=Paper= {{Paper |id=Vol-1523/STIDS_2015_T11_Mumford_etal |storemode=property |title=Toward Representing and Recognizing Cyber-Physical Autonomous Agents in Competition Using Event Semantics |pdfUrl=https://ceur-ws.org/Vol-1523/STIDS_2015_T11_Mumford_etal.pdf |volume=Vol-1523 |dblpUrl=https://dblp.org/rec/conf/stids/MumfordWC15 }} ==Toward Representing and Recognizing Cyber-Physical Autonomous Agents in Competition Using Event Semantics== https://ceur-ws.org/Vol-1523/STIDS_2015_T11_Mumford_etal.pdf
         Toward Representing and Recognizing
      Cyber-Physical Elements in Competition Using
                     Event Semantics
                                    Alonza Mumford, Duminda Wijesekera, Paulo Costa
                                              George Mason University
                                 amumford@gmu.edu, dwijesek@gmu.edu, pcosta@gmu.edu


   Abstract—The Federal Aviation Administration (FAA) is ob-            some real-world applications where the activities of human and
serving an increasing number of incidents involving recreational        physical autonomous agents are identified by sensors coupled
drones, and imagining a future where every drone will be                to a cyber-physical system:
equipped with an Automatic Dependent Surveillance-Broadcast
(ADS-B) transponder that communicates and cooperates with                  • In the National Football League (NFL), each football
the FAA’s Next Generation (NextGen) Aviation Cyber-Physical                  player and stadium is equipped with RFID sensors and
System in order to help mitigate aerial collision risk [1]. This             receivers permitting the league to track fine-grained loca-
exemplar application involves human or autonomous agents                     tion data for each play. In this case, the Internet-of-Things
interacting within some sort of cyber-physical system where
competition or cooperation between cyber-physical elements                   (IoT) and CPS has been incorporated into operations and
exist. We anticipate that the use of higher-level abstractions               management of professional sports venues [2].
will be required for modeling human or autonomous agent’s                  • In the recreational Unmanned Aerial Vehicle (UAV) mar-
interactions within these type of systems in order to make sense             ket, some manufacturers have equipped their drones with
of the observations derived from sensor-data. In this paper, we              ADS-B sensors, which is a type of sensor for aerial coop-
articulate an approach that uses event semantics to represent
the temporal, spatial, factor, and outcome features of activities            erative collision detection and avoidance [3]. ADS-B is an
generated by competing or cooperating agents functioning within              element of the Federal Aviation Administration (FAA)’s
a cyber-physical environment. We use those semantics, along with             Next Generation Air Transportation System (NextGen),
observations of activity, to model higher-level activity abstractions        which has been described as a airborne network instanti-
and to help perform strategy recognition from a concrete,                    ation of a cyber-physical system [1].
competition-oriented scenario reflected in a real-world, game data
set comprised of more than a half million events involving nearly          These examples also illustrate a specific characteristic
8500 unique agents. The strength of the approach is grounded in         present in some cyber-physical systems where competition
a specification of event semantics for our concrete multi-agent,        or cooperation exist between human or physical autonomous
competitive game ontology using Resource Description Frame-             agents. Subsequently, this paper reflects an interest in these
work Schema (RDFS) and Ontology Web Language (OWL). By
leveraging these Semantic Web languages, we anticipate that the
                                                                        type of cyber-physical systems. This research effort is nar-
use of event semantics to describe cooperative or competitive           rowly focused on identifying higher-level abstractions such
agent interactions within cyber-physical systems will become            as strategies used by agents from observations derived from
more predominant in the future.                                         sensors in the CPS. Further, we focus on an approach for
   Index Terms—Agent-Based Model, Human Agent, Au-                      the representation and modeling of competitive actions and
tonomous Agent, Unmanned Aerial Vehicle, Gridiron Football,
                                                                        interactions of agents in cyber-physical systems.
Semantic Web
                                                                                             II. M ETHODOLOGY
                       I. I NTRODUCTION                                    The high-level methodology for this research activity has
   Cyber-physical systems (CPS) are at the outset of com-               been decomposed into five components. First, an exemplar for
pletely changing how society interacts with the physical world          our experiment is identified. Gridiron Canadian and American
around it. These systems measure different features across              Football is distinguished as an elaborate, competitive game
the physical environment (e.g., the location of an agent) and           activity that involves multiple agents, which are organized
enable computational models that interact with a cyber-core             into two teams for the purpose of executing a series of
(i.e., the computing and communications backbone of the CPS)            offensive/defensive advances intended to score points and win
and with their corresponding physical environment to provide            the game. This scenario is selected to match the CPS exemplar
some desired benefit or utility. In most cases, sensors provide         identified in [2]. A NFL play-by-play data set that offers
the cyber-core with the primary mechanism for recognizing               a likeness or model of the kind of RFID-derived data we
events or changes in the physical environment. The actions and          would expect in [2] is acquired for the experiment. Second,
interactions between human or physical autonomous agents                the information within the data set is conceptualized based on
and the cyber-core are captured through sensors. Consider               the domain knowledge of Gridiron Football and modeled for



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its semantic relationships using event semantic abstractions.                    ball, kickoffs, free kicks, scoring and penalties associated
The result is the contributed Gridiron Football Ontology,                        with Gridiron Football was acquired primarily through a
which is a conceptual vocabulary of American and Canadian                        literature review of popular publications such as Football’s
football, in the namespace http://www.ncsu.org/kr/fball. Third,                  Matchup Zone Coverages [4], The Art of Place-Kicking and
the data set is extracted from its previous form, transformed                    Punting [5], Defending the Spread Offense [6], Offensive
into the Resource Description Framework (RDF) metadata                           Football Strategies [7] and Winning Football [8]. Familiarity of
model (including serialization) according to the fball ontology                  these concepts was used to formulate ontological abstractions
and loaded into a public-accessible SPARQL Protocol and                          designed to codify types of events with associative kinds of
RDF Query Language (SPARQL) Endpoint and RDF Store.                              entity-attribute-models with agent, temporal, spatial, factor and
Fifth, we integrate or point a public-accessible SPARQL                          product classes and relationships in the Gridiron Football
Endpoint Explorer for Expressive Question Answering to the                       Ontology.
Gridiron Football Event Endpoint in order to interrogate the
nearly 40 million triples generated for indications of tactics or                C. Formal Ontology Modeling
strategies being employed during game events. Further details                       The contributed Gridiron Football Ontology expresses a
are provided in each respective section of the paper.                            formal representation of knowledge within the Gridiron (or
                                                                                 American and Canadian) Football domain via a set of concepts
                     III. P ROPOSED S OLUTION                                    and inter-concept relationships. The ontology is engineered
A. Data                                                                          according to a methodology that partitions the ontology into
                                                                                 two levels: theory ontology (or upper ontology) and domain
   Our research effort was presented with a considerable
                                                                                 ontology (or lower ontology). The theory ontology is abstract
challenge pertaining to the acquisition of rich context data
                                                                                 and compact. It focuses on concepts such as time, space, goals,
that would comprise human or agent activities, and that would
                                                                                 etc. The domain ontology provides a formal description of
simulate the type of data we would expect to acquire from the
                                                                                 the classes (i.e., concepts) and relationships between classes
scenario identified in [2].
                                                                                 that exist in a domain. In this manner, the Gridiron Football
                                                                                 Ontology is conceived as a two-level ontology with an upper
                                                                                 level that abstracts a football game as a sequence of orga-
                                                                                 nized spatio-temporal events and a lower level that provides
Fig. 1. An example illustration of play-by-play text generated by a NFL
statistician, which translates to: a RUSH play event occurred at the "7 minute   a concrete specification of the ontology components (i.e.,
and 41 seconds" timestamp of the quarter; D. Williams rushed the ball in the     individuals, classes, attributes, relations, etc.) associated with
direction of his Left Guard and progressed 6 yards up to the 13 yard line of     Gridiron Football. By concrete specification, we mean that the
the opposing Pittsburgh Steelers team; and where he was jointly tackled by
A. Branch and G. Grissom.                                                        ontology is machine-readable and understandable. The result
                                                                                 is that RDF Schema (RDFS) Language and Web Ontology
   Prior to recent introduction of RFID sensors into NFL game                    Language (OWL)-based ontological software components were
stadiums [2], the data capture of movements of players on a                      developed for all items (370+ unique key-value pairs) in
football game field demanded a human-in-the-loop to observe                      the NFL Play-by-Play data set. Ontological modeling and
the execution of plays across the field and to sequentially                      engineering efforts were assisted using several Semantic Web
report the specifics of each event as illustrated in figure 1.                   tools to include CMAP Knowledge Modeling Environment [9]
During games, this reporting data is manually generated by                       and Stanford Protege [10].
a distributed network of league statisticians, and immediately                      At the center of the upper ontology is the notion of an
propagated from individual stadiums to hundreds of websites                      event, and we reuse the existing Event Ontology developed
in a span of seconds [2]. In turn, the data set used in the                      at Queen Mary, University of London [11]. The ontology is
experiment is provided by a sports analysis firm that uses web                   partitioned into a set of classes and properties identified as:
extraction and other techniques to generate a structured data                    event:Event, which is an arbitrary classification of a space/time
set from disparate web post left by these league statisticians.                  region, which may have participating agents, passive factors,
The data set contains NFL play-by-play events from 2000 to                       products, and a location); event:sub_event, which provides a
2013. Further, we assert that this data is characteristic of the                 mechanism to partition a complex event; event:agent, which
type of complex yet coarse- or fine-grained event data that                      relates an event to an active agent such as a person; event:time,
can be expected from observations of human or autonomous                         which relates an event to a time object such as a duration of
physical agent’s activities as they engaged in competition                       time. event:place, which relates an event to a spatial object;
within a cyber-physical system.                                                  event:product, which relates an event to something produced
                                                                                 during an event; and event:factor, which relates an event to
B. Domain Knowledge Acquisition                                                  something that contributes to its result such as a cause.
   An effort was made to grasp an understanding of the phys-                        In figure 2, domain-specific classes and properties are
ical environment in which our football player agents operate.                    created through subsumption of the event:Event class to
Domain knowledge of concepts such as game field, players,                        model the many type of events associated with Gridiron
game timeline, driving the ball, alternating possession of the                   Football. For example, fball:GameEvent class conceptualizes



                                                          STIDS 2015 Proceedings Page 83
Fig. 2. A detailed specification of the fball ontology’s Active Agent description using portions of the Event Ontology and Friend Of A Friend (FOAF)
vocabularies. In this context, an active agent is a person or machine that performs in an event. Ontological components that are members of the upper ontology
are illustrated in blue color whereas the members of the Gridiron Football domain ontology are colored in yellow.




                                                         STIDS 2015 Proceedings Page 84
    Fig. 3. A detailed specification of the fball ontology’s active agent description using portions of the Event Ontology and Basic Geo vocabularies.



a football game whereas fball:SeasonEvent represents a                        Football. For example, fball:KickoffOutcome is related to
football season. In the case of the NFL, a season event                       fball:KickoffEvent using the fball:hasOutcome. Though not
is comprised of 16 football games over a duration of 17                       shown, the event:Product and event:hasProduct are sub-
weeks. The fball:hasFootballSubEvent property is devised                      sumed to generate the various types of football outcomes
through subsumption of the event:hasSubEvent property and                     and fball:hasOutcome property respectively. In addition,
used to partition a Season event and a Game event into                        domain-specific classes and properties are devised by way
a collection of games and collection of plays respectively.                   of subsumption of the event:Factor class to model the
The foaf:Agent class and its sub-classes, foaf:Person                         many types of factors that affect different types of foot-
and foaf:Group are extended to model the various types                        ball events associated with Gridiron Football. For example,
of football playing positions (e.g., fball:LeftTackle), the                   fball:WeatherFactor and fball:FieldConditionFactor are re-
membership of particular playing positions to certain                         lated to fball:GameEvent using the fball:hasEventFactor. The
football sub-groups (e.g., a Left Tackle has membership                       event:Factor and event:hasFactor are subsumed to generate
of the fball:OffensiveLineUnit). The fball:Player is                          the various types of football factors and fball:hasEventFactor
established to represent the idea of a generic football                       property respectively.
player that has datatype properties (i.e., attributes) such as                   In addition, portions of the Time [OWL-TIME] [12] and
fball:hasFullName, fball:hasPrimaryPosition, fball:hasHeight,                 The WGS84 Geo Positioning Ontology [Basic Geo] [13]
fball:has40YardDashTime and fball:hasBenchPressWeight.                        vocabularies are used. The primary classes and properties
The fball:hasPlayer, fball:hasUnit and fball:hasTeam                          include: time:TemporalEntity, which is a parent class that
properties are created by means of subsumption of the                         relates temporal information to an event; time:Interval, which
event:hasAgent property to relate football persons and groups                 is a subclass of TemporalEntity and temporal things with
to kinds of football events. For example, the fball:hasPlayer                 extent that have interior points; and geo:SpatialThing, which
property is used to establish a relation between the                          is a parent class that relates spatial information to an event.
fball:FumbleEvent and one of three player roles expected                      For brevity, the time and spatial ontological components used
or required during a fumble type of event: fball:Fumbler,                     in the fball ontology are not described; however, spatial
fball:ForcingPlayer and fball:RecoveringPlayer.                               ontological components are illustrated in figure 3.

   Domain-specific classes and properties are devised by                      D. Metadata (RDF) Creation
way of subsumption of the event:Product class to model                           This work involved creating efficient RDF representations
the many types of outcomes that result from differ-                           for the NFL Play-by-Play data set using the Gridiron Football
ent types of football events associated with Gridiron                         Ontology. The effort experimented with reasoning software



                                                        STIDS 2015 Proceedings Page 85
Fig. 4. An illustration of the SPARKLIS interface/engine being used to interrogate the RDF triples generated from the Gridiron Football Ontology and NFL
data set. In this example, the attributes of location, time, factor, outcome and agent entities associated with this particular NFL play event are explored.



for the purpose of providing an inference reasoning capability                 uses to counter his opponent’s defensive attack. Here, we show
to the project’s software components for deriving new RDF                      multiple components that may be decomposed from a team’s
triples (knowledge) from the instances generated directly from                 overall offensive scheme according to [17]:
input data and its related ontology. This activity involved
                                                                                   • Running Component: Man/Power Blocking, Zone Block-
software development using the Apache Jena Open Source
                                                                                     ing and Flex Blocking
Java Framework for Semantic Web Development [14] to covert
                                                                                   • Passing Component (Setup Mode): Run to Setup the Pass,
the elaborate NFL play-by-play data set, which is comprised of
                                                                                     Pass to Setup the Run and Take What the Defense Gives
more than a half million game events and nearly 8500 unique
                                                                                     You
agents, to a semantic graph containing 44,676,644 RDF triples.
                                                                                   • Passing Component (Tempo): Normal Tempo and Hurry-

E. Metadata Storage and Retrieval                                                    Up Tempo
                                                                                   • Passing Component (Huddle): Normal Huddle and No
   Specifically, this effort consisted of the deployment a
                                                                                     Huddle
SPARQL End-Point web server and RDF-based triple store
                                                                                   • Passing Component (Length of Passes): Short to Interme-
using the Apache Fuseki/TDB suite [15]. Ingest of triples
                                                                                     diate and Vertical Intermediate to Deep Passing Game
into the triple store are primarily made by scripts or the
                                                                                   • Passing Component (Quarterback Position): Under Cen-
upload feature in the Apache Fuseki web client. Queries
                                                                                     ter and Pistol Depth, Shotgun Depth
are made through also made through the SPARQL interface
                                                                                   • Passing Component (Route Assignments): Route Tree
within the Fuseki client as well as the Sparklis: a SPARQL
                                                                                     Assignments (Air Coryell), Group Assignments (Erhardt-
Endpoint Explorer for Expressive Question Answering [16]
                                                                                     Perkins)
web service. In Figure 4, an illustration of SPARKLIS being
                                                                                   • Passing Component (How, Where, When): Predetermined
used to interrogate the generated NFL Football triples is given.
                                                                                     Pass to Spot Before Break, Predetermined Pass to a
        IV. ACTIVITY AND S TRATEGY R ECOGNITION                                      Person after the Break and Option Pass to a Person after
                                                                                     the Break
   In this section, we apply our approach of ontology-based
activity recognition to the Gridiron Football domain and try                      In our experiment, we attempt to identify these components
to show how event semantics may be used to help identify the                   of an offensive scheme. This is at least partially achieved by
base offensive scheme being used by a particular team during                   integrating a natural language-to-RDF query engine to our
a football game. In Gridiron Football, an offensive scheme                     fball project’s SPARQL-endpoint/RDF triple store. The inte-
can be thought of as an offensive strategic system that a team                 gration of these two technologies allowed our research team



                                                         STIDS 2015 Proceedings Page 86
to interrogate the fball event knowledgebase for a collection
of propositions (i.e., statements that are either true or false)
that may be supported by the facts represented in the triple-
store knowledgebase. Principally, a collection or sequence of
statements would be derived to simulate a strategy-recognition
pattern that matches against the RDF-encoded triples in the
store and provide evidence of certain offensive scheme com-
ponents. Identifying certain offensive components such as Pass
Component (Huddle): No Huddle and Passing Component
(Tempo): Hurry-Up Tempo was fairly simple and straight for-
ward to accomplish. This ease to identify a particular offensive
component was due primarily to completeness of data and
that offensive component being directly available within the
fball knowledgebase to directly support that question. In other
cases, even with the detection of an offensive component or                    Fig. 6. An illustration of the average percentage of short-to-intermediate-
                                                                               distance attempts versus intermediate-to-long-distance pass attempts by NFL
combination of offensive components it was not sufficient for                  teams known to not incorporate a West Coast Offense Strategy.
identifying a more complex offensive strategy. To illustrate that
point, here we focus on a particular type of offensive strategy
called a West Coast Offense strategy. As background domain                        Our researchers asked the following question: "In the time
knowledge, we offer football passing theory that describes                     duration of a football game or season is this team using a
the West Coast Offense as the concept of using short passes                    west Coast Offense strategy as part of its offensive scheme?
to replace some of the running attacks [18]. Moreover, the                     It follows that the research team proposed the following
short pass receiver is expected to run for good yardage after                  hypothesis, which is two-fold:
the completion. Therefore, a West Coast Offense strategy is a                     • In regard to the Passing Component (Setup Mode), if the
composite strategy of at least two of the components identified                      team demonstrates a higher percentage of Pass to Setup
in the previous enumeration: the Passing Component (Setup                            the Run attempts (i.e., passing attempts) than a team that
Mode) and Passing Component (Length of Passes).                                      demonstrates a higher percentage of Run to Setup the
                                                                                     Pass attempts (i.e., rushing attempts); and
                                                                                  • in regard to the Passing Component (Length of Passes),
                                                                                     if a team demonstrates a higher percentage of Short to
                                                                                     Intermediate pass attempts as compared to the percentage
                                                                                     of Vertical Intermediate to Deep Passing Game passes.
                                                                                  In the evaluation of our detection pattern for the use of a
                                                                               West Coast Offense strategy in the base offensive scheme for a
                                                                               particular team, we were not able to identify teams that were
                                                                               definitely employing this strategy. In figure 5, we illustrate
                                                                               the average percentage of short-to-intermediate pass attempts
                                                                               and intermediate-to-long pass attempts that were executed by
                                                                               NFL teams that were known to use a West Coast Offense
                                                                               strategy as part of their base offensive scheme during the 2013
                                                                               game season. In figure 6, the same statistics are illustrated;
                                                                               however, in this case we show the statistics of teams that were
Fig. 5. An illustration of the average percentage of short-to-intermediate-    not known to use a West Coast Offense strategy during the
distance pass attempts versus intermediate-to-long-distance pass attempts by   2013 Season. A quick visual examination of these bar charts
NFL teams known to incorporate a West Coast Offense Strategy.
                                                                               show that there is not any major difference in the percentage of
                                                                               short- to long-distance pass attempts between the two category
   In figure 7, we show an example of the type of natural                      of teams (i.e., those known to use a West Coast Offense and
language query used by our researchers for detecting pass                      those that do not). In addition to the statistics on Passing
completions by a particular team during a single football                      Component (Length of Passes), statistics related to the Passing
season where the receiver or pass target caught the pass within                Component (Setup Mode) also did not show a major difference
5 yards of the goal line and net gained 15 yards or greater                    between teams known to use a West Coast Offense versus those
after the pass completion. It follows that this particular team,               that are not known to use that type of strategy.
which is the 2013 Miami Dolphins, coached by Joe Philbin
and offensively coordinated by Mike Sherman, was known for                               V. P RELIMINARY R ESULTS & D ISCUSSION
using a West Coast Offensive strategy during the 2013 game                        A number of insights were made as a result of our
season [19]. In figure 8, we show the results of the query.                    research effort. First, we believe that the complexity and



                                                        STIDS 2015 Proceedings Page 87
     Fig. 7. An illustration of a natural language query using the SPARKLIS engine/interface that models the pattern of West Coast Offense scheme .




Fig. 8. An illustration of the query results from the West Coast Offense pattern-based query. Note the illustration shows observations of the West Coast
Offense strategy being used by the Miami Dolphins football team during a game event in 2013



fine-granularity of the real-world, NFL Play-by-Play data set                that the modeling of other applications or domains involving
provided our team with an intermediate step for evaluating the               human or autonomous agents competing or cooperating within
application of semantic-based event models to the observations               a cyber-physical system would present a similar challenge.
of human or autonomous agents engaged in competition at                         The primary strength of the ontology-based activity (strat-
the scale we would expect within a cyber-physical system.                    egy) recognition approach is the relative simplicity and
As stated previously, NFL football players and stadiums are                  straightforwardness involved in incorporating domain knowl-
equipped with RFID sensors and we assert that the type of                    edge and heuristics into the recognition models. The use
sensor data that we expect to be derived by an NFL Stadium                   of event semantics was especially beneficial in this regard.
Venue’s cyber-physical system (CPS) will be similar to the                   For instance, the The Event Ontology provides the ability to
data used by our research team. This type of activity data                   model and interrogate the NFL event knowledgebase based
provided the research team with a unique challenge in effort                 on five dimensions: event type, time, location, factor and
to properly reflect in each RDF statement the appropriate                    outcome. Additionally, the upper ontology also provided an
semantic using the Gridiron Football Ontology. We expect                     abstraction (i.e., event:hasSubEvent) for describing an event



                                                       STIDS 2015 Proceedings Page 88
that is composed of other events. This abstraction allowed the     also like to acknowledge Arm Chair Analysis as the source of
research team identify what type of football sub-events were       the NFL data set used in this research project.
associated with a particular play event, drive event, game event
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applicable data set for autonomous physical agents cooperating
or competing within a cyber-physical system. Moreover, our
effort seeks to integrate aspects of game theory analysis with
the ontology-based strategy recognition approach to account
for concepts such as payoffs and tensions between the different
strategies that may be used by agents.

                    ACKNOWLEDGMENT
  The authors would like to acknowledge the Sparklis research
activity under Dr. Sebastien Ferre supported at IRISA, Uni-
versite de Remes, Rennes cedex, France. The authors would



                                               STIDS 2015 Proceedings Page 89