ICT awarded with the presitgous DMSO/NTSA M&S Achievement Award

Defense Modeling and Simulation Office (DMSO)/National Training Systems Association (NTSA) Outstanding Achievement in Modeling and Simulation Training Award given to the ICT (2000). From the government announcement: The ICT, an Army University Affiliated Research Center at the University of Southern California, has been awarded the prestigious Defense Modeling and Simulation Office (DMSO)/National Training Systems Association (NTSA) M&S Achievement Award. Yearly awards are presented to government and non-government individuals/teams for outstanding achievement in the development/application of DoD models and simulations in M&S functional areas of Training, Analysis, and Acquisition. ICT won the award for government team in the functional area of training for its development of the Mission Rehearsal Exercise (MRE) System.

Jonathan Gratch: “Socially Situated Planning”

Virtual environments such as training simulators and video games do an impressive job at modeling the physical dynamics of synthetic worlds but fall short when modeling the social dynamics of anything but the most impoverished human encounters. Yet the social dimension is at least as important as good graphics for creating an engaging game or effective training tool. Commercial flight simulators accurately model the technical aspects of flight but many aviation disasters arise from social breakdowns: poor management skills in the cockpit, or the effects of stress and emotion. Per- haps the biggest consumer of simulation technology, the U.S. military, identifies unrealistic human and or- ganizational behavior as a major limitation of existing simulation technology (NRC, 1998). And of course the entertainment industry has long recognized the impor- tance of good character, emotional attachment and rich social interactions to �put butts in seats.� This article describes a research effort to endow virtual training environments with richer models of social be- havior. We have been developing autonomous and semi-autonomous software agents that plan and act while situated in a social network of other entities, hu- man and synthetic (Hill et. al, 1997; Tambe, 1997; Gratch and Hill, 1999). My work has focused on mak- ing agents act in an organization and obey social con- straints, coordinate their behavior, negotiate conflicts, but also obey their own self-interest and show a range of individual differences in their behavior and willing- ness to violate social norms, albeit within the relatively narrow context of a specific training exercise.

Randall Hill, Jonathan Gratch, Paul S. Rosenbloom: “Flexible Group Behavior: Virtual Commanders for Synthetic Battlespaces”

This paper describes a project to develop autonomous commander agents for synthetic battlespaces. The commander agents plan missions, monitor their execution, and replan when necessary. To reason about the social aspects of group behavior, the commanders take various social stances that enable them to collaborate with friends, exercise or defer to authority, and thwart their foes. The purpose of this paper is to describe these capabilities and how they came to be through a series of lessons learned while developing autonomous agents for this domain.

Jonathan Gratch: “Human-like behavior, alas, demands human-like intellect”

Young-jun Kim, Randall Hill, Jonathan Gratch: “How long can you look away from a target”

Jonathan Gratch: “Modeling the interplay between emotion and decision making”

Current models of computer-generated forces are limited by their inability to model many of the moderators that influence the performance of real troops in the field such as the effects of stress, emotion, and individual differences. This article discusses an extension to our command and control modeling architecture that begins to address how behavioral moderators influence the command decision-making process. Our Soar-Cfor command architecture was developed under the STOW and ASTT programs to support distributed command and control decision-making in the domain of army aviation planning. We have recently extended this architecture to model how people appraise the emotional significance of events and how these events influence decision making.