tay, G. S.H. Tan, and K. Shenoy (National 
  University of Singapore)
  
Abstract:
We propose an optimization technique for reducing 
  global synchronizations in traditional time-stepped simulations. Time-stepped 
  simulations are known to be efficient when events are frequent or dense. 
  However, when events are less frequent (when compared to the size of 
  time-steps) the performance of time-stepped simulations drop noticeably. This 
  paper aims at improving the performance of traditional time-stepped 
  simulations during low frequency periods and maintaining its efficiency during 
  high frequency periods. We focus on interactive simulations which have tight 
  real-time interactive constraints. The proposed optimization is achieved by 
  informing the host about future events. This information is ‘piggybacked’ on 
  the ready messages sent by the participating Processing Elements (PE) to the 
  host. We maintain simulation efficiency by switching between the proposed 
  technique and the traditional technique depending on the observed event 
  density. To achieve this switching we introduce a concept called 
  'super-stepping'. A probabilistic method is used to optimize 'super-step' 
  size. 
  
Pre-Reckoning Algorithm for Distributed Virtual 
  Environments
Thomas P. Duncan and Denis Gracanin (Virginia Tech)
  
Abstract:
This paper proposes a pre-reckoning algorithm for 
  distributed virtual environments. First, an overview of dead reckoning 
  techniques used in distributed virtual environments is provided. The benefits 
  and drawbacks of implementing dead reckoning within specific types of 
  distributed virtual environments are discussed. An alternative to traditional 
  dead reckoning techniques used in DIS-compliant distributed virtual 
  environments is proposed. The alternative, referred to as "pre-reckoning," 
  seeks to significantly reduce prediction error with a minimal increase in the 
  number of entity state update packets issued. The performance of the 
  pre-reckoning algorithm is compared to one of the DIS standard algorithms for 
  location prediction. The test cases are based upon a game-based environment 
  where the movements of participants are influenced by physical boundaries. 
  
Simulation Modeling and Analysis in Support of 
  Brigade Assault Bridging Operations Planning
Patrick James Delaney 
  (United States Army)
  
Abstract:
Simulation models allow us to examine the performance 
  of critical systems variables and provide input into a decision making 
  process. In military operations, the complex inter-actions of many subsystems 
  necessitate the use of simulation models. The key is scoping the problem at 
  the outset and being flexible enough to add or delete model items, as needed. 
  This paper provides some insight into a quick analysis for the Army of brigade 
  assault river crossing requirements and the use of discrete-event simulations 
  in determining what the “real” requirement should be. Additionally, a spatial 
  and temporal analysis builds on the initial analysis. Both analyses provide 
  critical input to a military commander’s decision-making process. 
  
Wednesday 10:30:00 AM 12:00:00 PM 
Support to Decision Makers 
Chair: Christopher Hill (U. S. Army, Center for Army Analysis)
  Caveats for Simulation Modeling in Support of 
  Decision Making
Christopher M. Hill (United States Army) and Linda 
  C. Malone (University of Central Florida)
  
Abstract:
Simulation modeling is a tool commonly used in support 
  of intelligent decision making by senior managers, particularly for extremely 
  complex problems. This article uses an example from the United States Army 
  Recruiting Command to illustrate some of the statistical pitfalls an analyst 
  may encounter when using simulation modeling. These pitfalls include 
  conflicting results, both due to different modeling approaches and choice of 
  input distributions, and incorrect interpretation of the simulation 
  experimental results. The paper also provides implications for analysts who 
  encounter these situations. The analyst who uses simulation in support of 
  senior decision-makers must understand simulation’s capabilities, limitations, 
  and statistical underpinnings. Failing to do so can result in decisions based 
  on incorrect information. Analysts can guard against these pitfalls through 
  careful consideration of statistics, preparation, and communication. 
  
Evaluation of Army Corps Food Supply System 
  Using Simulation
Ozan Pembe and Ihsan Sabuncuoglu (Bilkent 
  University)
  
Abstract:
The Food Supply System is one of the main elements of 
  the Army Logistics System. The ultimate objective in a food supply system is 
  to provide the food at the right time and in the right amount at the right 
  place. If this objective is achieved, the morale, the health, and the strength 
  of the soldiers on the battlefield will enormously enhanced. The purposes of 
  this study are to test if the existing food supply system of the Turkish Army 
  operates properly under the war conditions; to identify the potential problem 
  areas; and establish time standards for different scenarios. We use simulation 
  as the modelling and analysis tool to answer the above questions. The proposed 
  simulation model of the Army Corps Food Supply System is built in Arena and 
  the results are analyzed statistically. 
  
The use of Recursive Simulation to Support 
  Decisionmaking
John B. Gilmer, Jr. and Frederick J. Sullivan 
  (Wilkes University)
  
Abstract:
Recursive simulation is the technique of having 
  simulated decisionmakers themselves use simulation to inform decisionmaking. 
  In past research, these recursive simulation runs have evaluated the possible 
  outcomes given that a decision was made one way or the other, allowing a 
  simulated commander to consider the consequences of the alternatives. However, 
  this allows only a reactive benefit, since the issue must first be framed in 
  terms of a decision to be made. This paper explores other possibilities. It 
  raises issues of how to represent the information about the future from 
  projections not tied to a specific decision. Also considered is how the 
  explicit details of what is projected might be conveyed back to the current 
  planning context in order to make possible proactive actions. 
  
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