<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>International Journal of Intelligent
Systems</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Composing Tactical Agents through Contextual Storyboards</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Avelino J. Gonzalez</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Rainer Knauf</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Klaus P. Jantke</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>(1)Intelligent Systems Laboratory School of EECS University of Central Florida Orlando</institution>
          ,
          <addr-line>FL 32816-2362</addr-line>
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>(2)Faculty of Artificial Intelligence Technical University of Ilmenau PF 10</institution>
          <addr-line>05 65 98684 Ilmenau</addr-line>
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>(3) Fraunhofer IDMT Children's Media Dept.</institution>
          <addr-line>Hirschlachufer 7 99084 Erfurt</addr-line>
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2008</year>
      </pub-date>
      <issue>7</issue>
      <fpage>170</fpage>
      <lpage>179</lpage>
      <abstract>
        <p>This paper presents the novel use of storyboards for composing, organizing and visualizing tactical agents designed to serve as computer generated forces. These tactical agents represent enemy forces that act and react to trainee actions and are specifically used here to populate military training scenarios. The tactical agents are based on the Context-based Reasoning human behavior representation paradigm. This application of storyboards facilitates the use and visualization of the contextual elements that make up the composed agents. The use of the approach is described and an informal qualitative evaluation is conducted.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>Preparing a simulation for a military training session
can be a time-consuming process. First of all, training
objectives must be expressed by the instructor.
Secondly, a mission or task to be executed by the
trainee(s) must be specified, and the accompanying
environmental conditions must be defined and
subsequently reflected in the simulation environment.
Thirdly, if the training objectives call for the
trainee(s) to be faced with a specific situation, the
external entities with which the trainees interact must
be designed such that they present that situation to the
trainee correctly and at the appropriate time. When
this requires the involvement of intelligent software
agents, these must be integrated into the simulation in
just the right manner to accomplish the desired
objective. Planning and organizing the
simulationbased training exercise to systematically include these
three steps presents a significant problem for
simulation-based training.</p>
      <p>In recent times, the widespread reuse of standard,
reusable scenarios has led to exercises becoming
known in advance by the trainees, thereby negating
the effect of built-in surprises and diminishing the
effectiveness of the training session. This ultimately
prematurely requires that new and expensive
exercises be created. It would be ideal, therefore, if
new training exercises could be easily custom-made
for each group of trainees, but that they nevertheless
would guarantee an equivalent learning experience
for all trainees.</p>
      <p>This leads us to the concept of assisted scenario
generation for training simulations. While the
selection and implementation of certain
environmental effects such as weather, time and other
such issues is relatively easy, depending on the
facilities provided by the simulation infrastructure,
others such as the behavior and plans of the external
entities typically require much greater care. This is
because these intelligent tactical agents could exhibit
the wide range of behaviors typically used in these
scenarios, thereby resulting in large and complex
models. Their large size and high complexity make
these agents difficult to build and possibly
computationally expensive to run.</p>
      <p>However, this is not the entire problem. The
external entities are the primary means through which
the scenario designer causes the desired situations to
be presented to trainees at the right moment. These
agents have to be able to react to the trainee actions
and still be able to present the desired educational
situation. In situations where the roles of the external
entity are quick and of a short duration, it may not
need to be artificially intelligent. An example of this
could be a distracted pedestrian crossing the street in
front of the car. In such cases, the model of the
pedestrian is simple, as it needs no reaction. Selection
and placement of such an external entity would be
rather simple. However, for other roles that require
extended contact with the trainee such simplicity may
not suffice. Examples of this include a driver with
road rage, a persistent enemy combatant, or a police
officer pursuing a fleeing driver. A more complex
process must be developed to assist the training
session author in building the appropriate external
entities and place them correctly within the
simulation.</p>
      <p>A tool that helps the session author design the
training session – specially the agents used in the
training session would be immeasurably helpful.
Description of such a tool is our objective here.</p>
      <sec id="sec-1-1">
        <title>2. OVERALL SOLUTION APPROACH</title>
        <p>Planning has been a core part of AI research since the
beginning. Planning is something that humans do
naturally and for the most part, effectively. Many
tools have been built to assist planners. We
investigated the feasibility of using storyboards, as
defined by Jantke and Knauf [3], to serve as the
infrastructure upon which the agent models could be
planned and stored.</p>
        <p>The concept of storyboards has been used
successfully for many years in many applications
such as cinematography, theater, musicals and such
time-based works. Storyboarding is a modern
approach to planning that actually goes beyond
conventional planning. It can be said to be the “…
organization of experience” [3]. Jantke [4] asserts that
when human activity comes into play (e.g., games,
war) predicting the future situations becomes difficult
because it is unknown what situation will be faced by
the human in a conflict-based context. He maintains
that storyboards provide room for such human
activity by furnishing means to represent alternative
worlds.</p>
        <p>Knauf [6] and Knauf et al [7] more recently applied
the storyboard concept to course design. They are
specifically used to guide the didactic process in
traditional learning environments and in e-learning.</p>
        <p>The storyboard approach devised by Jantke &amp;
Knauf is built upon standard concepts which enjoy
(1) clarity by providing a high-level modeling
approach, (2) simplicity, which enables everybody to
easily become a storyboard author, and (3) visual
appearance as graphs. While other means of
structuring the contents of the agents exist, such as
state diagrams, Petri nets, etc., none meet the above
three requirements as easily as does the storyboard
tool described here.</p>
        <p>Jantke and Knauf define their storyboard as a
nested hierarchy of directed graphs with annotated
nodes and annotated edges. Nodes can be either
scenes or episodes where scenes denote leaves of the
nesting hierarchy and represent a non-decomposable
learning activity. A scene can be (1) the presentation
of a (media) document, (2) the opening of any other
software tool that supports learning (e.g., an URL
and/or an e-learning system) or (3) an informal
description of the activity. Episodes, on the other
hand, denote a sub-graph. Graphs are interpreted by
the paths through which they can be traversed. Edges
denote transitions between nodes. Figure 1 shows a
top-level storyboard that reflects an organization for
teaching a college-level course in Artificial
Intelligence.</p>
        <p>The processes that are commonly represented
through storyboarding are characterized by
nondeterminism, involvement of human players and the
attempt to anticipate the behavior of these human
players. These characteristics also apply to
simulation-based training sessions. Therefore, we
propose here to use this storyboard approach to
represent the agent being composed for a session in a
training simulation.</p>
        <p>The agents themselves are defined in the
Contextbased Reasoning (CxBR) modeling paradigm. CxBR
specifies that agents built through CxBR be composed
of several major contexts, some accompanying minor
contexts and definition of transition criteria between
the major contexts. While it is active, a major context,
together with possibly several minor contexts,
controls the actions of the agent. When the situation
changes so that the context has changed, a transition
to a new active context is effected, with its attendant
functions and knowledge taking over the control of
the agent. Transition criteria determine when the
situation calls for a new major context to be made
active and the currently active major context to be
deactivated. Only one major context can be active at any
one time. We expect here that the major contexts will
be defined and created a-priori and be available in
some repository, providing a baseline behavior for the
agent when it finds itself in the correct context.
However, the transition criteria are very
applicationdependent, and must thus be specified carefully for
each application. See Gonzalez et al [1] for details
about CxBR.
We should note that the storyboard is not the agent. It
merely helps a human to compose the agents for a
specific scenario in a way that is clear, simple and
easily visualized. The CxBR-based agents contain
the intelligence and the ability to react to events in the
simulation exercise.</p>
        <p>The objective of the research was not to develop
a working model of the tactical agents themselves, but
rather to organize their definition in an
easilyvisualized and manoeuvrable tool. This is what we
describe as composing agents from existing
components, in our case, major and minor contexts.
Our software tool provides a medium for the scenario
storyboard to be reflected, provides an infrastructure
to store the agent models for all situations, and can
assist the session author with customizing the
transition criteria for the major contexts vis-à-vis the
training session. The storyboard, however, is not an
agent representation paradigm. CxBR is the agent
representation paradigm used. The storyboard merely
helps in composing the agents from previously
defined major contexts and easily visualizing the
resulting agent. To better describe the concept, we
introduce an example military scenario.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>3. SPECIFIC SCENARIO USED</title>
      <p>The training scenario used for this experiment
involves a fictional maritime country (Blue state) with
a lightly defended base in an island far off its
mainland coast. This island is the subject of a
territorial dispute between the Blue state and a
neighbouring and also fictitious Red state. In light of
current situations that may lead to potential hostilities
with the Red state, the Blue state seeks to reinforce
the defences on the island by sending a cargo vessel
with supplies and armaments needed to enhance the
defences of its island base.</p>
      <p>This cargo vessel (M1) is escorted by a small task
force composed of one anti-aircraft destroyer and
flagship of the task force. This vessel is armed with
SAM launchers, one torpedo tube and assorted guns.
This is the vessel to be directly controlled by the
trainees in this training exercise and it is labelled TF1.
Three other warships make up this task force. Two
anti-submarine frigates respectively labelled BF1 and
BF2 come armed with anti-submarine rockets and
assorted guns. The fourth warship is a mine layer,
armed with mines and a 12.7 mm machine gun. It is
labelled BF3. Their mission is to escort and protect
the unarmed cargo vessel (M1) containing critical
supplies and weapons from the mainland port to the
naval base in the island in question. Their orders are
to protect the cargo vessel and to confront any force
threatening it, whether air, surface or subsurface. The
Blue state ships are at the command of the TF1
commander, who can order them to take any action in
accordance with the imposed rules of engagement.</p>
      <p>Unbeknown to the trainee Blue force, a Red state
force intends to land a heavily armed contingent in
the island and capture it without a fight, given the
light defences of the island base, and its long distance
to the mainland. The invading Red force consists of
three vessels, and they are labelled RF1, RF2 and
RF3. RF2 and RF3 two are AEGIS-type anti-aircraft
destroyers. Besides anti-aircraft missiles, they are
armed with an assortment of guns. RF1 is a mother
ship carrying three landing crafts that can be deployed
from her hull. Each landing craft can carry a
platoonsize unit with a light armoured vehicle or jeep with
machine guns mounted on them. These landing craft
are also armed each with one 12mm machine gun.</p>
      <p>RF1 will seek to get close enough to the island on
its north side so that it can launch the landing craft
and land their forces. They are not aware of the Blue
state convoy task force, the cargo vessel or its
contents. The initial conditions of the developing
situation are described in Figure 2 below. Each task
force is not initially aware of the other. When the
Red task force enters the Blue state’s territorial
waters, it is detected by an unarmed aerial
surveillance aircraft (not shown), that monitors the
waters surrounding the island, and continues to
monitor the movements of the Red force. Without air
or satellite assets, the Red force later discovers the
presence of the Blue task force only when the latter
gets within range of their ship-based radar. No other
aircraft are relevant in this scenario.</p>
      <p>RF2</p>
      <p>RF3</p>
      <p>RF1</p>
      <p>Territorial water boundary
BF3</p>
      <p>BF1
M1</p>
      <p>BF2</p>
      <p>Island
TF1
base
In the initial scenario, the Blue force is in a major
context that calls for it to escort the cargo vessel.
This means that the Blue task force is to sail at full
speed toward its destination, maintaining close
scrutiny of their sensors for the presence of threats, as
the possibility of a Red force attack on the island has
been considered a distinct possibility in the recent
past. This major context in control is labelled Escort
and it enforces a diamond shaped formation designed
to protect the cargo ship from all directions. This
major context looks for the possibility of transitioning
to several other contexts, such as Confront, Engage,</p>
      <sec id="sec-2-1">
        <title>Attack, Retreat and Dock, among others.</title>
        <p>The Red force, on the other hand, has as its objective
to land undetected on the island’s north shore which
has good beaches for that purpose, deploy its forces
and march overland to the base in the south end of the
island and take it through sheer intimidation,
preferably without firing any shots. Its initial major
context, while in international waters, is simply to
navigate to certain coordinates. This major context is
called Transit, and involves no special care other
than to maintain navigational awareness and avoid
collision with other objects as well as each other.
Upon reaching the target coordinates, it is to
transition to a more guarded form of navigation,
where they get into a formation that is protective of
the mother ship, and proceed in total radio silence,
while at the same time in general quarters. This is the</p>
      </sec>
      <sec id="sec-2-2">
        <title>StealthTransit major context.</title>
        <p>Planning in CxBR is carried out rather informally.
Unlike other AI planning languages and systems,
such planning is reflected merely by a sequence of
major contexts with defined transition criteria. These
plans are easily visualized via the storyboarding tool
described here. The major contexts that compose the
agent being built can also be easily described
likewise, as can the minor contexts. For example, the
plan to be initially followed by the Red force agents
as a unit, in terms of a sequence of major contexts is
shown below and pictorially in Figure 3.</p>
      </sec>
      <sec id="sec-2-3">
        <title>Red Force: Transit Î StealthTransit Î</title>
      </sec>
      <sec id="sec-2-4">
        <title>Disembark Î Retreat Î Transit</title>
        <p>It is somewhat more complicated for the Blue force.
Upon detecting the Red force, the task force splits up
and different tasks are assigned by the trainee force
flagship (TF1). Thus, the ships do not behave
uniformly as a unit as do the Red force ships. In
other words, each member of the task force has
different tasks to execute. So, we describe each ship
individually below:</p>
      </sec>
      <sec id="sec-2-5">
        <title>Blue Force TF1: Escort Î Confront Î</title>
      </sec>
      <sec id="sec-2-6">
        <title>Transit</title>
      </sec>
      <sec id="sec-2-7">
        <title>Blue Force BF1: Escort Î Confront Î</title>
      </sec>
      <sec id="sec-2-8">
        <title>Transit</title>
      </sec>
      <sec id="sec-2-9">
        <title>Blue Force BF2: Escort Î StandBy Î Î Pursuit Î Transit</title>
      </sec>
      <sec id="sec-2-10">
        <title>Blue Force BF3: Escort Î MineFieldApp Î</title>
      </sec>
      <sec id="sec-2-11">
        <title>StandBy Î MineRetrieval Î Rescue Î Transit</title>
      </sec>
      <sec id="sec-2-12">
        <title>Blue Force M1: Transit Î Dock</title>
      </sec>
      <sec id="sec-2-13">
        <title>Pursuit Î</title>
      </sec>
      <sec id="sec-2-14">
        <title>Pursuit Î</title>
      </sec>
      <sec id="sec-2-15">
        <title>Confront</title>
        <p>A full description of the scenario and the composition
of the agents involved therein would exceed the page
limits of this paper. The reader is referred to [2] for
the full details of the scenario and its implementation.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>4. MODEL ASSEMBLY WITH TOOL</title>
      <p>The storyboard tool presents the availability to create
sheets, where each of these sheets contains some logic
related to the progression of the story. The sheets can
contain episodes, scenes or to-do boxes. An episode
contains a longer lasting series of actions or
subactions. It can be composed of other episodes or of
scenes. Episodes are depicted by rectangles with
small notches at the left and right sides. As the name
suggests, scenes contain more temporally short
actions. Scenes are depicted by simple rectangles.
They intuitively equate to major contexts and minor
contexts respectively.
The storyboard tool is based on Microsoft Visio, with
some custom-made functions and shapes to allow the
free and easy movement among sheets. The main
progression of the storyboard is reflected in the
Mission sheet. This sheet is the plan for the agents
that will participate in the scenario. In terms of CxBR,
these represent the progression of major contexts to
be executed by the agent being composed. These
major contexts are represented as episodes in the
mission sheet. The all-important transition criteria
that triggers transitions between major contexts is
found on the mission sheet, placed between the major
context episodes.</p>
      <p>Figure 3 depicts the Mission sheet for the Red
Force in this scenario. The comments shown between
each major context represents a textual description of
the transition criteria. In the case where the rule
language syntax for the system being used is known,
this comment could include the actual code for the
transition rule.</p>
      <p>Episodes and scenes have the ability to switch to
other sheets that may contain an expansion of the
elements found in the episode or scene. This provides
the ability to quickly inspect a sub-context and its
contents.</p>
      <p>The storyboard begins with an initial condition and
ends with a final condition shape. These shapes are
scenes. Clicking twice on the initial conditions scene
will take one to the initial condition sheet, which
contains the same graph shown above as Figure 2.
This is shown in Figure 4 below. The Initial
Condition Sheet also refers to a document which
describes the initial conditions in a narrative text.
This document gives the scenario developer
background information on the scenario to be created.
Note in Figure 3 the text between the Initial
Conditions Scene and the Transit major context
episode in the mission sheet. This represents the
transition to the major context. In this case, the
transition is a simple one – commencement of the
simulation, at t = 0.0.</p>
      <p>R
F2</p>
      <p>RF1 3RF Transit
Escort BF1
BF3
1MBF2 TF1</p>
      <p>Island</p>
      <p>base
The funnel-looking pentagon shapes are return “worm
holes”, so to speak. They represent a way to quickly
return the user to the page from which the sub-sheet
was called. For example, when double-clicking on
the Transit MC episode on the mission page, this
takes one to the page where the details of the Transit
major context are described. To return from there
back to the mission page, the funnel shape is clicked
and the return is executed. Figure 5 shows the Transit
major context details. The two worm holes below the
sub-contexts depict the return pipe from the
respective sub-contexts Navigate and
AvoidCollision. The worm hole below the entire
graph is the return pipe to the Mission sheet.</p>
      <p>A sub-context sheet is shown in Figure 6. This one
in particular is that Navigate sub-context. This one is
shown for a particular reason. One of the advantages
of CxBR is the potential for reusability of lower-level
contexts by several major contexts. One of those
predictably re-used is the Navigate sub-context. It is
called by the Transit MC and the Retreat MC.
Conceivably, it is such an important function that it
should be called by all major contexts. Once the
control passes to the Navigate sub-context, a return
should be executed to the major context that called it.
The ability to remember which major context called it
is not intrinsic in Visio, so several return worm holes
must be created, one for returning to each of the
various major contexts that may call it. While this
puts the burden of remembering on the user, it
nevertheless works well.</p>
      <p>Lastly, an important part of a CxBR is the reactive
context set. These major contexts are not included in
the mission plan because their use is not expected in
the plan. However, the behaviors represented within
these reactive contexts could be useful if the mission
does not go strictly according to plan (as they rarely
ever do). Note that reactive major contexts are
structurally similarly to those in the mission plan. It
could be that a major context could be reactive in one
mission but part of the plan in another. It just
depends on the needs of the mission.</p>
      <p>Figure 5 – Transit Major Context Page
The reactive major contexts are contained in a
separate sheet called, appropriately enough, “Reactive
Major Contexts”. This sheet includes an episode for
each major context whose activation could be
possible in the course of this mission but not
explicitly planned. These episodes have a link to its
respective major context description page. These
include links to the sub-contexts they call, just as was
done for those major contexts included in the mission
plan.</p>
      <p>Figure 6 – Navigate Sub-Context Sheet with
multiple Returns.</p>
    </sec>
    <sec id="sec-4">
      <title>5. EVALUATION AND RESULTS</title>
      <p>The tool was used to build the scenario for the
intruder interception mission described above. No
quantitative evaluation was done, as it is not a
performance-oriented tool. Rather, a qualitative and
rather informal evaluation was deemed to be the
sensible alternative. This was judged by how long it
took to learn to use the tool.</p>
      <p>As part of this research, the first author used the
tool for the first time after only having attended a few
paper presentations by the second author, totalling
approximately two hours of lecture. These
presentations were in the context of the latter’s
research in didactic design, and not in building
tactical agents for a simulation. Learning the use of
the tool took approximately another two hours of
working with it. This was done without
documentation of the tool, other than reading the
afore-mentioned papers. [3, 4, 5, 6, 7 and 8]
However, it only took the first author a total of
approximately 12 working hours to develop and
organize the storyboard once he learned how to use
the tool. This informal and qualitative evaluation
shows that it is indeed an extraordinarily intuitive tool
to learn to use, even without formal documentation.</p>
      <p>The advantages of this tool go beyond the
organization of the agent components. It is quite
feasible to have the sheets included in the tool contain
the actual source code for each component, such as
the major contexts, the minor contexts and all
functions that are to be included with the CGF model
for the mission in question. The ability to attach files,
although not extensively used in this particular work,
can serve to attach source code files to each major
context and sub-context.</p>
    </sec>
    <sec id="sec-5">
      <title>6. SUMMARY</title>
      <p>The research preformed here hypothesized that an
existing storyboard tool, used previously for
academic coursework organization and development,
could be used to also define, organize and visualize
military missions for the purposes of preparing
training scenarios. The research consisted of defining
a training scenario that would be typical of a military
mission to teach trainees about tactics and doctrinal
courses of action. Then, that scenario would be
implemented in to the storyboard tool. The objective
of the implementation was to gauge its applicability to
simulation-based training. The results indicate that,
after an informal evaluation, it does indeed satisfy the
hypothesis that it would be a highly useful tool for
this type of applications. While some improvements
can be made to the tool vis-à-vis this type of
application, it is useful as is, with only minor
modifications made as part of this research.</p>
    </sec>
    <sec id="sec-6">
      <title>7. REFERENCES</title>
      <p>[3] K.P. Jantke and R. Knauf, “Didactic Design
though Storyboarding: Standard Concepts for
Standard Tools”, Proc. 4th Int’l Symp. on Information
and Communication Technologies (ISICT) Workshop
on Dissemination of e-Learning Technologies and
Appl., Cape Town, South Africa, pp. 20-25, Jan.
2005
[5] K.P. Jantke, R Knauf and, A.J. Gonzalez,
“Storyboarding for Playful Learning”, Proc. of World
Conf. on E-Learning in Corporate, Government,
Healthcare, and Higher Education 2006 (E-Learn
2006), Honolulu, Hawaii.
[7] R. Knauf, Y. Sakurai and S. Tsuruta, “Toward
Making Didactics a Subject of Knowledge
Engineering”, Proc. of the 7th IEEE International
Conf. on Advanced Learning Technologies, Niigata
(Japan), pp. 788-792, 2007.</p>
    </sec>
  </body>
  <back>
    <ref-list />
  </back>
</article>