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9789812388346

Artificial War : Multiagent-Based Simulation of Combat

by
  • ISBN13:

    9789812388346

  • ISBN10:

    9812388346

  • Format: Hardcover
  • Copyright: 2004-06-01
  • Publisher: World Scientific Pub Co Inc
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Summary

Military conflicts, particularly land combat, possess all of the key attributes of complex adaptive systems: combat forces are composed of many nonlinearly interacting parts and are organized in a dynamic command-and-control hierarchy; local action, which often appears disordered, self-organizes into long-range order; military conflicts, by their nature, proceed far from equilibrium; military forces adapt to a changing combat environment; and there is no master "voice" that dictates the actions of every soldier (i.e., battlefield action is decentralized). Nonetheless, most modern "state of the art" military simulations ignore the self-organizing properties of combat. This book develops the proposition that combat is more like an interpenetration of two living, coevolving fluids rather than an elastic collision between two hard billiard balls. Artificial-life techniques--specifically, multiagent-based models coupled with evolutionary learning algorithms--provide a powerful new approach to understanding the fundamental processes of war. The book introduces an artificial-life model of combat called EINSTein. Recently developed at the Center for Naval Analyses, USA by the author, EINSTein is one of the first systematic attempts to simulate combat on a small-to-medium scale by using autonomous agents to model individual behaviors and personalities rather than hardware. EINSTein shows that many aspects of land combat may be understood as self-organized, emergent phenomena resulting from the dynamic web of interactions among coevolving agents. Thus, its bottom-up, synthesist approach to modeling combat stands in vivid contrast to the current top-down, reductionist approach taken byconventional models. EINSTein is the first step toward a complex-systems-theoretic toolbox for identifying, exploring, and exploiting self-organized emergent patterns of behavior on the real battlefield.

Table of Contents

Foreword vii
Preface xiii
Acknowledgments xxiii
Chapter 1 Introduction 1(70)
1.1 Brief History of CNA's Complexity & Combat Research Project
2(20)
1.1.1 The "Problem"
2(5)
1.1.2 Applying the "New Sciences" to Warfare
7(5)
1.1.3 Warfare & Complexity
12(2)
1.1.4 ISAAC
14(3)
1.1.5 EINSTein
17(5)
1.2 Background and Motivations
22(7)
1.2.1 Lanchester Equations of Combat
22(3)
1.2.2 Artificial Life
25(4)
1.3 Models & Simulations: A Heuristic Discussion
29(10)
1.3.1 Definitions
30(2)
1.3.2 Connection to Reality
32(3)
1.3.3 Mathematical Models
35(1)
1.3.4 Computer Simulations
36(1)
1.3.5 What Price Complexity?
37(2)
1.4 Combat Simulation
39(5)
1.4.1 Modeling and Simulation Master Plan
40(1)
1.4.2 Modeling Human Behavior and Command Decision-Making.
41(1)
1.4.3 Conventional Simulations
41(2)
1.4.4 Future of Modeling Technology
43(1)
1.5 Multiagent-Based Models and Simulations
44(15)
1.5.1 Autonomous Agents
45(1)
1.5.2 How is Multiagent-Based Modeling Really Done?
46(2)
1.5.3 Agent-Based Simulations vs. Traditional Mathematical Models
48(2)
1.5.4 Multiagent-Based Simulations vs. Traditional AI
50(1)
1.5.5 Examples of MultiAgent-Based Simulations
51(2)
1.5.6 Value of Multiagent-Based Simulations
53(2)
1.5.7 CA-Based & Other EINSTein-Related Combat Models
55(4)
1.6 EINSTein as an Exemplar of More General Models of Complex Adaptive Systems
59(6)
1.6.1 Persian Gulf Scenario
60(1)
1.6.2 SCUDHunt
60(2)
1.6.3 Social Modeling: Riots and Civil Unrest
62(1)
1.6.4 General Applications
63(1)
1.6.5 Universal Patterns of Behavior
64(1)
1.7 Goals & Payoffs for Developing EINSTein
65(2)
1.7.1 Command & Control
65(1)
1.7.2 Pattern Recognition
66(1)
1.7.3 "What If?" Experimentation
66(1)
1.7.4 Fundamental Grammar of Combat?
67(1)
1.8 Toward an Axiological Ontology of Complex Systems
67(4)
1.8.1 Why "Value"?
67(1)
1.8.2 Why "Axiological Ontology"?
68(3)
Chapter 2 Nonlinear Dynamics, Deterministic Chaos and Complex Adaptive Systems: A Primer 71(88)
2.1 Nonlinear Dynamics and Chaos
72(29)
2.1.1 Brief History
72(2)
2.1.2 Dynamical Systems
74(3)
2.1.3 Deterministic Chaos
77(13)
2.1.4 Qualitative Characterization of Chaos
90(2)
2.1.5 Quantitative Characterization of Chaos
92(6)
2.1.6 Time-Series Forecasting and Predictability
98(2)
2.1.7 Chaotic Control
100(1)
2.2 Complex Adaptive Systems
101(58)
2.2.1 References
102(1)
2.2.2 Short History
103(2)
2.2.3 General Properties: A Heuristic Discussion
105(9)
2.2.4 Measures of Complexity
114(15)
2.2.5 Complexity as Science: Toward a New Worldview?
129(2)
2.2.6 Artificial Life
131(6)
2.2.7 Cellular Automata
137(12)
2.2.8 Self-Organized Criticality
149(10)
Chapter 3 Nonlinearity, Complexity, and Warfare: Eight Tiers of Applicability 159(58)
3.1 Approach
160(2)
3.2 Tier I: General Metaphors for Complexity in War
162(9)
3.2.1 What is a Metaphor?
162(2)
3.2.2 Metaphors and War
164(2)
3.2.3 Metaphor Shift
166(5)
3.3 Tier II: Policy and General Guidelines for Strategy
171(4)
3.3.1 What Does the New Metaphor Give Us?
171(1)
3.3.2 Policy
171(2)
3.3.3 Organizational Structure
173(1)
3.3.4 Intelligence Analysis
173(1)
3.3.5 Policy Exploitation of Characteristic Time Scales of Combat
174(1)
3.4 Tier III: "Conventional" Warfare Models and Approaches
175(7)
3.4.1 Testing for the Veracity of Conventional Models
176(1)
3.4.2 Non-Monoticities and Chaos
177(1)
3.4.3 Minimalist Modeling
178(1)
3.4.4 Generalizations of Lanchester's equations
179(2)
3.4.5 Nonlinear Dynamics and Chaos in Arms-Race Models
181(1)
3.5 Tier IV: Description of the Complexity of Combat
182(8)
3.5.1 Attractor Reconstruction from Time-Series Data
182(1)
3.5.2 Fractals and Combat
183(1)
3.5.3 Evidence of Chaos in War From Historical Data?
184(1)
3.5.4 Evidence of Self-Organized Criticality From Historical Data?
185(1)
3.5.5 Use of Complex Systems Inspired Measures to Describe Combat
186(3)
3.5.6 Use of Relativistic Information to Describe Command and Control Processes
189(1)
3.6 Tier V: Combat Technology Enhancement
190(3)
3.6.1 Computer Viruses ("computer counter-measures")
190(1)
3.6.2 Fractal Image Compression
190(2)
3.6.3 Cryptography
192(1)
3.7 Tier VI: Combat Aids
193(9)
3.7.1 Using Genetic Algorithms to Evolve Tank Strategies
194(3)
3.7.2 Tactical Decision Aids
197(2)
3.7.3 Classifier Systems
199(1)
3.7.4 How can Genetic Algorithms be Used?
200(1)
3.7.5 Tactical Picture Agents
201(1)
3.8 Tier VII: Synthetic Combat Environments
202(2)
3.8.1 Combat Simulation using Cellular Automata
202(2)
3.8.2 Multiagent-Based Simulations
204(1)
3.9 Tier VIII: Original Conceptualizations of Combat
204(13)
3.9.1 Dueling Parasites
205(1)
3.9.2 Percolation Theory and Command and Control Processes
206(1)
3.9.3 Exploiting Chaos
207(2)
3.9.4 Pattern Recognition
209(5)
3.9.5 Fire-Ant Warfare
214(3)
Chapter 4 EINSTein: Mathematical Overview 217(30)
4.1 Introduction
217(3)
4.2 Design Philosophy
220(4)
4.2.1 Agent Hierarchy
221(1)
4.2.2 Guiding Principles
222(2)
4.3 Abstract Agent Architecture
224(53)
4.3.1 Overview
224(2)
4.3.2 Dynamics of Value
226(1)
4.3.3 General Formalism
226(2)
4.3.4 Agents in EINSTein
228(2)
4.3.5 Actions
230(4)
4.3.6 Features
234(2)
4.3.7 Local Context
236(3)
4.3.8 Example
239(1)
4.3.9 Ontological Partitioning
239(1)
4.3.10 Communication
240(1)
4.3.11 Axiological Ontology
241(1)
4.3.12 Preventing a Combinatorial Explosion
242(5)
Color Plates 247(30)
Chapter 5 EINSTein: Methodology 277(156)
5.1 Program Structure
277(4)
5.1.1 Source Code
277(1)
5.1.2 Object-Oriented
278(2)
5.1.3 Program Flow
280(1)
5.2 Combat Engine
281(31)
5.2.1 Agents
281(2)
5.2.2 Battlefield
283(1)
5.2.3 Agent Sensor Parameters
284(2)
5.2.4 Agent Personalities
286(1)
5.2.5 Agent Action Selection
287(11)
5.2.6 Move Decision Logic Flags
298(1)
5.2.7 Meta-Rules
298(12)
5.2.8 Decision Logic
310(1)
5.2.9 Ambiguity Resolution Logic
311(1)
5.3 Squads
312(1)
5.3.1 Inter-Squad Weight Matrix
313(1)
5.4 Combat
313(21)
5.4.1 As Implemented in Versions 1.0 and Earlier
314(9)
5.4.2 As Implemented in Versions 1.1 and Later
323(11)
5.5 Communications
334(3)
5.5.1 Inter-Squad Communication Weight Matrix
337(1)
5.6 Terrain
337(5)
5.6.1 As Implemented in Versions 1.0 and Earlier
338(2)
5.6.2 As Implemented in Versions 1.1 and Newer
340(2)
5.7 Finding and Navigating Paths
342(18)
5.7.1 Pathfinding
343(5)
5.7.2 Navigating User-Defined Paths
348(12)
5.8 Command and Control
360(11)
5.8.1 Local Command
362(2)
5.8.2 Subordinate Agents
364(1)
5.8.3 Example
365(1)
5.8.4 Global Command
365(6)
Technical Appendix 1: Enhanced Action Selection Logic
371(9)
Technical Appendix 2: Trigger State Activation
380(6)
Technical Appendix 3: Find Weights
386(14)
Technical Appendix 4: Weight Modification via Internal Feature Space
400(3)
Technical Appendix 5: Action Logic Function (ALF)
403(5)
Technical Appendix 6: Previsualizing Agent Behaviors
408(25)
Chapter 6 EINSTein: Sample Behavior 433(68)
6.1 Overview
433(5)
6.1.1 Simulation Run Modes
434(1)
6.1.2 Observations
435(1)
6.1.3 Classes of Behavior
436(2)
6.2 Case Study 1: Lanchesterian Combat
438(3)
6.3 Case Study 2: Classic Battle Front (Tutorial)
441(12)
6.3.1 Collecting Data
441(1)
6.3.2 Asking "What If?" Questions
442(8)
6.3.3 Generating a Fitness Landscape
450(3)
6.4 Case Study 3: Explosive Skirmish
453(17)
6.4.1 Agent-Density Plots
454(1)
6.4.2 Spatial Entropy
454(3)
6.4.3 Fractal Dimensions and Combat
457(5)
6.4.4 Attrition Count
462(4)
6.4.5 Attrition Rate
466(4)
6.5 Case Study 4: Squad vs. Squad
470(6)
6.5.1 Background
470(1)
6.5.2 Scenario Definition
471(1)
6.5.3 Weapon Scaling
472(2)
6.5.4 3:1 Force Ratio Rule-of-Thumb
474(2)
6.6 Case Study 5: Attack
476(3)
6.7 Case Study 6: Defense
479(3)
6.8 Case Study 7: Swarms
482(1)
6.9 Case Study 8: Non-Monotonicity
483(4)
6.10 Case Study 9: Autopoietic Skirmish
487(1)
6.11 Case Study 10: Small Insertion
488(4)
6.12 Case Study #11: Miscellaneous Behaviors
492(9)
6.12.1 Precessional Maneuver
492(2)
6.12.2 Random Defense
494(2)
6.12.3 Communications
496(1)
6.12.4 Local Command
497(1)
6.12.5 Global Command
498(3)
Chapter 7 Breeding Agents 501(42)
7.1 Background
501(9)
7.1.1 Genetic Operators
502(1)
7.1.2 The Fitness Landscape
503(3)
7.1.3 The Basic GA Recipe
506(2)
7.1.4 How Do GAs Work?
508(2)
7.2 GAs Adapted to EINSTein
510(15)
7.2.1 Mission Fitness Measures
512(1)
7.2.2 Fitness Function
513(7)
7.2.3 EINSTein's GA Recipe
520(1)
7.2.4 EINSTein's GA Search Spaces
521(4)
7.3 GA Breeding Experiments
525(18)
7.3.1 Agent "Breeding" Experiment #1 (Tutorial)
525(9)
7.3.2 Agent "Breeding" Experiment #2
534(3)
7.3.3 Agent "Breeding" Experiment #3
537(2)
7.3.4 Agent "Breeding" Experiment #4
539(4)
Chapter 8 Concluding Remarks & Speculations 543(18)
8.1 EINSTein
545(2)
8.2 What Have We Learned?
547(3)
8.3 Payoffs
550(1)
8.4 Validation
551(4)
8.4.1 EINSTein and JANUS
553(1)
8.4.2 Alignment of Computational models
554(1)
8.5 Future Work
555(5)
8.6 Final Comment
560(1)
Appendix A Additional Resources 561(8)
A.1 General Sources
561(1)
A.2 Adaptive Systems
561(1)
A.3 Agents
562(1)
A.4 Artificial Intelligence
562(1)
A.5 Artificial Life
562(1)
A.6 Cellular Automata
563(1)
A.7 Chaos
563(1)
A.8 Complexity
564(1)
A.9 Conflict & War
564(1)
A.10 Fuzzy Logic
565(1)
A.11 Game Programming
565(1)
A.12 Genetic Algorithms
565(1)
A.13 Information Visualization
565(1)
A.14 Machine Learning
566(1)
A.15 Newsgroups
566(1)
A.16 Philosophical
566(1)
A.17 Robotics
567(1)
A.18 Simulation Systems
567(1)
A.19 Swarm Intelligence
568(1)
A.20 Time Series Analysis
568(1)
Appendix B EINSTein Homepage 569(4)
B.1 Links
569(1)
B.2 Screenshots
570(3)
Appendix C EINSTein Development Tools 573(2)
Appendix D Installing EINSTein 575(6)
D.l Versions
575(1)
D.2 System Requirements
575(1)
D.3 Installing EINSTein
575(1)
D.4 Running EINSTein
576(5)
Appendix E A Concise User's Guide to EINSTein 581(70)
E.1 File Menu
581(3)
E.1.1 Load
581(2)
E.1.2 Save
583(1)
E.1.3 Exit
584(1)
E.2 Edit Menu
584(19)
E.2.1 Combat Parameters
584(2)
E.2.2 Red Data
586(12)
E.2.3 Terrain
598(2)
E.2.4 Territorial Possession
600(1)
E.2.5 Multiple Time-Series Run Parameters
601(1)
E.2.6 2-Parameter Fitness Landscape Exploration
602(1)
E.2.7 1-Sided Genetic Algorithm Parameters
602(1)
E.3 Simulation Menu
603(12)
E.3.1 Interactive Run Mode
603(1)
E.3.2 Play-Back Run Mode
604(1)
E.3.3 Multiple Time-Series Run Mode
604(3)
E.3.4 2-Parameter Phase Space Exploration
607(2)
E.3.5 One-Sided Genetic Algorithm Run Mode
609(3)
E.3.6 Clear
612(1)
E.3.7 Run/Stop Toggle
612(1)
E.3.8 Step-Execute Mode
613(1)
E.3.9 Step Execute for T Steps
613(1)
E.3.10 Randomize
613(1)
E.3.11 Reseed Random Number Generator
613(1)
E.3.12 Restart
614(1)
E.3.13 Terminate Run
615(1)
E.4 Display Menu
615(11)
E.4.1 Data
616(2)
E.4.2 Toggle Background Color
618(1)
E.4.3 Trace Map
618(1)
E.4.4 Display All Agents (Default)
618(1)
E.4.5 Display All Agents (Highlight Injured)
619(1)
E.4.6 Display Alive Agents Alone
619(1)
E.4.7 Display Injured Agents Alone
619(1)
E.4.8 Highlight Individual Squad
619(1)
E.4.9 Highlight Command Structure
620(1)
E.4.10 Activity Map
621(1)
E.4.11 Battle-Front Map
622(1)
E.4.12 Killing Field Map
623(1)
E.4.13 Territorial Possession Map
624(2)
E.4.14 Zoom
626(1)
E.5 On-the-Fly Parameter Changes Menu
626(2)
E.5.1 EINSTein's On-the-Fly Parameter Changes Menu Options
627(1)
E.6 Data Collection Menu
628(3)
E.6.1 Toggle Data Collection On/Off
628(1)
E.6.2 Set All
628(1)
E.6.3 Capacity Dimension
628(1)
E.6.4 Force Sizes
629(1)
E.6.5 Center-of-Mass Positions
629(1)
E.6.6 Cluster-Size Distributions
629(1)
E.6.7 Goal Count
629(1)
E.6.8 Interpoint Distance Distributions
629(1)
E.6.9 Neighbor-Number Distributions
630(1)
E.6.10 Spatial Entropy
630(1)
E.6.11 Territorial Possession
630(1)
E.6.12 Mission-Fitness Landscape (2-Parameter)
630(1)
E.6.13 Calculate Capacity Dimension (Snapshot at time t)
631(1)
E.7 Data Visualization Menu
631(14)
E.7.1 2D Graphs
632(11)
E.7.2 3D Graphs
643(2)
E.8 Help Menu
645(2)
E.8.1 Help Topics
645(1)
E.8.2 About EINSTein
646(1)
E.9 Toolbar
647(4)
E.9.1 Toolbar Reference
647(4)
Appendix F Differences Between EINSTein Versions 1.0 (and older) and 1.1 (and newer) 651(12)
F.1 Toolbar and Main Menu
651(1)
F.2 Main Menu Edit Options and Dialogs
651(12)
F.2.1 Agent Parameters
652(2)
F.2.2 Edit Terrain Type
654(1)
F.2.3 Combat-Related Dialogs
655(1)
F.2.4 Main Menu Simulation Pptions/Dialogs
656(1)
F.2.5 Main Menu Display Options
657(1)
F.2.6 Right-Hand Mouse Action
658(5)
Appendix G EINSTein's Data Files 663(48)
G.1 Versions 1.0 and Earlier
663(44)
G.1.1 Input Data File
664(25)
G.1.2 Combat Agent Input Data File
689(1)
G.1.3 Run-File
690(1)
G.1.4 Terrain Input Data File
690(1)
G.1.5 Terrain-Modified Agent Parameters Input Data File
691(1)
G.1.6 Weapons Input Data File
692(1)
G.1.7 Two-Parameter Fitness Landscape Input Data File
693(4)
G.1.8 One-Sided Genetic Algorithm Input Data File
697(3)
G.1.9 Communications Matrix Input Data File
700(1)
G.1.10 Squad Interconnectivity Matrix Input Data File
701(1)
G.1.11 Output Data Files
701(6)
G.2 Versions 1.1 and Newer
707(4)
Bibliography 711(30)
Index 741

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