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Past Lectures in the Series  (1999) (Click on the gold star to go to the lecture.)

The Use of Development Tools in Software Engineering Projects (4/14)
Dr. Janusz Zalewski, UCF Electrical and Computer Engineering
Correlation Error in Multiple Resolution Entity Simulations (5/19)
Dr. Robert Franceschini, Institute for Simulation & Training
Historical Overview of Intelligent Agent Architectures  (7/16)
Dr. Douglas Reece, SAIC
Learning Agents in Simulation and Training (8/13)
Dr. Erol Gelenbe, UCF School of Computer Science
Advancements in Environment Representation (9/24)
Michael Craft, SAIC 
Optical Motion Capture for Application to the Virtual Reality Dynamic Anatomy Tool Dr. Jannick Rolland, UCF School of Optics/Electrical and Computer Engineering/School of Computer Science (TBA)
Models of the Evolution of the Immune System Using Genetic Algorithms (11/17)
Dr. Rebecca Parsons, UCF School of Computer Science
Building Intelligent Synthetic Characters for Computer Games (12/6)
Dr. John E. Laird, University of Michigan

Methods and Tools in Computer-Supported Taskforce Training (12/7)
Dr. Johan Jenvald, Chief Scientist, Swedish Armed Forces Naval Centre

 

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The Use of Development Tools in Software Engineering Projects
Dr. Janusz Zalewski, UCF Electrical and Computer Engineering

April 14, 1999

Abstract:

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Correlation Error in Multiple Resolution Entity Simulations
Dr. Robert Franceschini, Institute for Simulation & Training

May 19, 1999

Abstract:
A Multiple Resolution Entity Simulation (MRES) represents a real-world system using a combination of cooperating simulations that run at different resolutions. An MRES can dynamically change the resolution of a simulated entity by transferring the entity from one to another of the component simulations of the MRES. Correlation error occurs when the sequence of simulated entity transfers (i.e., the resolution of the simulated entities) changes the simulation results. An MRES without correlation error allows a user to arbitrarily select resolutions for different parts of the simulated scenario. The Correlation Error Problem seeks to reduce or eliminate correlation error. One possible application of this work is in battlefield simulations that represent military hierarchies.

This presentation introduces an appropriate methodology and infrastructure to build the foundations of an original theory of MRES. Our Simple Multiple Resolution Entity Simulation (SMRES) includes two simulations (aggregate and atomic) and allows simulated entities to be transferred between these simulations. Using SMRES we show that correlation error has two components. The first component is due to the initial conditions of the resolution change. The second component is due to the differences between the aggregate behavior and the average behavior of the atomic entities during simulation. We propose a new definition of consistency at the aggregate level independent of variations in the atomic level. We define correlation error quantitatively and provide the first techniques for measuring and removing correlation error.Top of page


Historical Overview of Intelligent Agent Architectures
Dr. Douglas Reece, SAIC

July 16, 1999

Abstract:
This talk will briefly describe the development of intelligent agent architectures over the last 30 years. "Intelligent agents" are intelligent systems that act autonomously in a complex, dynamic environment. Intelligent systems started with logic-based problem-solving systems and grew through planning systems in the 70s and mobile robots in the 80s. In the mid 80s behavior-based robotics arose to challenge traditional plan-execute systems as a means to achieve competence and robustness with primitive tasks. This emphasis on primitive but robust autonomous behavior was extended by the Artificial Life community. In the last decade there have been software implementations of cognitive models and attempts to tie all intelligent activity together in one integrated architecture. The talk will touch on all of these areas and highlight important systems in each. Applicability to ModSAF may also be mentioned.

Douglas A. Reece is a Senior Scientist at SAIC in Orlando. He has been developing physical and behavioral models for individual combatant CGFs for four years. He was the Principal Investigator on the project to develop Computer Controlled Hostiles for the Marine Corps' Team Target Engagement Simulation, and is now the software architect for DISAF. He received his Ph.D. in Computer Science from Carnegie Mellon University in 1992.Top of page


Learning Agents in Simulation and Training
Dr. Erol Gelenbe, UCF School of Computer Science

August 13, 1999

Abstract:
Advances in the last ten years in the area of learning algorithms, and the resulting tools, now enable the development of autonomous adaptive entities which respond to external stimuli by changing their behavior in the course of a discrete event simulation. In this presentation we will describe learning tools based on the Random Neural Network model, and describe an application to the design of goal based learning in a specific simulation environment.

Erol Gelenbe is the Director of the University of Central Florida’s School of Computer Science. He has earned a D.Sc. in Applied Mathematics from the University of Paris, a Ph.D. in Electrical Engineering from the Polytechnic Institute of Brooklyn, a M.S. in Electrical Engineering from the Polytechnic Institute of Brooklyn, and a B.S. in Electrical Engineering from the Middle East Technical University. Dr. Gelenbe is interested in developing biologically inspired computer and mathematical models that are applicable to the study of natural and artificial learning systems and in algorithms and techniques which are biologically based. He has published over 100 journal articles and four books.Top of page


Advancements in Environment Representation
Michael Craft, SAIC

September 24, 1999

Abstract:
This lecture will cover two new simulation software methods developed for the WARSIM project but having wider applicability. First, software techniques for the encapsulation of metrics (e.g., distance and speed) and of the coordinate system will be presented. The encapsulation methods are based on software engineering principles and provide substantial benefits in terms of reliability and reusability. Second, a new method for the encoding of terrain triangle information will be described. The encoding is very compact and avoids some classic page boundary and page fault problems that often arise in terrain databases. Data driven terrain features will also be discussed.

Michael A. Craft is a Senior Software Engineer with SAIC, working on the WARSIM project. His responsibilities include the design and development of diverse support facilities for WARSIM and JSIMS, including ECS and the triangle encoding, overseeing the detailed architecture of the various elements of Environment support, and primary authorship of the WARSIM software standards. Mr. Craft holds an M.S. in Computer Science and an M.S. in Mathematics, both from the University of New Hampshire. His major interests include software engineering, computer languages, simulation, and computer protocols.Top of page


Optical Motion Capture for Application to the Virtual Reality Dynamic Anatomy Tool
 
Dr. Jannick Rolland, UCF School of Optics/Electrical and Computer Engineering/School of Computer Science

Date rescheduled - TBA

Abstract:
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Models of the Evolution of the Immune System Using Genetic Algorithms
Dr. Rebecca Parsons, UCF School of Computer Science

November 17, 1999

Abstract:
An organism's immune system protects it from invasion of foreign matter (viruses, bacteria, etc). The antibodies involved in the body's immune response can be categorized along several axes. One such axis is the time scale over which the antibody evolved. The body generalist antibodies that have evolved across generations and specialist antibodies that specific to the antigens the individual has encountered in his lifetime. Antibodies can also be categorized on the basis of specificity. The generalists, as the name implies, tend to recognize broad classes of antigens, while specialists are tuned to a particular antigen. This talk describes our work in understanding what evolutionary mechanisms and selection pressures could give rise to this diverse suite of antibodies. We will present some theoretical results on diversity within an evolutionary context and them some experimental results that demonstrate the expected evolution.

Dr. Rebecca Parsons received her Ph.D. in Computer Science from Rice University. She was awarded a Los Alamos Director's Post Doctoral Fellowship; while she was at Los Alamos, she worked with Dr. Stephanie Forrest on genetic algorithms applied to various problems in computational biology, including immune system modeling and DNA fragment assembly. She is currently an Assistant Professor in the School of Computer Science at the University of Central Florida.Top of page


Building Intelligent Synthetic Characters for Computer Games
John E. Laird, Professor of Electrical Engineering and Computer Science, University of Michigan

December 6, 1999

Abstract:
Synthetic characters in computer games usually fall short of human players, struggling to exhibit even a modicum of intelligence. However, progress is being made. Characters in recent games have progressed to include limited forms of situation-based reasoning, communication, and cooperation. The continued improvement in the intelligence of synthetic characters should lead to significant improvements in game play as well as new gaming experiences. Dr. Laird’s work in developing characters for computer games using the Soar architecture tries to push even further toward human-like behavior. In this talk, He reviews research on Soar, an architecture for building AI systems and psychological models of human behavior. He also briefly describes development of TacAir-Soar, a real-time expert system that flies U.S. military air missions in simulation, and is used for training in the U.S. Air Force. Experience building TacAir-Soar is now being applied to building human-like synthetic characters for computer games, which include Descent 3 and Quake II. Two hypotheses underlying this talk are that AI architectures such as Soar can greatly improve the cognitive capabilities of synthetic characters and speed development using modest computational resources; and that computer games provide a challenging (and cool) environment for research in AI.

Dr. John Laird received a Ph.D. from Carnegie Mellon University in 1983. He is currently a Professor of Electrical Engineering and Computer Science at the University of Michigan. He has spent the last 20 years doing research in Artificial Intelligence. His goal is to develop human level AI systems and his approach has been to concentrate on the underlying cognitive architecture - the primitive processing and memory structures that support cognitive activity, such as reasoning, problem solving, planning, language, and learning. He is an original developer of the Soar architecture and leads its continued development and evolution. Soar is used worldwide by researchers for building AI systems and modeling human behavior. He led the development of TacAir-Soar, a real-time expert system that flies U.S. military air missions in simulation. He teaches a senior-level design class in computer game development and his current research focuses on AI and computer games. He was an organizer of the AAAI Spring Symposium on AI and Computer Games and has presented papers at CGDC '98 and GDC '99.Top of page


Methods and Tools in Computer-Supported Taskforce Training
Dr. Johan Jenvald, Chief Scientist, Operational Development Department, Swedish Armed Forces Naval Centre

December 7, 1999

Abstract:
Efficient training methods are important for establishing, maintaining and developing taskforces that are organized to manage complex and dangerous situations in order to serve and protect our society. Furthermore, the technical sophistication of various systems in these organizations, for example command, control and communication systems is growing, while the resources available for training are being reduced due to budget cuts and environmental restrictions. Realism in the training situation is important so that the actual training prepares the trainees for, and improves the performance in, real situations. The ability to observe and review the training course of events is crucial if we want to identify the strength and shortcomings of the trained unit, in the overall effort to improve taskforce performance.

The research results describe and characterize methods and tools in computer-supported training of multiple teams organized in taskforces that carry out complex and time-critical missions in hazardous environments. We describe a common framework that consists of a training methodology together with a system architecture for an instrumentation system that can provide different levels of computer support during the different training phases. In addition, we use two case studies to describe the application of our methods and tools in the military force-on-force battle-training domain and the emergency management and response domain, respectively.

Our approach is to use an observable realistic training environment to improve the training of teams and taskforces. There are three major factors in our approach to taskforce training that provide the necessary realism and the ability to make unbiased observations of the training situations. The first factor is the modeling and simulation of systems and factors that have a decisive effect on the training situation and that contribute in creating a realistic training environment. The second factor is the data collection that supports unbiased recording of the activities of the trained taskforce when solving a relevant task. The data are received both from technical systems and from reports based on manual observations. The third factor is the visualization of compiled exercise data that provides participants and others with a coherent view of the conducted exercise. The main contribution of the research presented is the systematic description of the combination of a training methodology and a system architecture for an instrumentation system for computer-supported taskforce training. The description characterizes the properties and features of our computer-supported taskforce-training approach, applied in two domains.

Dr. Johan Jenvald is an active Naval Officer and also a member of the MIND system group at the Defence Research Establishment (FOA), where he is in charge of methods and tools for computer-supported training. His research interests include team and taskforce training, simulation, data collection and visualization. Dr. Jenvald holds a PhD in Computer Science and a MSc in Computer Science and Technology from Linköping University. Dr Jenvald is a fellow of the Royal Swedish Society of Naval Sciences and of the Defence Research Science Society.Top of page