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Published byEsmond Parrish Modified over 9 years ago
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New Models in the Component Library
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Models Goals Resources Time Space Meta-Events Communication Aggression
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But First… Where did these come from? –Art’s exhaustive study of COA terminology and popular conflict terminology –Ken Forbus’ battlespace KB terms –UMass Amherst output
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Goals Agents have goals –those things the Agent wishes/plans/intends to achieve achievement implies Events –a superset of the objectives of the Actions for which the Agent is agent (Agentive) Actions have objectives –those things the Agent wishes/plans/intends to achieve in his role as agent of the Action
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Goals — Complex complex goals –represented by the multiplicity of an Agent’s goals –represented by subevent nesting of Actions (and therefore of their objects and separate agents) –e.g. (every Mission has (objective ((a Goal))) (agent ((a Agent with (goal ((the objective of Self) && (the goal of (the agent of Self))] (subevent ((a Operation with (objective ((a Goal))) (agent ((a Agent …)))]
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Goals — Representation Issues Is Goal an alias for Event? –(*myThievery has (objective ((a Obtain with …)))) (*yourSurveillence has (objective ((a Goal with (prevents ((the objective of *myThievery)))] Does conflict = a State in which the accomplishment of one Agent’s goals implies the non-accomplishments of another Agent’s goals? Is an Agent by default capable of achieving his goals? How does an Action not achieve its objectives? How do goals/objectives relate to purpose/capability? Agents are willing to “expend” to achieve goals priorities/ranking of goals
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Goals — Other Stuff Agents are willing to “expend” to achieve goals Advantage: G1 more likely Disadvantage: G2 more likely Surrender Win Agreement
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Resources Events use resources –things used/needed as input to an Event –resources also appear as participants in Events and their subevents agent, instrument, object, raw-material, energy, …? –resources are finite there may be restrictions on how/how often they can participate Events generate by-products –some relationship to the resources? –may require disposal
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Time Events occur in time –have a start time and end time Allen’s vocabulary –have duration, rate, frequency –duration(E) duration(subevent(E)) time between subevents? parallel subevents? –relationships between temporal properties and other properties “consumption” of resources space
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More Time Entities exist in time –time of existence overlaps Events in which an Entity participates –require “grounding” of Event times? Properties change over time –only as a result of Events? –is a continuously-changing property value a kind of State? Granularity? Temporal Roles
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Space Spatial frames –geo-space, e.g. –capabilities of Entities to exist/move in spatial frames –granularity (frames within frames) Spatial Roles –Conduits/Corridors, Landmarks, Obstacles –capabilities of Entities to exist/move with respect to spatial Roles Extensions to Movement –Aggregates, Vehicles, resources –new vocabulary (Cross, Ford, Approach, Hide, …)
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Meta-Events? similar to Event Event slots –causes, enables, inhibits, prevents, … Assist Maintain Begin Stimulate Stop Control Motivate Oppose Delay re- counter-
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Are Meta-Events Clichés? reciprocals –Give = Relinquish + Obtain Exchange = Give(A,B) + Give(B,A) –Attack = Attack + Defend Fight = Attack(A,B) + Defend(B,A) + Attack(B,A) + Defend(A,B) –Communicate1 = Express + Interpret Communicate2 = Express(A,B) + Interpret(B,A) + Express(B,A) + Interpret(A,B)
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Communication (Express + Interpret)(Information) –Agent (Communicator) pre: agent of a Knows with object I –Agent (“Receiver”?) post: agent of a Knows with object I –Information signaled-by: a Thing? –Carrier (Book, Telephone, …) –Medium (Speech, Writing, Semaphores, …) –by-means-of: a Transmit (Write, Speak, etc.) Signal (signals Information) Medium
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Communication — Other Concepts Encode/Decode Language –an encoding of Info Learn –neg pre: Interpreter is agent of Knows I –post: Interpreter is agent of Knows I Confirm –pre: Interpreter is agent of Knows I Forget –pre: Interpreter is agent of Knows I –post: Interpreter is no longer agent of Knows I Teach, Discover, Deceive, Monitor, …?
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Aggression! Trespass Invade Attack Shoot Protect Defend Impair Damage Die/Kill Live/Survive
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Trepass Trespass superclass: Enter subclass: Invade agent: Person or Aggregate element-type: Person base: a Property pre-conditions: base is-owned-by agent not agent-of Self cliché?: Without permission [by owner of Property base of Self]
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Invade superclass: Trespass agent: Aggregate element-type: Living-Entity base: a Spatial-Entity (Container or Region) owned-by: Owner pre-conditions: base is-owned-by Owner not agent-of Self agent not-controlled-by Owner cliché?: Without permission [by owner of Spatial-Entity base of Self] cliché?: Intentional-Act
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Attack sc: Action?? agent: Living-Entity (includes Living-Aggregate?) goal: cause injury, loss, capture, impair, damage... of object of Self object: Tangible-Entity instrument: Object with plays Weapon manner: Forcefully (as default value) cliche: Intentional-Act [by agent] cliche: Unauthorized-Act [by object]
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Shoot sc: Propel agent: Living-Entity instrument: Weapon object: Projectile toward: (the base of Self) [from Propel] base: Tangible-Entity manner: Forcefully [from Propel] objective: cause Hit (object: Projectile base: Tangible-Entity is-at destination of Shoot)
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Protect sc: Make-Inaccessible agent: Living-Entity goal: prevent damage, loss object: Tangible-Entity (object, region, aggregate) base?: Tangible-Entity (“from” base) resulting-state: Be-Protected Overwhelm (overcome??) defeats: all Be-Protected Forsake defeats: all Be-Protected
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Defend sc: Protect agent: Living-Entity goal: prevent damage, loss, capture,... object: Spatial-Entity controlled-by: agent of Self goal: prevent damage, loss, capture,... Note: implies a second agent, the antagonist
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Impair sc: ??Action object: Tangible-Entity post-condition: functionality of object is inhibited Harm sc: Impair object: Tangible-Entity post-condition: functionality of object is inhibited structure is changed
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Damage sc: Harm object: Tangible-Entity post-condition: functionality of object is inhibited structure is changed Injure sc: Damage object: Living-Entity Wound sc: Injure object: Organism subevent: Penetrate object: Epithelium
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Die sc: ??Action [??Ruin] object: Living-Entity pre-existing-state: Be-Alive object: (Object object of Self) resulting-state: Be-Dead object: (Object object of Self) Notes: with ruin get: p ost-condition: function irreversibly lost Die is to [Cease Living] Be-Dead illegal-transition-state: Be-Alive
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Kill sc: Destroy agent: Object instrument: Object plays Weapon object: Living-Entity pre-existing-state: Be-Alive object: (Object object of Self) resulting-state: Be-Dead object: (Object object of Self)
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Live/Survive Live sc: Action?? State?? (same as Be-Alive?) object: Living-Entity What are defining characteristics? Survive sc: Live object: Living-Entity preparatory-event: Traumatic-Event location: a Place with location-of L-E object of Self pre-existing-state: Be-Alive object: (Object object of Self) resulting-state: Be-Alive object: (Object object of Self)
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