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Building a Cognitive Menu Within a CGF

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Title: Building a Cognitive Menu Within a CGF


1
Building a Cognitive Menu Within a CGF
  • Walter Warwick
  • 29 June 2004

2
Overview
  • The problem
  • The approach
  • A new problem
  • Why bother?

3
The Problem
  • The behavioral realism of the synthetic entities
    that populate CGFs is lacking
  • rigid, brittle and buggy
  • impacts the use of MS in both analysis and
    training
  • divorced from theory
  • No easy avenue for remediation
  • no one wants you to mess with their VVd library
    and no one wants to start over
  • lots of one-off efforts to hook individual
    behaviors

4
One Approach to the Problem
  • Identify the human behaviors within the CGF
  • Expose selected behaviors to external control via
    a client server architecture
  • following sensors and effectors (SA and decision)
    paradigm
  • Develop external models using traditional HSI
    modeling tools (e.g., IMPRINT, Micro Saint) and
    more detailed cognitive architectures (e.g.,
    ACT-R)
  • Make the approach user friendly by providing a
    GUI to the middleware layer

5
(No Transcript)
6
Menu GUI
7
Advantages
  • Scalable architecture
  • First level of disentanglement between systems
    models and behavioral models (not everything is a
    tank)
  • Minimizes hacking within the CGF code
  • Provides the human performance modeler with a
    familiar set of MS tools
  • Make the client side application transparent to
    the external model

8
An Example
9
New Problems
  • In this case, we have an external model
    controlling the high-level, tactical behaviors
    (e.g., which door, entry mode, fire permissions)
  • the external model reflects all the advantages
    alluded to earlier
  • SAF controls low-level, primitive behaviors
    (e.g., route planning, rate of movement, posture,
    formation)
  • Plausible behavior at the tactical level, lousy
    behavior at the primitive level

10
Several Issues
  • Some behaviors can be modeled in relative
    isolation (e.g., which door), some cant (e.g.,
    actions on contact, IFF)
  • hardly ever clear a-priori how a given behavior
    will work out
  • do we tweak the conceptual model or the
    architectural constraints within the CGF?
  • Clearly, we cannot fix our attention at the
    tactical level, to the exclusion of lower levels
  • How much behavioral realism is actually rooted in
    good primitive behaviors (a la Brooks)?
  • How do we avoid regressing toward robotics?

11
Several More Issues
  • Primitive is in the eye of the beholder
  • Platform dependent
  • Model dependent
  • The line between cognitive modeling and CGF
    behavior engineering often gets very blurry
  • E.g., would (should) an aggregation/arbitration
    module be cognitive plausible?
  • What does any of this tell us about cognition?

12
Why Bother?
  • A cognitive menu allows us to frame such
    questions empirically
  • eliminate some of the practical obstacles to
    model development
  • support bakeoffs
  • More manageable scale rather than take top down
    approach (e.g., TacAir SOAR), start with small
    set of behaviors and attributes and see what you
    can do
  • Incremental progress by reaching for low-hanging
    fruit
  • Draw a line in the sand and whether it needs to
    be crossed
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