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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.