Warrior Tutoring

 

Neil- Check out these two things

UCPP: http://wiki.beyondunreal.com/wiki/UCPP

UsUnit: http://wiki.beyondunreal.com/wiki/UsUnit

 

 

MQP warning

 

Posted March 11, 2003, updated April 29, 2003

 (New! On June 20 Neil Heffernan was notified that the Army will be funding this project. I will be looking for MQP, Independent Study Courses, and Graduate Student’s Theses/Disserations.  There are other funding opportunities for this sort of work  like this one.)


I am offering an MQP related to adding an intelligent tutoring system to a "first person shooter" sort of game.    This project could even start in D-term or maybe as a PreQ-P.  We could run the first term as an ISP.  For grad students, this would make an excellent masters thesis topic.   As part of my research, I just wrote a grant proposal to the Army in response to their request for proposals.

Students will need to take some public domain first person shooter engine, modify it to fit the Army's needs, build a expert system in JESS that knows how to "play the game", turn that expert system into a tutoring systems, and finally hook the game and the expert system together.  This last step will require us to put the right hooks into the simulation system.  Students that have done game development might be particularly interested.

If you are interested, please contact with me a resume, transcript, a letter indicating why you would do a good job at this MQP.  Send these materials, all together, either electronically or snail mail.  Students should probably have taken, or are taking, Artificial Intelligence.  This project will involve a great deal of programming and should not be undertaken lightly.  Please tell me about the other large scale programming tasks you have undertaken.  The few (2-4) students that seem most likely to succeed will be selected.  

 

 

Try this link to where I found this

ARMY 2003 STTR TOPIC DESCRIPTIONS

 

 

ARMY03-T01                       TITLE: The Virtual Observer/Controller (O/C) --- Intelligent Coaching in Dismounted Warrior Simulations

 

TECHNOLOGY AREAS: Human Systems

 

ACQUISITION PROGRAM: USAIS, Combined Arms Tactics Directorate

 

Objective:  Develop intelligent, automated coaching and feedback for training dismounted small unit leaders and teams within a collective virtual simulation/computer gaming environment.  The intent is to merge two training technologies – intelligent tutoring engines for individual skill training and virtual/gaming simulations for small-unit, dismounted operations.  A synthetic, intelligent observer/controller (O/C) shall be created within simulations to perform the real-time coaching and feedback functions similar to those functions executed by actual O/Cs or unit leaders during field exercises within a unit or at the Army’s Combat Training Centers.

 

Description:  The Army has invested considerable resources in developing simulations for small-unit dismounted warrior operations.  Recent advances in technology have provided the necessary resolution and detail in the terrain needed for dismounted operations.  In addition, considerable progress has been made in realistically displaying human behavior.  Nonetheless, the training effectiveness and value of such simulations continue to reside in the expertise of the individual trainer.  This trainer establishes the rules for the exercises, watches how the unit executes a scenario, and then provides feedback.  The trainer typically decides which exercise segments to replay and what results to display.  In live, field exercises, the trainer or observer/controller (O/C) not only provides the after-exercise feedback, but also coaches during the exercise, to include stopping the exercise if necessary.  The purpose of the proposed effort is to integrate intelligent tutor computer engines used for individual skills with collective simulations of small-unit dismounted operations in order to embed the warfighting expertise of “live expert coaches” in the simulation.  The merger of these technologies would mean that the training value of the simulation would not be as highly dependent on the training and military expertise of a single trainer.  Also by incorporating such expertise there is some guarantee that the simulation exercise will result in the desired training objective, not simply be an event or a “game.”  Dismounted warrior operations also require that intelligent tutor engines be modified to accommodate the “unbounded” nature of such operations, where there can be multiple means of accomplishing the mission, rather than just one solution.

 

Phase I:  Phase I shall consist of a front-end analysis to determine the missions or collective tasks to be simulated, and identification of suitable measures of performance and effectiveness.  The tasks shall be basic, dismounted Infantry unit collective tasks, that represent differing degrees of uncertainty regarding how the tasks are best planned and executed.  The task domain shall be at the small-unit level.  An approach shall be developed for modifying current intelligent tutoring engines to incorporate feedback at the collective level as well as feedback to individuals.  In addition, the engine shall be modified to provide feedback that accommodates multiple solutions to a problem.  Requirements for providing coaching during an exercise and feedback following an exercise shall be determined.  The performance data to be collected and stored during the simulation shall be determined and a means of transferring it to the intelligent engine identified.  Virtual scenarios that accommodate the tasks to be trained shall be identified/modified.  Subject matter experts shall be interviewed and training and doctrine manuals reviewed to determine the knowledge base required by O/Cs for at least one of the selected tasks.  The proposed solutions for creating a synthetic intelligent O/C within a small-unit dismounted warrior virtual/gaming simulation environment shall be documented in a Phase I report.  The report shall also include findings from the front-end analysis of the collective tasks to train, documentation of simulations available for these tasks, measures of performance, simulation database requirements, the expert knowledge database required for the selected task(s), and modifications required to intelligent tutoring technology.

 

Phase II: In Phase II, the synthetic intelligent O/C virtual training/coaching simulations agreed upon in Phase I shall be developed.  A milestone schedule for generating the “intelligent O/C engine,” determining the individual and collective behaviors to assess, and merging this capability with virtual dismounted simulations and scenarios shall be established.  Three dismounted warrior mission/tasks shall be used.  Assessments of the effectiveness of the training products as well as reactions by soldiers and leaders shall be conducted simultaneously with product development.  An assessment plan shall be written for review and approval.  A report describing these findings as well as the algorithms for the intelligent virtual O/C shall be produced. 

 

Phase III: The Department of Defense and many corporations now use virtual simulations for leader and team training.  The training capabilities described in this proposal apply to these virtual multi-person simulation capabilities.  Incorporating a synthetic trainer that provides real-time coaching and performance feedback will result in enhanced team training, and a capability that is less reliant on quality instructors.  In addition, a synthetic trainer that adapts to multiple, yet suitable solutions for accomplishing mission objectives developed by teams greatly expands the settings in which intelligent agent technologies can be applied. 

 

REFERENCES:

 

Brown, B. Wilkinson, S., Nordyke, J., Riede, D., Huyssoon, S., Aguilar, D., Wonsewitz, R., & Meliza, L.  (1997).  Developing an automated training analysis and feedback system for tank platoons (Research Report 1708).  Alexandria, VA:  U.S. Army Research Institute for the Behavioral and Social Sciences.  DTIC No. AD-A328 445

 

Ericsson, K. A., & Smith, J. (Eds.).  (1991).  Toward a general theory of expertise:  Prospects and limits.  New York: Cambridge University Press.

 

Gillis, P. D., Hursh, S., Guest, M. A., Sweetman, B., & Ehrlich, J. A.  (2000).  Cognitive behaviors for computer generated forces (ARI Technical Report 1113).  Alexandria, VA:  U.S. Army Research Institute for the Behavioral and Social Sciences.  DTIC No. AD-A390 351

 

Pleban, R. J., Eakin, D. E., Salter, M. S., & Matthews, M. D.  (2001).  Training and assessment of decision-making skills in virtual environments (ARI Report 1767).  Alexandria, VA:  U.S. Army Research Institute for the Behavioral and Social Sciences.  DTIC No. AD-A389 677

 

Polson, M. C., & Richardson, J. J. (Eds.). (1988).   Foundations of intelligent tutoring systems.  Hillsdale, NJ:  Lawrence Erlbaum.

 

Shute, V.J., Lajoie, S. P. & Gluck, K. A.  (2000).  Individualized and group approaches to training.  In S. Tobias & J. D. Fletcher (Eds.), Training and retrainng: A handbook for business, industry, government and the military (pp. 171-207).  New York: Macmillan.

 

Singer, M. J., Grant, S., Commarford, P. M., Kring, J. P., & Zavod, M.  (2001).  Team performance in distributed virtual environments (ARI Technical Report 1118). Alexandria, VA:  U.S. Army Research Institute for the Behavioral and Social Sciences.  DTIC No. AD-A396 489

 

Wisher, R. A., MacPherson, D. H., Abramson, L. J., Thorndon, D. M., & Dees, J. J.  (2001).  The virtual sand table:  Intelligent tutoring for field artillery training (ARI Research Report 1768).  Alexandria, VA:  U.S. Army Research Institute for the Behavioral and Social Sciences.  DTIC No. AD-A388 158

 

KEYWORDS: Intelligent tutors, virtual simulations, computer gaming, dismounted operations, team training, intelligent feedback, after action reviews

 

TPOC:                    Dr. Scott E. Graham

Fax:                         (706) 545-4618