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Tactical Event Resolution Using Software Agents, Crisp Rules, and a Genetic Algorithm John M. D. Hill, Michael S. Miller, John Yen, and Udo W. Pooch Department.

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Presentation on theme: "Tactical Event Resolution Using Software Agents, Crisp Rules, and a Genetic Algorithm John M. D. Hill, Michael S. Miller, John Yen, and Udo W. Pooch Department."— Presentation transcript:

1 Tactical Event Resolution Using Software Agents, Crisp Rules, and a Genetic Algorithm John M. D. Hill, Michael S. Miller, John Yen, and Udo W. Pooch Department of Computer Science Texas A&M University

2 Agenda Tactical Event Resolution Design Architecture Genetic Component Rule-based Component Results

3 Tactical Event Resolution Normally a manual, ad hoc, process where the forces and combat effects on each side are tallied and the Operations officer and the Intelligence officer determine the outcome.

4 Problems with the Tactical Event Resolution Step Time Constraints Communication Biases Logistics Simplification by aggregation Ad hoc combat results

5 Solution Automated support for tactical event resolution Include biases Track resources Provide a configurable combat results mechanism

6 Design Java-based Event Resolution components –Genetic Algorithm –Java Expert System Shell (JESS) an expert system shell and scripting language supports the development of rule-based expert systems

7 Architecture (GA Analysis)

8 User Actions Create Events Select Biases Run analysis Show results Reconfigure and rerun as desired

9 Genetic Analysis Component Biased Agents perform initial allocations –Maneuver bias –Massed fire support bias Allocations are made by level and force Force Summary Combat Results Mechanism Fitness monitor assigns a fitness value

10 Genetic Analysis (cont.) More-fit allocations have a higher probability of being used to produce the next generation Configurable probability of crossover Configurable probability of mutation Each new generation is evaluated propagated the same way The most-fit allocation is selected

11 Genetic Coding

12 Rule-based Component Forces allocated Combat is resolved Repeated until success or failure – All forces are expended unsuccessfully – Or a force mix is found that is successful Default bias is to minimize forces used

13 Rule-based Details Small number of rules needed (22) Rules are easy to understand by a human A point of comparison with GA approach Can replace combat model as needed

14 User Interface and Scenario

15 Conclusions Easy to setup and fast to run Allows for “what-if” experimentation Can playback and show intermediate steps Gives more choices to the commander


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