Publications

36 Results

Search results

Jump to search filters

Experimental Wargaming with SIGNAL

Military Operations Research (United States)

Letchford, Joshua; Epifanovskaya, Laura; Lakkaraju, Kiran; Armenta, Mikaela L.; Reddie, Andrew; Whetzel, Jonathan H.; Reinhardt, Jason C.; Chen, Andrew; Fabian, Nathan; Hingorani, Sheryl; Iyer, Roshni; Krishnan, Roshan; Laderman, Sarah; Lee, Manseok; Mohan, Janani; Nacht, Michael; Prakkamakul, Soravis; Sumner, Matthew; Tibbetts, Jake; Valdez, Allie; Zhang, Charlie

Wargames are a common tool for investigating complex conflict scenarios and have a long history of informing military and strategic study. Historically, these games have often been one offs, may not rigorously collect data, and have been built primarily for exploration rather than developing data-driven analytical conclusions. Experimental wargaming, a new wargaming approach that employs the basic principles of experimental design to facilitate an objective basis for exploring fundamental research questions around human behavior (such as understanding conflict escalation), is a potential tool that can be used in combination with existing wargaming approaches. The Project on Nuclear Gaming, a consortium involving the University of California, Berkeley, Sandia National Laboratories, and Lawrence Livermore National Laboratory, developed an experimental wargame, SIGNAL, to explore questions surrounding conflict escalation and strategic stabil-ity in the nuclear context. To date, the SIGNAL experimental wargame has been played hundreds of times by thousands of players from around the world, creating the largest data-base of wargame data for academic purposes known to the authors. This paper discusses the design of SIGNAL, focusing on how the principles of experimental design influenced this design.

More Details

SIGNAL Game Manual

Lakkaraju, Kiran; Epifanovskaya, Laura W.E.; Letchford, Joshua; Whetzel, Jonathan H.; Armenta, Mikaela L.; Goldblum, Bethany; Tibbetts, Jake

SIGNAL is a first of its kind experimental wargame developed as part of the Project on Nuclear Gaming (PoNG). In this document we describe the rules and game mechanics associated with the online version of SIGNAL created by team members from the University of California, Berkeley, Sandia National Laboratories, and Lawrence Livermore National Laboratory and sponsored by the Carnegie Corporation of New York. The game was developed as part of a larger research project to develop the experimental wargaming methodology and explore its use on a model scenario: the impact of various military capabilities on conflict escalation dynamics. We discuss the results of this research in a forthcoming paper that will include this manual as an appendix. It is our hope that this manual will both contribute to our players' understanding of the game prior to play and that it will allow for replication of the SIGNAL game environment for future research purposes. The manual begins by introducing the terminology used throughout the document. It then outlines the technical requirements required to run SIGNAL. The following section provides a description of the map, resources, infrastructure, tokens, and action cards used in the game environment. The manual then describes the user interface including the chat functions, trade mechanism, currency and population counts necessary for players to plan their actions. It then turns to the sequence of player actions in the game describing the signaling, action, and upkeep phases that comprise each round of play. It then outlines the use of diplomacy including alliances with minor states and trade between players. The manual also describes the process for scoring the game and determining the winner. The manual concludes with tips for players to remember as they embark upon playing the game.

More Details

Information Design for XR Immersive Environments: Challenges and Opportunities

Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Raybourn, Elaine M.; Stubblefield, William A.; Trumbo, Michael C.S.; Jones, Aaron; Whetzel, Jonathan H.; Fabian, Nathan

Cross Reality (XR) immersive environments offer challenges and opportunities in designing for cognitive aspects (e.g. learning, memory, attention, etc.) of information design and interactions. Information design is a multidisciplinary endeavor involving data science, communication science, cognitive science, media, and technology. In the present paper the holodeck metaphor is extended to illustrate how information design practices and some of the qualities of this imaginary computationally augmented environment (a.k.a. the holodeck) may be achieved in XR environments to support information-rich storytelling and real life, face-to-face, and virtual collaborative interactions. The Simulation Experience Design Framework & Method is introduced to organize challenges and opportunities in the design of information for XR. The notion of carefully blending both real and virtual spaces to achieve total immersion is discussed as the reader moves through the elements of the cyclical framework. A solution space leveraging cognitive science, information design, and transmedia learning highlights key challenges facing contemporary XR designers. Challenges include but are not limited to interleaving information, technology, and media into the human storytelling process, and supporting narratives in a way that is memorable, robust, and extendable.

More Details

Modeling Economic Interdependence in Deterrence Using a Serious Game

Journal on Policy and Complex Systems

Epifanovskaya, Laura W.E.; Lakkaraju, Kiran; Letchford, Joshua; Stites, Mallory C.; Reinhardt, Jason C.; Whetzel, Jonathan H.

In order to understand the effect of economic interdependence on conflict and on deterrents to conflict, and to assess the viability of online games as experiments to perform research, an online serious game was used to gather data on economic, political, and military factors in the game setting. These data were operationalized in forms analogous to variables from the real-world Militarized Interstate Disputes (MIDs) dataset. A set of economic predictor variables was analyzed using linear mixed effects regression models in an attempt to discover relationships between the predictor variables and conflict outcomes. Differences between the online game results and results from the real world are discussed.

More Details

Final Documentation: Incident Management And Probabilities Courses of action Tool (IMPACT)

Edwards, Donna M.; Ray, Jaideep; Tucker, Mark D.; Whetzel, Jonathan H.; Cauthen, Katherine R.

This report pulls together the documentation produced for the IMPACT tool, a software-based decision support tool that provides situational awareness, incident characterization, and guidance on public health and environmental response strategies for an unfolding bio-terrorism incident.

More Details

Grandmaster: Interactive text-based analytics of social media

Fabian, Nathan; Davis, Warren L.; Raybourn, Elaine M.; Lakkaraju, Kiran; Whetzel, Jonathan H.

People use social media resources like Twitter, Facebook, forums etc. to share and discuss various activities or topics. By aggregating topic trends across many individuals using these services, we seek to construct a richer profile of a person’s activities and interests as well as provide a broader context of those activities. This profile may then be used in a variety of ways to understand groups as a collection of interests and affinities and an individual’s participation in those groups. Our approach considers that much of these data will be unstructured, free-form text. By analyzing free-form text directly, we may be able to gain an implicit grouping of individuals with shared interests based on shared conversation, and not on explicit social software linking them. In this paper, we discuss a proof-of-concept application called Grandmaster built to pull short sections of text, a person’s comments or Twitter posts, together by analysis and visualization to allow a gestalt understanding of the full collection of all individuals: how groups are similar and how they differ, based on their text inputs.

More Details

Grandmaster: Interactive text-based analytics of social media [PowerPoint]

Fabian, Nathan; Davis, Warren L.; Raybourn, Elaine M.; Lakkaraju, Kiran; Whetzel, Jonathan H.

People use social media resources like Twitter, Facebook, forums etc. to share and discuss various activities or topics. By aggregating topic trends across many individuals using these services, we seek to construct a richer profile of a person’s activities and interests as well as provide a broader context of those activities. This profile may then be used in a variety of ways to understand groups as a collection of interests and affinities and an individual’s participation in those groups. Our approach considers that much of these data will be unstructured, free-form text. By analyzing free-form text directly, we may be able to gain an implicit grouping of individuals with shared interests based on shared conversation, and not on explicit social software linking them. In this paper, we discuss a proof-of-concept application called Grandmaster built to pull short sections of text, a person’s comments or Twitter posts, together by analysis and visualization to allow a gestalt understanding of the full collection of all individuals: how groups are similar and how they differ, based on their text inputs.

More Details

Enabling immersive simulation

Abbott, Robert G.; Basilico, Justin D.; Glickman, Matthew R.; Hart, Derek; Whetzel, Jonathan H.

The object of the 'Enabling Immersive Simulation for Complex Systems Analysis and Training' LDRD has been to research, design, and engineer a capability to develop simulations which (1) provide a rich, immersive interface for participation by real humans (exploiting existing high-performance game-engine technology wherever possible), and (2) can leverage Sandia's substantial investment in high-fidelity physical and cognitive models implemented in the Umbra simulation framework. We report here on these efforts. First, we describe the integration of Sandia's Umbra modular simulation framework with the open-source Delta3D game engine. Next, we report on Umbra's integration with Sandia's Cognitive Foundry, specifically to provide for learning behaviors for 'virtual teammates' directly from observed human behavior. Finally, we describe the integration of Delta3D with the ABL behavior engine, and report on research into establishing the theoretical framework that will be required to make use of tools like ABL to scale up to increasingly rich and realistic virtual characters.

More Details

Preparing for the aftermath: Using emotional agents in game-based training for disaster response

2008 IEEE Symposium on Computational Intelligence and Games, CIG 2008

Djordjevich, Donna D.; Xavier, Patrick G.; Bernard, Michael; Whetzel, Jonathan H.; Glickman, Matthew R.; Verzi, Stephen J.

Ground Truth, a training game developed by Sandia National Laboratories in partnership with the University of Southern California GamePipe Lab, puts a player in the role of an Incident Commander working with teammate agents to respond to urban threats. These agents simulate certain emotions that a responder may feel during this high-stress situation. We construct psychology-plausible models compliant with the Sandia Human Embodiment and Representation Cognitive Architecture (SHERCA) that are run on the Sandia Cognitive Runtime Engine with Active Memory (SCREAM) software. SCREAM's computational representations for modeling human decision-making combine aspects of ANNs and fuzzy logic networks. This paper gives an overview of Ground Truth and discusses the adaptation of the SHERCA and SCREAM into the game. We include a semiformal descriptionof SCREAM. ©2008 IEEE.

More Details
36 Results
36 Results