Synthetic Behavior for Small Unit Infantry: Basic Situational Awareness Infrastructure

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Synthetic Behavior for Small Unit Infantry: Basic Situational Awareness Infrastructure Chris Darken Assoc. Prof., Computer Science MOVES 10th Annual Research and Education Summit July 13, 2010 831-656-7582 http://movesinstitute.org

Report Documentation Page Form Approved OMB No. 0704-0188 Public reporting burden for the collection of information is estimated to average 1 hour per response, including the time for reviewing instructions, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the collection of information. Send comments regarding this burden estimate or any other aspect of this collection of information, including suggestions for reducing this burden, to Washington Headquarters Services, Directorate for Information Operations and Reports, 1215 Jefferson Davis Highway, Suite 1204, Arlington VA 22202-4302. Respondents should be aware that notwithstanding any other provision of law, no person shall be subject to a penalty for failing to comply with a collection of information if it does not display a currently valid OMB control number. 1. REPORT DATE 13 JUL 2010 2. REPORT TYPE 3. DATES COVERED 00-00-2010 to 00-00-2010 4. TITLE AND SUBTITLE Synthetic Behavior for Small Unit Infantry:Basic Situational Awareness Infrastructure 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR(S) 5d. PROJECT NUMBER 5e. TASK NUMBER 5f. WORK UNIT NUMBER 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) Naval Postgraduate School,Department of Computer Science,Moves Institute,Monterey,CA,93943 8. PERFORMING ORGANIZATION REPORT NUMBER 9. SPONSORING/MONITORING AGENCY NAME(S) AND ADDRESS(ES) 10. SPONSOR/MONITOR S ACRONYM(S) 12. DISTRIBUTION/AVAILABILITY STATEMENT Approved for public release; distribution unlimited 13. SUPPLEMENTARY NOTES Research & Education Summit, 13-15 July 2010, Monterey, CA 14. ABSTRACT 11. SPONSOR/MONITOR S REPORT NUMBER(S) 15. SUBJECT TERMS 16. SECURITY CLASSIFICATION OF: 17. LIMITATION OF ABSTRACT a. REPORT unclassified b. ABSTRACT unclassified c. THIS PAGE unclassified Same as Report (SAR) 18. NUMBER OF PAGES 13 19a. NAME OF RESPONSIBLE PERSON Standard Form 298 (Rev. 8-98) Prescribed by ANSI Std Z39-18

SA for Synthetics: Still an Issue Unfortunately, there are some causes for frustration that can't be chalked up to realism. These come primarily from your AI squadmates, who occasionally exhibit a serious lack of battlefield judgment. For example, if you are crouched and firing regular shots at an enemy position, an ally will think nothing of walking in front of your gun as he tries to gain a better position. Your buddies can also get confused about cover; sometimes they position themselves on the wrong side of a barrier or just outside of a protective wall. Chris Watters, Game Spot, Review of Operation Flashpoint: Dragon Rising (same engine as VBS2)

Basic SA? In human behavior simulation, it is still the case that some necessary phenomena are completely unrepresented Then the first task is to provide functionality as quickly as possible, without worrying too much about how humans actually do it For important phenomena, we will surely have the opportunity to do additional passes for increased realism I think we've achieved an infrastructure capable of basic SA

Outline SA Ingredients Navigation graphs Precomputed detectability (exposure plus contrast) Threat densities Shared move plans Way Ahead Transfer to sims Better scaling More human-like approaches

Navigation Graph Waypoints Characterize continuous space by a finite set of points Edges Indicate where it is possible for blue (or red) to move

Precomputed Detectability Contrast and exposed surface area Detection probability (ACQUIRE) Covered positions (including cover from particular threat directions) How exposed each location is to potential shooters

Threat Densities Shows where unseen threats may be Updated often based on all available information

Shared Move Plans Allows individuals and smaller units to plan a move coordinated with the larger unit

Typical Use Case Fireteam is ordered to move to a position and provide overwatch over a given sector End positions providing good overwatch and cover are selected (D) Fireteam route is planned (G, D) Loop Successive individual paths are planned for the next few seconds (G, D, P) Individuals scan for targets and threat density is continuously updated (D,T) G D T P

Transfer to Simulations ONR's BASE-IT prototype (interactive trainer) Status: 2.5 yrs of work, 0.5 to go (Delta3D team) Marine fireteam behaviors Detailed impl. of combat patrols, react to sniper TRAC's COMBAT XXI (analytic sim) Status: 1 yr of work done, at least 1 more to go (Evangelista, Ruck, Balogh) Partial impl. (no threat map, coordinated move) Focus is on the functionality (few tests so far) Detailed publications in the works (AIIDE 2010 paper available as an accepted draft)

Currently implenting a quadtree-based level of detail scheme Multiple navigation graphs with of vaying granularity covering the entire terrain Coarser graphs can be used far from the action Better Scaling

More Human-Like Approaches Image input and computer vision-like approaches instead of navigation graphs Already done to a very minor extent in computing detectability parameters Agents that use the same inputs as humans should be attempted (video in, mouse and keyboard out)

Summary Complete set of basic infrastucture for representing small unit kinetic SA Completeness can be proven only by developing more behaviors Can run at interactive rates for a Marine squad on a small map (half of Range 200 at 29 Palms) Should be running on larger terrains (Kilo 2 range at Pendleton) by end of summer Relevant to the whole spectrum of ground combat simulations from interactive trainers to analytic sims