Cognitive Behaviors for Computer Generated Forces

Abstract

The basic problem addressed by this research concerns the need for more intelligent and realistic behavior by Computer Generated Forces (CGF) Command Entities (CEs) in Advanced Distributed Simulation (ADS) through the utilization of better human performance and cognitive modeling (HPCM) R&D. Realistic cognitive modeling class specifications for CGF have yet to be developed, especially for large scale simulations; hence this is a needed research and development area. The lack of existing research impacts the accurate behavior of CGF CEs, and it also affects the human resources required for CGF scenario development and exercise control in ADS. They are inappropriately demanding and may be off-loaded by more intelligent and realistic CGF behaviors. In addition, the development of human performance cognitive models (HPCM) for CGF entities and consequent CE behaviors needs to be validated in a realistic simulation setting. To meet this need, the U.S. Army Research Institute for the Behavioral and Social Sciences has developed and used a constructive simulation testbed, the Command, Control, and Communications Simulation (C3SIM), and has also used National Training Center data as a means to validate HPCM-driven CE behavior.

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Document Details

Document Type
Technical Report
Publication Date
Mar 01, 2000
Accession Number
ADA390351

Entities

People

  • Bill Sweetman
  • Jennifer A. Ehrlich
  • Michael A. Guest
  • Philip D. Gillis
  • Steven Hursh

Organizations

  • U.S. Army Research Institute for the Behavioral and Social Sciences

Tags

Communities of Interest

  • Biomedical
  • C4I
  • Human Systems
  • Weapons Technologies

DTIC Thesaurus Topics

  • Applied Psychology
  • Cognitive Workload
  • Computers
  • Databases
  • Human Behavior
  • Human Factors Engineering
  • Human Resources
  • Human-Machine Systems
  • Judgment
  • Military Research
  • Motor Skills
  • Psychology
  • Simulations
  • Simulators
  • Social Sciences
  • Systems Engineering
  • Training

Readers

  • Agent-Based Social Robotics and Mobile-Assisted Learning in Virtual Environments.
  • Military Leadership and Professional Education.
  • Military Training and Readiness Simulation