1 Michael Zyda, Director THE MOVES INSTITUTE Interactive Computer Generated Stories & Potential Outcome Exploration.

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Presentation transcript:

1 Michael Zyda, Director THE MOVES INSTITUTE Interactive Computer Generated Stories & Potential Outcome Exploration

2 Outline The MOVES Institute Research Program Directions in Computer Generated Autonomy Interactive Computer Generated Stories The Center for the Study of Potential Outcomes

3 The MOVES Institute Research Programs

4 MOVES Institute Mission Research, application and education in the grand challenges of modeling, virtual environments and simulation. 3D Visual Simulation Networked Virtual Environments Computer-Generated Autonomy Human Performance Engineering Technologies for Immersion Defense and Entertainment Collaboration Evolving Operational Modeling

5 Organizational Structure Director Michael Zyda Technical Directorate John Hiles - Computer-Generated Autonomy Don Brutzman - 3D Visual Simulation & Networked Virtual Environments Rudy Darken - Human Performance Engineering & Technologies for Immersion Michael Capps - Defense & Entertainment Collaboration Alex Callahan - Evolving Operational Modeling

6 Collaborations Academic Boston College CalPoly Carnegie-Mellon University CSUMB ENIT, France George Mason University Georgia Tech, MSREC INRIA Miami University MIT Lincoln Laboratories Academic Old Dominion University, VMASC Queens University, Kingston, Ontario UCB, Center for Design Visualization UCF IST UCSC University of Newcastle, Newcastle-upon-Tyne University of Virginia Non-Profit Fraunhofer Center for Research in Computer Graphics CNA HPCC, Maui Institute for Defense Analysis MBARI Monterey Bay National Marine Sanctuary Sea Grant S. E. A. Lab Monterey Bay

7 Collaborations Corporate Bios Group Boeing Critical Mass Labs Dolby Emergent Designs Epic Games John Mason Associates Corporate Lucasfilm Skywalker Sound Lucasfilm THX MathEngine Microstrain MITRE Nexternet Potomac Institute Red Storm Entertainment Rolands & Associates SAIC Walt Disney Imagineering

8 Collaborations Navy CHSWP, Helicopter Wing Pacific Fleet Commander, Submarine Development Squadron TWELVE HS-8 - Helicopter Anti- Submarine Squadron EIGHT, FRS HS-10 - Helicopter Anti- Submarine Squadron TEN, FRS Navy Modeling & Simulation Management Office, N6M Naval Oceanographic Office Naval Research Laboratory Marines Marine Corps Combat Developments Center Marine Forces Pacific Training & Education Command Navy Naval Research Laboratory, Electronic Warfare Group Naval Sea Systems Command, Advanced Systems & Technology Office Naval Submarine School Navy Toxicology Detachment, Wright Patterson Air Force Base Naval Undersea Warfare Center, Newport NAWC-TSD Office of Naval Research Third Fleet

9 Collaborations OSD DARPA Defense Modeling & Simulation Office Defense Threat Reduction Agency J9 Office of the Director, Operational Test & Evaluation Office of the Secretary of Defense OSD Program Analysis & Evaluation Army Army Research Office Assistant Sec. Army for Manpower & Reserve Affairs Office of Economic & Manpower Assessment TRAC Monterey TRADOC USA OTC, Fort Hood Air Force Medical Command, San Antonio Other Los Alamos National Labs

10 MOVES Institute Space The MOVES Institute is distributed across several buildings on the NPS campus. Spanagel Hall (second floor, approximately 4,300 square feet) Software Development Laboratory Conference room Faculty/staff offices

11 MOVES Institute Space and the Mechanical Engineering (ME) building (second floor, approximately 5,000 square feet). The War Game Laboratory Video Production Laboratory Conference Room VR CAVE Theater (in construction FY 2002) Software Production Facility Faculty/staff offices

12 MOVES Institute Space In October 2001, construction began on a three-story annex to the ME building, providing approximately 21,000 square feet to consolidate faculty/staff offices, conference space, and classrooms of the MOVES Institute. opening is scheduled for October 2002.

13 Computer-Generated Autonomy Interactive Computer Generated Stories Center for the Study of Potential Outcomes

14 Interactive Computer Generated Stories Prof. John Hiles CDR Brian Osborn

15 “… skilled storytelling techniques help participants in a virtual environment sense that they are in a real environment and behave accordingly.” Develop autonomous agent technology to carry out high level behavior of characters in a networked virtual environment Develop technology to guide those behaviors within the parameters of a given story line. Modeling & Simulation - Linking Entertainment & Defense

16 Motivation National Research Council Report Applications Scenario Based Training War Gaming Interactive Entertainment

17 Interactive Story Virtual World Believable Autonomous Characters Interactive User – Direct or indirect participant in the story…not an observer! Dynamic Storyline Dramatic Presentation Time Intensity

18 Interactive Story Believable Autonomous Characters Dramatic Presentation (Narrative Structure) Dynamic storyline that adapts to the user’s interaction

19 Believable Characters Adaptive & Innovative Procedural & Constrained Agent Behavior

20 Composite Agent Agent (Actor) SCA Symbolic Inner Environment RA Environment Agent Actions Sensed Input

21 Tickets Constrain agent behavior when appropriate and provide a means for controlling events to promote the story. sequential nonsequential ! sequential non-interruptible ! sequential non-interruptible

22 Narrative Structure Allows the story to progress from it’s beginning, through the body of the story and finally to a climactic ending. Aristotle’s Poetics [Aristotle,  350 BC] Storytelling in the New Hollywood [Thompson, 1999] The Anatomy of a Screenplay [Siegel, 2001] Myth and the Movies [Voytilla, 1999]

23 Dynamic Storyline Storyline that adapts to the participant’s interaction and the state of the participant's character Bottom up approach Story elements combined at runtime to generate the story ScenesInteractionsCharacters

24 Scene: Smoking Main character is asked by a friend to sneak out of school for a cigarette. Characters: Jones (Main Character), buddy (student), Teacher, Principal Character traits of interest: Integrity Maturity Trustworthy Risk Management

25 Create a Character

26 View Characteristics

27 Scene: Smoking (Run Away)

28 Post-Scene Characteristics

29 So what’s the point? Create realistic, believable stories and scenarios from a knowledge base of story elements relevant to a given problem domain Capture tacit knowledge and project through meaningful training scenarios and stories An advanced technique coupling autonomous believable behavior with story-based control

30 Story Engine is for the Army Game Project

31 The Army Game Project We are building two intertwined game titles One 3D - using the Unreal Engine One 2D - similar to TheSims called TheRecruits but with interactive story!

32 Army Game Project We are looking into how videogames can provide strategic communication about our client’s organization, the US Army. In addition, the games are instrumented to determine: Aptitude, leadership abilities & psychological profile. The games allow the exploration of potential career paths in an entertaining fashion …

33 A peek at the 3D game …

34 Michael Zyda, Director THE MOVES INSTITUTE The Center for the Study of Potential Outcomes

35 Motivation for the Center Our society is built upon highly complex, interacting systems. Most of the time, people present at the systems don’t understand how they work, how they can fail, or what would happen if they did fail  these are blind spots Attackers leverage precise answers to all three of these questions The Center’s job is to help us to see our most dangerous blind spots.

36 Media generated interest

37 The Center Leverages Work at MOVES Novel Multi-Agent (MAS) simulation technology will be applied to the problem of anticipating unexpected actions and threats by organizations such as terrorist groups The Center leverages expertise and technology developed by the MOVES Institute at NPS The Center leverages institute expertise in terrorist behaviors.

38 MAS Research at MOVES (1) MOVES faculty have focused on a research goal of producing richer/faster adaptive models and simulations: models with richer and more complex behavior that can be produced in less time than were previously possible.

39 MAS Research at MOVES (2) MOVES is achieving this goal through the development of five technical innovations: A social and organizational relationship management engine (RELATE) A composite agent architecture An agent goal apparatus A structure for capturing and applying procedural knowledge within an agent (Tickets) An internal, contextual and temporal means of organizing the actions of agents (Connectors)

40 NPS MOVES MAS Technologies Agent Actions Agent (Actor) SCA Symbolic Inner Environment RA Environment Sensed Input sequential nonsequential ! sequential non-interruptible ! sequential non-interruptible

41 MAS Research at MOVES (3) Other MOVES expertise combined with its MAS technology: Visual Simulation Human Performance Engineering SMEs This combination will enable non-computer experts to recognize blind spots revealed by our models and to explore their implications

42 Center Implementation

43 State-of-the-art The application-level solutions that this Center is after will go beyond any MAS models completed to date.

44 Requirements for the Center (1) A profound and practical understanding of each target infrastructure as a system (and how the system has been broken in the past, either by accident or by adversaries) -- so we'll need subject matter experts right and left. A working understanding of the historical success and failure of asymmetrical warfare -- we'll need a special forces type of military mind (with a good sense of military history thrown in).

45 Requirements for the Center (2) A designer's mind for representing the essence of a subject problem in an agent-encoded world and for eliminating from the model all details that could encumber the simulation without reducing its ability to discover the surprises that our projects will seek. A capability in parallel & distributed computing - to run the simulations fast

46 Technology for Potential Outcome Modeling High level MAS authoring tool usable by SMEs Auto-narrator package To provide SMEs an analysis without the requirement for understanding the underlying technology Movie Generator!

47 New Agent-based Engines Story Engine – Army Game Project, other training and communication jobs Scenario Engine – Exploring blind spots and unintended consequences Coupled with Movie Generator System

48 Story as the Human Interface Story or Scenario Engine Movie Generator System Model Output as a Movie

49 Templates Focus Scene Selection Story Engine Template Gives Narrative Structure…

50 New Templates for New Jobs Scenario Templates For Exploring Blind spots or Unintended Consequences

51 Story Engine Engine selects sequences of scenes based on some match of connectors.

52 Budget and Policy Decisions Budgets and policy decision place constraints on an organization. Model the succession of budgets or policies as if they were a story. Simulator can use different structures to reveal consequences. Strategy for scene selection STORY Introduction Complication Development Resolution Organization A crushes organization B Shaping Budgets (by A) Exploitation of vulnerabilities (by B) Rapid reorganization of resources (by A) A crushes B

53 Movie Generator Output!

54 Potential Applications for the Institute Technology There are many - these are just initial thoughts: Force protection Information Security Airport security Power Station Security Natural Gas Line Security  Any domain where blind spots or terrorist vulnerabilities need to be explored.

55 In closing