MENU
Publications Home
C4I
Home
Center Overview
C4I
People
Objectives
Programs
Funding & Support
Industry Partners
Publications
Recordings
C4I
Events
News
Internet Conference
|
C4I Publication Abstracts
Modeling and Simulation
C3I-6006
Speaking One Language
Authors:A. Tolk, K. Galvin, M. Hieb, L. Khimeche, and J. M. Pullen
Previous training systems have focused maninly on individual training, including
the ability to handle weapon systems and other forms of equipment, and teaching
technical skills. The focus of research underlying these training systems has
predominantly concentrated on the physical domain. However, the mission of the
Armed Forces has shifted dramatically over the last decade. This new emphasis requires
organization of military missions, and the means for carrying out these missions, using
Command and Control. One answer is an emerging international effort to develop a
coalition "Battle Management Language" (BML), exchanging results an information as
the training sessions progress.
Military Simulation and Training, the International Defence Training Journal,
Issue 4/2005 pp 18-21, National Training Systems Association, Farnborough UK
C3I-6005
Using Web Services to Integrate Heterogeneous Simulations in a Grid Environment
Authors: J. M. Pullen, R. Brunton, D. Brutzman, D. Drake, M. Hieb, K Morse, and A. Tolk
The distributed information technologies collectively known as Web Services recently have demonstrated
powerful capabilities for scalable interoperation of heterogeneous software across a wide variety of
networked platforms. This approach supports a rapid integration of cycle and show promise for
ultimately supporting automatic composability of services using discovery via registries. This paper
presenta a rationale for extending Web services to distributed simulation environments, including
High Level Architecture (HLA), together with a description and examples of the integration
methodology used to develop significant prototype implementations. A logical next step is
integration in a demanding computation and database access emvironment. This combination , which
has been called Grid services, is an emerging researech area with challenging problems to be
faced in bringing Web services and Grid computing together effectively.
Future Generation Computer Systems, Vol 21 No 1 pp 97-106, 2005 Elsevier
C3I-6004
Extensible Battle Management Language as a Transformation Enabler
Authors: W. Sudnikivich,M. Kleiner, S Carey, and M. Pullen
A new approach is needed to the longstanding problem of interoperating military command and control
with combat simulations. There is great potential benefit in such a capability, both for more
effective training and as a "what if" capability during military operations. The authors describe
the Battle Management Language (BML), an unambiguous means of describing military operations to
people, simulations, and robotic forces. The process that developed the BML and its extension into
the realm of Web services is described. The new capability is projected to be an enabler for the
ongoing transformation activities in the U.S. Department of Defense. Integrated with the Command
and Control Information Exchange Data Model (C2IEDM), BML, as extended through Web
services, provides a path to improved interoperability within and among U.S. military services
and their allied/coalition partners.
SIMULATION: Transactions of the Society for Modeling and Simulation International,
Vol 80 No 12 pp 669-680 , special issue on Military Simulation Systems and Command and Control
Systems Interoperability, December 2004.
C3I-6001
Networking Technology and
Distributed Interactive Simulation (DIS)
Authors: J. Mark Pullen and David C. Wood
For wide-area networking of Distributed Interactive Simulation (DIS), a real-time, resource-
reserving, multicast network with appropriate encryption is required. Latency and data volume
requirements are described. Standards for DIS communications and their impact on network traffic are
explained. Evolutionary history is traced for the current network serving these needs, the Defense
Simulation Internet. The most likely path for future expansion of DIS networking uses emerging
commercial technologies such as Asynchronous Transfer Mode (ATM) and Internet Protocol multicast
(IPmc) with resource reservation. The architecture and issues for an ATM network meeting future DIS
requirements is described; areas of active research such as compression and multicast grouping are
explained.
Proceedings of the IEEE, August 1995.
C3I-6002
Networking for Distributed Virtual Simulation
Author: J. Mark Pullen
Distributed Virtual Simulation (DVS) is a new technology that extends Virtual Reality to the
networked environment. It was developed for military training and is being used for civilian education
and entertainment. Participants can interact over great distances in the virtual world if supported by a
network that provides real-time, multicast packet communications with resource reservation for
adequate performance and satisfactory security. Requirements and techniques for real-time networking,
internetted multicast, and resource reservations in support of DVS are described, and are used to define
the set of missing Internet technologies that will be needed for DVS.
Computer Networks and ISDN Systems, Vol. 27, No 3.
C3I-6003
A Methodology and Tool
for Constructing Adaptive Agents for Computer Generated Forces
Author: Michael R. Hieb, Gheorghe Tecuci, J. Mark Pullen, Andrew Ceranowicz, and David Hille
The ability to build intelligent command agents for computer generated forces (CGF) is significantly
constrained by the knowledge acquisition effort required. Many iterations by subject matter experts
(SME), programmers, and knowledge engineers are required to develop an acceptable behavior even for a
narrow range of situations. Moreover, once built, the agents cannot adapt themselves to changes. This
paper presents an automated knowledge acquisition system called Captain, which allows the SME to
"teach" a CGF command agent in much the same way the SME would teach a human student. Captain is
built upon Disciple, a multistrategy apprenticeship learning system that combines machine learning and
knowledge acquisition methods. With Captain, an SME either gives the CGF command agent specific
examples of problems and solutions, and explanations of these solutions, or supervises the agent as it
solves new problems. During such interactions, the agent learns how to behave in similar situations.
This approach produces verified behavior and addresses the problem of validating existing behaviors
when new behaviors are added. In this paper we describe the teaching modes of Captain and illustrate
them with an extended example from a specific CGF system, Modular Semi-Automated Forces
(ModSAF), where an SME teaches a CGF entity a desired behavior using the ModSAF and Captain
interfaces.
Proceedings of the Conference on Computer Generated Forces and Behavioral
Representation, Orlando, FL, May 1995.
|