Name

Sponsor

Service (Domain)

Level

Functions/Activities Modeled

Implementation/Architecture

Comments

Naval Simulation System (NSS)

Navy

Navy (HBR models)

Command and control (C2) and unit

Full activities of a Navy task force at entity level

• Decision tables or prioritized production rules;

• Future state predictor that supports some planning

• Future state predictor could be used to support reactive

Automated Mission Planner (AMP)

IST/UCF, University of Florida

Army (HBR models)

Unit, company

Course-of-action generation

Four stage process:;

1. Terrain analysis for route planning;

2. Course-of-action generation;

3. Course-of-action simulation;

4. Course-of-action selection

• For use in ModSAF company commander entities;

• Development status unknown;

• Key use of simulation-based plan evaluation

 

International Advisory Group-European Cooperation for the Long Term In Defense Consortium (ISAG EUCLID)

Army and Navy (decision support)

Unit

Course-of-action generation, maneuver and FS planning. AGW planning

• Multiagent architecture

• Broad Europe-wide effort in decision-support tools;

• Planning modules may be useful in HBR modeling

Battlefield Reasoning System (BRS)

ARL Federated Laboratory, University of Illinois at Urbana-Champaign

Army (decision support)

C2

Course-of-action generation

• Blackboard architecture with multiple specialist agents;

• Current focus on course-of-action generation

• ARL-sponsored effort in decision-support tools;

• Course-of-action planning modules may be useful in HBR models

Decision Support Display (DSD)

ARL Federated Laboratory, North Carolina Agricultural and Technical State University

Army (decision support)

C2 Unit

Course-of-action generation and logistics planning

• Multiple distributed rulesets

• Currently an exploratory study;

• Rulesets may be useful for future model development

Computer-Controlled Hostiles for SUTT

The small unit tactical trainer (SUTT)10 is used to train Marine rifle squads in MOUT clearing (Reece, 1996; see also Chapter 2). The virtual world is populated by computer-controlled hostiles, which have been developed to behave as "smart" adversaries that evade and counterattack blue forces. The key state variables are fairly low level (e.g., soldier position, heading, posture), and perception and situation awareness are based on simple detection and identification of enemy forces.

Most of the activity appears to be fairly reflexive, but there is an attempt at situation-driven planning using hierarchical goal decomposition. High-level goals

10  

Formerly known as the team target engagement simulator (TTES).



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