Integrating Soar into the OneSAF Models Framework. Dr. Doug Reece

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Transcription:

Integrating Soar into the OneSAF Models Framework Dr. Doug Reece

Outline OneSAF Modeling Infrastructure (MI) overview Emphasis on entity architecture Ideas for integrating Soar Not interfacing 2

OneSAF Summary A composable, next generation Computer-Generated Forces (CGF) that can represent a full range of operations, systems, and control process (TTP) from entity up to brigade level, with variable level of fidelity that supports multiple Army Modeling and Simulation (M&S) domains (ACR, RDA, TEMO) applications. Software only Automated Composable Extensible Interoperable Replaces legacy entity based Simulations: BBS - ModSAF - JANUS - CCTT SAF AVCATT SAF Platform Independent Fielded to: National Guard Armories RDECs / Battle Labs Reserve Training Centers All Active Duty Brigades and Battalions 3

Scalability Composability OneSAF Requirements Interoperability (HLA/DIS, WARSIM, CATT, and two-way, real-world C4I) Entity-based model that can display collective unit icons Composable equipment and units (up to battalion size) Complex automated behaviors Multiple sides (a minimum of 25) Manageability FLEXIBILITY User-friendly features (scalability, composability, and manageability) Dynamic data editors 2-D and 3-D visualization Data collection, analysis, and AAR graphics and tables Compatible with various hardware (WARSIM and PCs) Full Lifecycle Scenario Generation, Simulation Execution, AAR/Analysis Constructive Interoperability Interoperability WARSIM Interoperability Virtual CATT Linkage Live C4I Interface Manageability Data Editors: unit, organization, behavior, terrain, environment, battlefield graphics, user preferences, fire support, engineering, damage and equipment repair, logistics 4

MI Goals Just the infrastructure Behavior content comes later this year Represent normative military behavior Represent reactions to events SME-composition of behaviors (!) Software Engineer definition of primitive behaviors Predicate functions So once the primitives are done, the SMEs will program all the behavior 5

Entity Overview Entity Model Module or agent Module or agent Module or agent Module or agent Blackboard Behavior Execution agent Executable composed behaviors Behavior repository Entity description language defines entity modules 6

Entity Model Situation Assessment, Planning, Decision Making, Scheduling World Model Behavior Execution (infrastructure) Executable behavior Behavior model repository (infrastructure) Vulnerability (damage) Sensor Communications Movement Weapon Simulation Engine (infrastructure) 7

Blackboard All entity modules (agents) communicate via BB Modules must register to receive data Register for a class of data Detonations, communications, clock timers Execution is event driven On new event (data), BB executes all registrants New events (data) produced by modules causes second wave of execution Runs to quiescence Events do not persist on BB 8

World Model Stores perceptions, inferred facts Facts are instances of fact-class objects Pre-defined set of objects and attributes Rules in behavior models can assert or retract facts Pre-defined set of predicates and functions Rules combine predicates with boolean ops Matching may be limited (or not) E.g. (x) ( IF Entity(x) Tank(x) (Range(x) < 2000)) may be implemented by walking a known entity list 9

Behavior Models Flow chart-like action sequence descriptions Includes sequential, parallel, looping, and branching Use predicates to branch Actions can use parameters Parameters can be computed by preceeding actions Actions can be primitive or composite Include IF-THEN rules Assert facts or Start reactive behaviors Interaction between reactive and background behaviors still undefined 10

Behavior Model Language Structure 11

Behavior Modeling Editor 12

Primitive Behaviors Simple actions using physical agents in entity Put command data on blackboard, which triggers physical agents, OR Calls physical agent functions directly Process data make inferences Add facts to world model 13

Soar Rule-based engine + Facts Rules Goal stack 14

Facts Arbitrary object-attribute-value triples Working memory Special facts for input and output 15

General matcher Rules Modified RETE for efficiency Long-term memory Knowledge of preferences for taking action in certain situations 16

Soar Agent Interface code puts input data into facts New data may trigger rules Change decision anywhere in goal stack Make new subgoals from that point Make inferences outside of goal stack Put new data in output facts Runs to quiescence 17

Approach for Soar in OneSAF Replace all behavior agents with Soar Use OneSAF physical agents Primitive actions only Replace blackboard (Soar working memory) Replace world model (Soar working memory) Use OneSAF composed behaviors But don t execute in OneSAF infrastructure 18

Replace Blackboard Create interface between physical agents and Soar using OneSAF BB protocol Allows same physical agents to be used Interface puts input in working memory, sets triggers from working memory 19

Use Composed Behaviors Soar reads composed behaviors from OneSAF run-time repository Soar builds its own representation of order/behaviors Soar must implement the same named primitives used in behaviors Named facts Predicate functions Primitive behaviors 20

Soar Entity Model Example Soar engine and rules Working memory Soar representation of behavior model Soar-repository interface code Behavior model repository (infrastructure) Special input fact Special output fact Soar- Blackboard Interface code Vulnerability (damage) Sensor Communications Movement Weapon Simulation Engine (infrastructure) 21

Conclusion Interesting thought experiment for now Ideas? Simple examples? Interfaces Soar representation of flow-chart behavior 22