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Project Albert M

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Title: Project Albert M


1
Project AlbertMS Review 13 November 2002
  • Gary Horne
  • Sarah Johnson

2
Project Albert Summary
  • Chartered by Congress with the vision to
    address questions
  • of military decision-makers not supported by
    traditional methods
  • Leverages High Performance Computing in
    innovative ways
  • Stresses interdisciplinary, joint, and
    coalition collaboration
  • Supports rapid investigation of a wide range of
    alternatives through distillation models and data
    farming methods
  • Applications include efforts in the areas of
    surf zone obstacles,
  • Command and Control, and enhanced blast weapons

3
Distillations
  • Distillation Models Agent-based model that is
    intuitive, transparent, transportable, and
    farmable.
  • Agents autonomous, reactive, motivated,
    adaptive, mobile, proactive, and they
    communicate.
  • A bottom up distillation of the essence of a
    question
  • Quick implementation - less than a few hours

4
What Are Distillations?
  • A distillation is a bottom-up abstraction of the
    essence of a situation.
  • Characteristics of a distillation?
  • Can handle nonlinearities, binary events,
    sensitivity to initial conditions, emergence
  • Adaptable to massively parallel machines
  • Can create data needed for analysis
  • Shows promise to capture intangibles and model
    coevolving landscapes
  • Good for modeling complex adaptive systems
  • And enhances our intuition

5
Which Distillations Does Project Albert Use?
  • ISAAC
  • Mana
  • Socrates
  • Pythagoras

6
ISAAC
7
ISAAC Interfaces
  • SELECT RUN OPTION
  • 1 Run ISAAC engine with
    new input
  • 2 Playback old run
  • 3 Quit
  • ?1
  • SPECIFY FORM OF INPUT
  • 1 Prompt from screen
  • 2 Read from datafile
  • ?2
  • File name ?ISAAC.DAT
  • SPECIFY FORM OF OUTPUT
  • 1 Terminal
  • 2 File
  • 3 Both
  • ?3

8
ISAAC Features
  • Physical Characteristics
  • Movement range, sensor range, fire range,
    communications range
  • Personality Traits
  • Internal value system which weights movement
    toward or away from same/opposing goal,
    alive/injured friendly/enemy agents as applied to
    all other info used by agent to choose a move
  • Used to rank set of possible moves an agent can
    choose to take during current time step
  • Battlefield
  • Two-dimensional lattice of discrete sites
  • Agent States
  • Alive, injured, dead

9
ISAAC Features
  • Movement
  • Next move based on best matching the agents
    personality
  • Group Sociological Factors
  • Constraints such as Advance, Cluster, Combat
    included
  • Advance toward enemy goal if of friendly agents
    exceeds defined threshold
  • Cluster stop moving toward surrounding friendly
    agents if exceeds defined threshold
  • Combat move toward enemy if difference between
    friendly/enemy agents exceeds defined threshold
  • Scenario Generation
  • Text file
  • On-screen manipulation
  • Data Farming
  • Web Interface to MHPCC

10
Mana
11
Mana Interfaces
12
Mana Features
  • Originated by the Defence Technology Agency
    (DTA), New Zealand
  • Parameters/personality traits/rules defined
    similarly to the ISAAC distillation, if not the
    same for some variables
  • Event-Driven Personalities
  • Triggering events such as squad shot at, squat
    taken shot, reached way point which cause a
    change in personality weight vector for a
    specified length of time before reverting back to
    the default personality or until another event
    triggers another personality type
  • Personality traits defined for each personality
    state
  • Internal value system which weights movement
    toward or away from waypoints, alive/injured
    friendly/enemy agents as applied to all other
    info used by agent to choose a move
  • Physical
  • Speed, sensor range, fire range, stealth, max
    targets to engage - defined for each personality
    state
  • Situational Awareness
  • Squad-based memory of enemy contacts
  • Terrain Map
  • Roads that agents can follow, impassable terrain
    objects
  • Way Points
  • Establish set of points to follow (interim
    goals), not just an ultimate goal

13
Mana Features
  • Group Sociological Factors
  • Unit Cohesion, Aggression
  • Advance toward enemy goal if of friendly
    agents exceeds defined threshold
  • Cluster stop moving toward surrounding friendly
    agents if exceeds defined threshold
  • Combat move toward enemy if difference between
    friendly/enemy agents exceeds defined threshold
  • Defined for each personality state
  • Battlespace
  • Situational awareness map - agents communicate
    enemy positions to other squads outside the local
    area
  • HQ squad sends info in their collective sensor
    range to the SA map where other squads of the
    same allegiance can view the information
  • Edited/created using paint program (create
    object/obstacle blocks) without specifying
    coordinates. Agents recognize blocks as visible
    while program executes
  • Can also import maps into paint - can draw roads
    for agents to follow
  • Scenario Generation
  • Scenario text description opens upon execution of
    the model - provides background information of
    scenario for new users of that file
  • Text file with corresponding map file
  • On-screen manipulation using previously created
    scenario
  • Data Farming
  • Gilgamesh Cluster

14
Socrates
15
Socrates Interfaces
16
Socrates Features
  • Improvements under development
  • Methodology
  • Values-driven behaviors
  • Command hierarchy
  • Commander, Leader, Grunt
  • Agents
  • sensors, weapons (lethal/non-lethal), movement,
    communications, sentiments, inculcation,
    accommodation
  • personality defined by list of decisions (based
    on level of command)
  • Battlefield
  • Obstacles (impede movement only)
  • Data Farming Support
  • Inputs/Scenario XML-based

17
Pythagoras
18
Pythagoras Interfaces
19
Pythagoras Features
  • Improvements under development
  • Methodology
  • Soft Decision Rules
  • Agents
  • sensors, weapons (lethal/non-lethal
    direct/indirect), movement desires, triggers
  • Sidedness
  • multiple sides possible based upon RGB color
    scale
  • sides change dynamically throughout scenario
    execution
  • affiliations categorized by unit, friendly,
    neutral, enemy
  • Battlefield
  • Base terrain properties of mobility, concealment,
    protection, height
  • Terrain features with same property categories
    can overlay base
  • Data Farming Support
  • Inputs/Scenario XML-based

20
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21
Distillation Models Status
ISAAC

Mana

Development completed

Newer versions under development by


First distillation developed for Marine Corps
Defence Technology Agency, New Zealand to


Batch processing/Data Farming mode is ready
expand features, parameters,
MOEs, batch


and in use Web interface available
processing

Limited set of questions/scenarios to explore

Batch processing/Data Farming mode is


Continued use is includes scenario setup,
available on
Gilgamesh Cluster in


execution, and translation into other
development for MHPCC Requires email
models/validation against other models
submission
Socrates

Pythagoras
Developed by L-3 Communications Analytics
Developed by TRW under contract with




under contract with Project Albert
Project Albert
Data farming sessions available at MHPCC
Version 1 delivered




Web interface available
Data farming sessions available at MHPCC


Prioritization and development of additional
Web interface available


features, visualization tools for result analysis,
Prioritization and development of additional


user interfaces for scenario creation and initial
features in progress
scenario testing is in progress
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