The Evolution of Computer Generated Forces (CGF) Architectures to Support Information Warfare Effects

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Transcription:

The Evolution of Computer Generated Forces (CGF) Architectures to Support Information Warfare Effects Presentation to NMSG-143 20-21 October 2016 Bucharest, Romania Mark G Hazen, DRDC Jon P Lloyd, Dstl Evan Harris, CAE 1

Content Introduction Workshop Requirements Current Technology Conceptual Models Architecture Design Issues R&D Needs Conclusions 2

TTCP JSA TP2 TTCP Modeling and Simulation as a technology panel KTA3 Synthetic Forces Workshop: Implementation of Information Layer Warfare Effects in Computer Generated Forces (CGF) Simulations 25-27 April 2016 DRDC Ottawa Research Centre, Ottawa. 17 scientists and industry representatives, 5 nations 3

M&S Issue Information Warfare Munitions EW Cyber Info Ops Commanders need to know how to defend and employ Information Warfare and non-kinetic capabilities. Training systems are needed for both Specialists and common soldier. But how well are non-kinetic / Information Warfare Effects represented in CGF or federations? AND, we need to reduce the complexity and cost of setting up and using our simulations 4

Information Warfare Attacks EW Jamming, Interception, False information Cyber Denial of service Modification of information Creation of information Theft of information Surveillance Influence Operations Social Media campaigns Hearts and Minds Espionage Effects Primary Disrupted flow of information Intercepted information Changed information Created false information Secondary Changed decision making and biases Adversary better informed Tertiary Slower reactions (org/unit) Loss of trust in people & systems 5

Information Layer Requirements Primary effects are on information content and information flow. Secondary and tertiary effects are on decision making and behaviour Observation of effects is at tertiary level in unit reaction or lack of reaction to the situation. Need to model the information content that will affect decision-making and unit behaviour. 6

Current Technology Computer Generated Forces Rudimentary communications networks Often perfect coms of reports with no uncertainty Simple C2 hierarchies Limited AI - relies heavily on Human Interactor No representation of persistent information Database. API may expose a transmission event (Emission PDU) but not the content. Simplistic EW models, if at all. Usually no Cyber models. EW Simulators Can model EW Attacks, Jamming, Radar, etc Scripts to generate content for Coms EW Generate EM COP from CGF 3 rd Party AI Automate Pattern-of-life background clutter May provide Military Doctrine Entities may have Attitude subject to Influence Ops Do not include electronic Tx Do not react to EW/Cyber Cyber Ranges Able to test real threats on isolated real systems & networks Too high fidelity for most M&S - only need effect Network Emulators Represent radio and wired networks Allow Human controlled cyber attacks to disrupt information flow Do not understand transmission content Can these all be integrated together? We need to reduce the complexity and cost of setting up and using our simulations! 7

Initial Concept Architecture Cognition/decision making layer (represents decision makers) conscious decision-making or non-strict doctrinal, morale Information layer (perceived/actual state of current, expectations) reports, orders, opinion, databases Communications network layer (computer, radio, social networks) Movement of information, time lags, atmospheric effects Currently Humans EW, Cyber Physical Layer (Current CGF physical/kinetic effects) units, terrain, weather, movement, weapon effects 8

Information Space View 9

Entity Point of View Entity/Unit/Agent Entity/Unit/Agent Entity/Unit/Agent Entity/Platform/Unit/Agent Info flows internally without the need of Coms Layer Cognitive Internal Entity Decision Making SA behaviour plans biases - memory Physical Location environment kinetic weapons - human effects on env SENSORS Info Storage dbase written Sensor reports orders All Entities, Platform, Units or Agents Communications Inter/intranet, radio, Social - Media

Entity Point of View IO Entity/Unit/Agent Entity/Unit/Agent Entity/Unit/Agent Entity/Platform/Unit/Agent Info flows internally without the need of Coms Layer Cognitive Internal Entity Decision Making SA behaviour plans biases - memory Cybe r Physical EW Location environment kinetic weapons - human effects on env SENSORS EW Cybe r Info Storage dbase written Sensor reports orders IO All Entities, Platform, Units or Agents Cybe r IO EW Communications Inter/intranet, radio, Social - Media

Physical Location environment kinetic weapons - human effects on env SENSORS Sensor reports Orders, own entity actions Communications Inter/intranet radio Social - Media Orders Queries Plans Predictions Reports Responses Cognitive Internal Entity Decision Making SA behaviour plans biases - memory Own Entity intentions, Belief, knowledge Information (Storage) dbase written Sensor reports orders

Cybe r Physical Location environment kinetic weapons - human effects on env SENSORS Sensor reports EW EW Cybe r Orders, own entity actions IO Communications Inter/intranet radio Social - Media EW Orders Queries Plans Predictions Cybe r Reports Responses Cybe r Cognitive Internal Entity Decision Making SA behaviour plans biases - memory IO Own Entity intentions, Belief, knowledge Information (Storage) dbase written Sensor reports orders IO

IW Architecture Cognition/decision making layer (represents decision makers) External Information Information Layer Entity Internal Information perceived/actual state, orders, opinion, Entity Internal Information Reports Questions Orders Reponses Queries Communications network layer (Radio, Computer Network, Social) Comms element physical status Sensor Reports Orders CGF physical/kinetic effects simulation layer 14

Complexity vs Human Involvement Increased complexity of scenarios Socio Political Economic Military Security Civilian Non-governmental Cost of Human interactors already too high to run even small exercises as often as required Cost of scenario development too high both in terms of money, time and VVA Need automation of validated unit behaviour and decision-making, coupled with re-use of scenario data. Complex fake worlds Use of classified data from real world Hybrid (?) 15

Design Issues to be addressed Determine layer functionality specifications Framework for partitioning functionality into services Inter and Intra-layer interface standards What is the basic (default) infrastructure required for a meaningful instantiation? Behaviour characterization Standards for describing Methodologies for translation between CGF Information content models MIP Information Model MetaData for content 16

What s Next Cognition/decision making layer (represents decision makers) AI + Behaviour MIM External Information Information Layer Entity Internal Information perceived/actual state, orders, opinion, Entity Internal Information Reports Questions Orders Reponses Queries C2Sim Communications network layer (Radio, Computer Network, Social) Comms element physical status Sensor Reports Orders C2Sim CGF physical/kinetic effects simulation layer Behaviour 17

What s Next Community development of IW architecture Advance the parts: How applicable is the MIM for M&S applications MSG-145/SISO - C2Sim supporting order content, and interoperable specification of behaviour MSG-127 on description of Human Behaviour Modelling IST-121 on Autonomous CGF entities MSG-136 on MSaaS 18

Conclusions In order to model Information Warfare issues an engagement model is needed that explicitly includes information. An initial high level architecture has been proposed A lot of the pieces are being investigated NATO, SISO, MIP, TTCP But needs coordination and a common architecture to avoid too many proprietary non-interoperable solutions NATO ET to look at the Information and Decision- Making layers. 19