Creating Human Behavior Models Able to Enhance Synthetic
Agents:Research Results To Date
A taxonomy of this research to date includes the following. I don't
have
this setup yet with links from each of these items to the relevant
material,
but if you wade through the lower portion of this archive you will find
the
relevant items. If not, please email me and I will be happy to provide
the
relevant briefing, report, video, etc. material. Note: Find this page in Romanian here.
- Modeling Individuals and Their Behavior
- Value Hierarchies as Goal, Standards, and Preference Trees (GSP
Trees)
- Personality Modeling via GSP Trees
- Culture Modeling via GSP Trees
- Affect, Somatic Marker Theory and Subjective Expected Utility
- Emotions generated from GSP trees and social relations
- Biological Modeling & Stress
- Performance Moderator Functions (PMFs)
- Categories of Stress (Event, Fatigue, Time-Pressure)
- Coping and Decision Styles (Decision Conflict Theory)
- Social and Relationship Modeling
- Groups/Roles, Trust/Deception, Modeling Other Agents
- Group Identity, Membership, Sacred Values, Norms, Greivances,
Injustices
- Cognition
- Game Theoretic Decisions (with affect and stress), Multi-step
Plans, Meta-Reasoning, Speech Acts
- Formalizing the many theories into a Unified Architecture --
PMFserv
- Types of Individuals Modeled To Date (Historical Recreations)
- Individual Differences Theory and Statistical Archetype
Generation
- Leader-Follower Modeling (Terrorist cells/Intifadah, UK soccer
hooligans,
Domestic crowds/provocateurs)
- Leader Theory and World Leader Modeling (Richard & Saladin
in
3rd Crusade, Other World Leaders)
- Crowd Archetypes (female, male-employed, male-unemployed,
provocateurs,
security, etc.)
- Cultural Frameworks (Somalia, UK soccer hooligans, Intifadah,
USA, Inner City Gangs, High School Cliques, etc.)
- The Maslovian Puppy Dog and Other Pets
- Games, VideoGames, Emergent Games, Gaming Theory
- Theory of Games, Aesthetics, Mechanics
- Game Theory, Convergence Issues, Equilibria Modeling, and
Simulations
- First Person Shooter NPCs - Unreal Tournament & Recreating
Black
Hawk Down
- Real Time Strategy & Diplomacy Game NPCs -- LeaderSim and
Bigwig Board
Game
- World Modeling & Virtual Societies
- Interactive Fictions -- moving toward unscripted NPC behaviors
- Scaleup Testing, Inter-Operability Testing, Composability Issues
- Integrated Development Environment (IDE) for PMFserv
- PMFserv Plugin for Unreal Tournament
- PMFserv Plugin for Sony's OpenSteer Crowd Flocking Physics
(1,000
agents Polling PMFserv 30,000 times per second)
- Integrating PMFserv to many simulators and platforms
Some of the Sponsors of This Research:
AFOSR
BBN
DARPA
Defense Modeling and Simulation
Office, Pentagon
Office
of Naval Research
General Motors Corporation
Institute for Defense Analyses
GH Engineering, Inc.
Lockheed Martin
US Government
Historical archive of articles, reports, briefings, and video
clips related
to this research:
Papers for the 10th Conf. On Computer Generated Forces and
Behavioral Representation, SISO, May. 2001:
An anthology of Performance Moderator Functions (PMFs) and Human
Behavior Models (HBMs)
- PMF Zip file (181 page tech report
abstracting the PMF/HBM literature and assessing its
validity for reuse in simulations)
- PMF Addendum 1 (Additional PMFs
including exertion and sleep)
Papers written summer 2001:
Papers for the 11th Conf. On Computer Generated Forces and
Behavioral Representation, SISO, May. 2002:
Papers written winter 2003:
- Progress to Date on the
Human
Performance Moderator Function Server (PMFserv) for Rapidly Generating
Reusable Agents, Forces, and Crowds (White Paper)
- Affordance Theory for
Improving the Rapid Generation, Composability, and Reusability of
Synthetic Agents
and Objects (Submitted to BRIMS, 2003)
- Modeling Human Behavior Within The Black Hawk Down Scenario
(SYSTEMS 491 Senior Design Project, 2002) (For a copy please email a
request to
Dr. Barry G. Silverman
- Direct observation of a reveling
crowd with instigators.
- Chapter 9, "Human Performance Simulation"
to appear in Ness, J.W., Ritzer, D.R., & Tepe, V. (Eds.) (2003)
Metrics
and methods in human performance research toward individual and small
unit
simulation.
Summer 2003: Testbed for improving the realism of Unreal Tournament
game-bots: Mathematical
Theory of Software Agent Behavior and Human Behavior Models (HBMs) to
Increase
the Realism of Synthetic Agents (Final Technical Report)
2004 Winter - Papers Prepared (More Detail at Serious Games)
- The PMFserv
agent
software
- Unified human behavior modeling/game AI generator
- Biology (reservoir metaphor, fatigue, injury, stimulants,
nutrition, stress)
- Personality, Culture, Emotions (value system modeling, 11 pairs
of emotions)
- Social Relations (groups/roles/alignment, trust/deception,
modeling other agents)
- Perception (ecological psych, world artifact affordances)
- Cognition (game-theoretic decision making, multi-step planning,
meta-reasoning)
- PMFserv
Usage for Cultural Modeling of Adversaries in Emergent
Games
- Part II
2004 Summer - Crowd Scaleup Testing (1,000 PMFserv agents)
2005 Reports on World/Political Leader Modeling
2005 -
Many Platforms are Sponsoring Integrations to PMFserv (stay tuned)
- Lockheed Martin (DIAS and HLA)
- BBN (DARPA People Engine and BigWorld)
- Urban Resolve/Army UO FACT (JSAF, Clutter)
2006 -
Leader-Follower Research and Socio-Cultural Gaming
- Basic Socio-Cultural
Game involving multiple groups and their
leaders and followers
- Tech
Report: Socio-Cultural Games for Training and Analysis
2011 - Nonkin Village (Prize Winner)
- Simulating an entire village of socio-cognitive agents
2012 - StateSim Factsheet
- Scaling to districts, provinces and states filled with socio-cognitive agents.
- Metis: Attack the Net (ATN) - Find 150 bad guys in cells operating behind a population of 60,000 civilians.
The repository holding Barry Silverman's latest publications exists
at http://works.bepress.com/barry_silverman/