scispace - formally typeset
Search or ask a question
Journal ArticleDOI

Human behavior models for agents in simulators and games: part II: gamebot engineering with PMFserv

TL;DR: This paper explores whether the behavior modeling framework could embed behind a legacy first person shooter 3D game environment to recreate portions of the Black Hawk Down scenario and reveals that it was able to generate plausible and adaptive recreations of Somalian crowds, militia, women acting as shields, suicide bombers, and more.
Abstract: Many producers and consumers of legacy training simulator and game environments are beginning to envision a new era where psycho-socio-physiologic models could be interoperated to enhance their environments' simulation of human agents This paper explores whether we could embed our behavior modeling framework (described in the companion paper, Part I) behind a legacy first person shooter 3D game environment to recreate portions of the Black Hawk Down scenario Section I amplifies the interoperability needs and challenges confronting the field, presents the questions that are examined, and describes the test scenario Sections 2 and 3 review the software and knowledge engineering methodology, respectively, needed to create the system and populate it with bots Results (Section 4) and discussion (Section 5) reveal that we were able to generate plausible and adaptive recreations of Somalian crowds, militia, women acting as shields, suicide bombers, and more Also, there are specific lessons learned about ways to advance the field so that such interoperabilities will become more affordable and widespread

Summary (3 min read)

Introduction

  • When the cooperation of multiple robots is required to complete a tightly-coupled task, the task is often referred to as a multirobot task (MT) [7].
  • Both ASyMTRe and their work are inspired by information invariants theory [5].
  • The weighted sensor quality measurements are taken as the information quality measurements.
  • For extreme cases where certain sensor constraints are unsatisfiable, the authors define a constraint model that manages constraint repositories.

B. Environment & Uncertainty Sampling

  • The authors introduce a sampling method to incorporate environmental influence on measures of information quality.
  • Then, the authors compute the influence of these samples on the measures of information quality as dictated by the application.
  • Another advantage is that sensor uncertainty can be easily incorporated by sampling again on these environment samples based on the uncertainty model of the range sensor using the Metropolis-Hastings algorithm [4], which can sample from any density function using a candidate generation function.
  • Based on the environment’s complexity with respect to the robots, the authors then choose a granularity (i.e., density of particles) for sample creation.
  • The created samples naturally form a geometric representation of the environment.

C. Measures of Information Quality

  • Since samples from the constrainer itself usually have no impact on measures of information quality, the authors need to separately consider these samples.
  • For the robot tracking and navigation tasks, the authors simply assume that samples within a short distance (e.g., 0.2m) from the detected configuration of the constrainer are samples from the constrainer.
  • The assumption is generally true unless geometric structures have to be specifically modeled (e.g., finding triangle shaped objects in the environment).
  • Since samples from the constrainer are generally assumed to have no influence, the probability of risk for each sample si should be weighted by 1.0−ηi, where ηi is the probability of the sample being the constrainer.
  • The weight for the sensor quality measurement is simply the joint probability of no risk considering all environment samples.

D. Motion Model & Motion Sampling

  • The motion model is used to predict the resulting configuration given the current configuration and motion vector, Fm : (P, V ) → P .
  • The authors use the common differential drive motion model, which has the form r = v/ω, where r is the radius of movement.
  • Since measures of information quality can vary from application to application, methods for computing optimal solutions are generally impossible.
  • Figure 1(b) explains the sampling and selection process in a simple scenario.

E. Constraint Model

  • The constraint model enables indirect constraint satisfaction for alternative solutions based on the type of the constraint.
  • The model is then combined with other models to compute the information quality measurements for these solutions in case of unsatisfiable constraints.
  • In the robot navigation task, for successful maneuvering through a narrow hallway, constraints must be relaxed such that some follower robots switch from direct tracking of the leader to indirect tracking through other follower robots.
  • For the box pushing task, the constraint for tracking the box should be relaxed by tracking the pusher robots to infer the box pushing direction when view of the box is blocked.
  • Ri is initially configured to follow Rj .

IV. EXPERIMENTS & RESULTS

  • The authors demonstrate their approach by applying it to two applications in simulation using Stage and with physical robots.
  • In the robot tracking task, a tracking robot uses either a camera or a laser sensor to detect the target and tries to keep the target in its sight.
  • The authors often assume that only one of these robots has a localization capability (e.g., using GPS) and others can detect teammates using either a camera or laser sensor.
  • The goal is for all the robots to reach the goal position.
  • To enhance robustness, the authors implement a simple error recovery method for going to the last seen target or leader robot position when the target or leader is lost.

A. Simulations

  • The authors first compare their model for the tracking task with the specific approach of [1].
  • In both environments, the robot starting from the bottom is the tracking robot.
  • One 3Statistical analysis is not possible for the approach of [1] due to unavailability of the software platform on which it was run.
  • To show these effects, the authors implement a multiple target tracking task with different sensor quality models.
  • For all configurations, the robots reconfigure using the constraint model at different times due to occlusions and reach the goal position successfully.

B. Physical Experiments

  • For the tracking and navigation tasks in physical experiments, the authors use the technique presented in [11] for constrainer detection using cameras.
  • The authors ran the robot tracking task using both approaches in five different initial configurations and compare the results.
  • Furthermore, the average percentage of time in track for successful runs is also much higher compared to the baseline approach.
  • The authors believe that by reducing the computational load and incorporating motion prediction, the performance of their approach can be further improved.
  • Experiments show distinct behaviors of the follower robots.

Did you find this useful? Give us your feedback

Content maybe subject to copyright    Report

*:5B1>?5@E;2&1::?E8B-:5-*:5B1>?5@E;2&1::?E8B-:5-
(/4;8->8E;99;:?(/4;8->8E;99;:?
1<->@91:@-8&-<1>?( 1<->@91:@;281/@>5/-8(E?@19?:35:11>5:3

A9-:14-B5;>$;018?2;>31:@?5:(59A8-@;>?-:0-91?A9-:14-B5;>$;018?2;>31:@?5:(59A8-@;>?-:0-91?
&->@ -91.;@:35:11>5:3C5@4&$?1>B&->@ -91.;@:35:11>5:3C5@4&$?1>B
->>E(58B1>9-:
*:5B1>?5@E;2&1::?E8B-:5-
.-?58?1-?A<1::10A
:-:-"4->-@4E
*:5B1>?5@E;2&1::?E8B-:5-
"1B5:%>51:
*:5B1>?5@E;2&1::?E8B-:5-
!-?;:;>:C188
*:5B1>?5@E;2&1::?E8B-:5-
;88;C@45?-:0-005@5;:-8C;>7?-@4@@<?>1<;?5@;>EA<1::10A1?1,<-<1>?
&->@;2@4181/@>5/-8-:0;9<A@1>:35:11>5:3;99;:?
'1/;991:0105@-@5;:'1/;991:0105@-@5;:
->>E(58B1>9-::-:-"4->-@4E"1B5:%>51:-:0!-?;:;>:C188A9-:14-B5;>$;018?2;>
31:@?5:(59A8-@;>?-:0-91?&->@ -91.;@:35:11>5:3C5@4&$?1>B<>58
&;?@<>5:@B1>?5;:&A.85?4105:
&>1?1:/1)181;<1>-@;>?-:0+5>@A-8:B5>;:91:@?
+;8A91 ??A1<>58
<-31?
&A.85?41>*'#4@@<0D0;5;>3<>1?
)45?<-<1>5?<;?@10-@(/4;8->8E;99;:?4@@<?>1<;?5@;>EA<1::10A1?1,<-<1>?
;>9;>15:2;>9-@5;:<81-?1/;:@-/@>1<;?5@;>E<;.;DA<1::10A

A9-:14-B5;>$;018?2;>31:@?5:(59A8-@;>?-:0-91?&->@ -91.;@A9-:14-B5;>$;018?2;>31:@?5:(59A8-@;>?-:0-91?&->@ -91.;@
:35:11>5:3C5@4&$?1>B:35:11>5:3C5@4&$?1>B
.?@>-/@.?@>-/@
$-:E<>;0A/1>?-:0/;:?A91>?;2813-/E@>-5:5:3?59A8-@;>-:03-911:B5>;:91:@?->1.135::5:3@;
1:B5?5;:-:1C1>-C41>1<?E/4;?;/5;<4E?5;8;35/9;018?/;A80.15:@1>;<1>-@10@;1:4-:/1@415>
1:B5>;:91:@??59A8-@5;:;24A9-:-31:@?)45?<-<1>1D<8;>1?C41@41>C1/;A8019.10;A>.14-B5;>
9;0185:32>-91C;>701?/>5.105:@41/;9<-:5;:<-<1>&->@.145:0-813-/EF>?@<1>?;:?4;;@1>
3-911:B5>;:91:@@;>1/>1-@1<;>@5;:?;2@418-/7-C7;C:?/1:->5;(1/@5;:-9<85F1?@41
5:@1>;<1>-.585@E:110?-:0/4-881:31?/;:2>;:@5:3@41F180<>1?1:@?@41=A1?@5;:?@4-@->11D-95:10-:0
01?/>5.1?@41@1?@?/1:->5;(1/@5;:?-:0>1B51C@41?;2@C->1-:07:;C810311:35:11>5:3
91@4;0;8;3E>1?<1/@5B18E:11010@;/>1-@1@41?E?@19-:0<;<A8-@15@C5@4.;@?'1?A8@?(1/@5;:-:0
05?/A??5;:(1/@5;:>1B1-8@4-@C1C1>1-.81@;31:1>-@1<8-A?5.81-:0-0-<@5B1>1/>1-@5;:?;2
(;9-85-:/>;C0?9585@5-C;91:-/@5:3-??45180??A5/501.;9.1>?-:09;>18?;@41>1->1?<1/5F/
81??;:?81->:10-.;A@C-E?@;-0B-:/1@41F180?;@4-@?A/45:@1>;<1>-.585@51?C588.1/;919;>1
-22;>0-.81-:0C501?<>1-0
"1EC;>0?"1EC;>0?
4A9-:.14-B5;>9;018?/A8@A>1-:019;@5;:??59A8-@;>-:0-31:@5:@1>;<1>-.585@E/;9<;?-.585@E
5?/5<85:1?5?/5<85:1?
81/@>5/-8-:0;9<A@1>:35:11>5:3
;991:@?;991:@?
&;?@<>5:@B1>?5;:&A.85?4105:
&>1?1:/1)181;<1>-@;>?-:0+5>@A-8:B5>;:91:@?
+;8A91 ??A1
<>58<-31?
&A.85?41>*'#4@@<0D0;5;>3<>1?
)45?6;A>:-8->@5/815?-B-58-.81-@(/4;8->8E;99;:?4@@<?>1<;?5@;>EA<1::10A1?1,<-<1>?

Human Behavior Models for Agents in Simulators and Games:
Part II – Gamebot Engineering with PMFserv
Barry G. Silverman, Ph.D., Gnana Bharathy, Kevin O’Brien, Jason Cornwell
Ackoff Center for Advancement of Systems Approaches (ACASA), Department of
Electrical and Systems Engineering, University of Pennsylvania, Philadelphia, PA
19104-6315, USA. e-mail: barryg@seas.upenn.edu
ABSTRACT
Many producers and consumers of legacy training simulator and game environments are
beginning to envision a new era where psych-socio-physiologic models could be inter-
operated to enhance their environments' simulation of human agents. This article
explores whether we could embed our behavior modeling framework (described in Part I)
behind a legacy first person shooter 3-D game environment to recreate portions of the
Black Hawk Down scenario. Section One amplifies on the inter-operability needs and
challenges confronting the field, presents the questions that are examined, and describes
the test scenario. Sections 2 and 3 review the software and knowledge engineering
methodology, respectively, needed to create the system and populate it with bots. Results
(Section 4) and discussion (Section 5) reveal that we were able to generate plausible and
adaptive recreations of Somalian crowds, militia, women acting as shields, suicide
bombers, and more. Also, there are specific lessons learned about ways to advance the
field so that such inter-operabilities will become more affordable and widespread.
Keywords: human behavior models; culture and emotions; simulator and agent
interoperability; composability
1) Introduction
Today’s world is on the verge of an era of ubiquitous agents – autonomous characters
that assist in all endeavors at work, at home, online, in games, and in social settings. Yet
today’s agents are too easily perceived as mechanistic automatons, causing users to
experience frustration, inappropriate expectations, and/or failures of engagement and
training. Reliable pathways for creating more realistic and believable agents could
ultimately help reduce barriers to interacting with as well as to creating behaviors of
empathetic avatars, electronic training world opponents and allies, digital cast extras,
wizard helper agents, and so on.
This is no where more apparent than in the military modeling and simulation community
which is demanding human behavior models (HBMs) to satisfy a wide and expanding
range of scenario concerns. Their interest goes beyond mission-oriented military
behaviors, to also include simulations of the effects that an array of alternative
diplomatic, intelligence, military, and economic (DIME) actions might have upon the
political, military, economic, social, informational (psyops), and infrastructure (PMESII)

dimensions of a foreign region. The goal is to defeat adaptive foes adept at using local
PMESII effects to their own advantage: e.g., see Runals (2004).
If the military is to have realistic and reliable models of the effects of DIME type
operations upon PMESII dimensions, one must find ways to integrate scientific know-
how across many disciplines. As the top of Figure 1 shows, science tends to be reductive,
specialized, and siloed. Labs that study sleep deprivation don’t also study impacts of non-
lethal crowd control methods, and those specialists know little about political coalition
dynamics. Yet, each of these, and more disciplines have something of value to contribute
if we are to realistically model the type of effects just described.
Part I of this article presented a unified architecture for human behavior modeling that
seeks to straddle and synthesize models and principles from physiology/stress,
personality/culture/emotion, social/political, and cognition and perception. This is an
approach to help modelers cull scientific models and first principles from the behavioral
literatures so they can be edited, tested for their validity, and used to improve realism of
agent behavior. Obviously, many efforts such as this effort are needed to make progress.
Science continually must go through periods of synthesis across disciplines in order to
uncover its shortcomings and to regenerate. This is the feedback loop that the right side
of Figure 1 shows from synthesis to further empiric and reductive investigations. The
current push for better models is uncovering and fueling many such studies at present. It
is thus a productive time to examine synthesis of HBMs and methods for doing so.
Our computer implementation of the unified behavior architecture, PMFserv, provides
one starting synthesis of models and principles. The current article, Part II, serves as an
existence proof that this implementation can be harnessed and used to enhance agent
realism and to help model and simulate certain pre-, during, and post-conflict situations
in other cultures. Since this is a case study, the answers we uncover will be largely
limited to one instance, and not generalizable without further investigation. Also, no one
HBM is sufficient to address all the concerns, so the bottom of Figure 1 also lays out a
methodology in four boxes that raises the idea of federating other models as well. This
vision leads to three sets of questions we explore in this paper:
1) Are models drawn from the literature useful and usable as agent minds? To what
degree will they elevate an automaton into a realistic agent? Under what
conditions do these models help agents pass (fail) correspondence tests?
2) Is the legacy simulator community (military and entertainment) ready and able to
accept such plug-in models for updating the minds of bots that already exist in
their software? If not, what obstacles exist and what fixes appear warranted?
3) What is needed to improve the composability situation so that digital casts can be
created? From a knowledge engineering perspective, how do various methods and
approaches impact affordability?
The motivation behind these questions is to explore if it is reasonable to federate models
to foster composability. There is study after study that shows the lack of credible
behavioral capability of the legacy systems (e.g., see Pew & Mavor, 1998; Anon., 1995;
Bjorkman & Blemberg, 2001, among others). A federation approach could help to
preserve the investment in legacy simulator and game environments, while making newer
2

character simulations and behavioral model innovations available. This path has been
advocated by the Department of Defense, among others, who has identified a need for
interoperability of human behavior models to help improve the realism of agents in
legacy simulators: (e.g., see Finerman et al., 2001; Bjorkman, Barry, & Tyler, 2001; Toth
et al., 2003).
igure 1. The Four Stage Synthesis Methodology and How It Integrates New Science
he four numbered blocks in the Synthesis portion of Figure 1 represent a four stage
ario
Fserv
ario
s part of the case study, the client also requested that we attempt to embed the PMFserv
is
n
PEDAGOGY
PLACE PEOPLE
PLOT vs.
PLAY
5P
PEDAGOGY
PLACE PEOPLE
PLOT vs.
PLAY
5P
Available Science
Specialty silos: reduction
Prevailing theories/models
1
st
principle model specs
Field data sets
Gaps in Science
Models missing parts
Interdiscipline needs
Field data needs
Science In Use: Synthesis Stages
Scientific Shifts
Silo broadening
New hypotheses
Empirical studies
1.Scenario Composition
4.Model Usage
Validity Tests
Training & AAR
What-If Analyses
DIME-PMESII
Discovery (EBO)
Scenario Engineering Application Engineering Sim Experiments
2.
Legacy
Simul-
ators &
Games
Scientific Method: Reduction
3.Model Authoring
PMFserv Modules:
Cull Avail Science
Structure Models
Collect Evidence
Assess Parameters
Visually Program
Test & Tune
Biology/Stress, Personality/Culture/Emotion, Social/Political, Cognition/Perception
F
and Legacy Software into Human Behavior Modeling
T
methodology that we have evolved through several studies and that is the organizing
framework of this paper. Frequently, the client has only a top level notion of the scen
to be engineered. For example in this case study, in the summer of 2002, the
DOD/Defense Modeling & Simulation Office (DMSO) wanted to see if our PM
agent behavior framework could successfully run the local crowds and militia of a
recreation of the Black Hawk Down scenario. To help the client develop their scen
further, we use a process labeled 5P (1
st
stage in Figure 1) and explained more fully in
Section 1.1.
A
agent minds behind a pre-existing simulator. This is question set 2 above, and it is the
nature of HBM today that one often must embed behind a client’s legacy simulator. Th
2
nd
stage of the methodology is a challenge. In a recent survey of five legacy combat
simulators (JSAF, ModSAF, OneSAF, DISAF, JCATS), it was found that (1) one ofte
can’t discover if a given behavior exists or what level of fidelity its modeled at; (2) the
software is growing constantly; (3) verification and validation needs of the legacy
3

Citations
More filters
Proceedings ArticleDOI
03 Aug 2007
TL;DR: The HiDAC system (for High-Density Autonomous Crowds) focuses on the problem of simulating the local motion and global wayfinding behaviors of crowds moving in a natural manner within dynamically changing virtual environments.
Abstract: Simulating the motion of realistic, large, dense crowds of autonomous agents is still a challenge for the computer graphics community. Typical approaches either resemble particle simulations (where agents lack orientation controls) or are conservative in the range of human motion possible (agents lack psychological state and aren't allowed to 'push' each other). Our HiDAC system (for High-Density Autonomous Crowds) focuses on the problem of simulating the local motion and global wayfinding behaviors of crowds moving in a natural manner within dynamically changing virtual environments. By applying a combination of psychological and geometrical rules with a social and physical forces model, HiDAC exhibits a wide variety of emergent behaviors from agent line formation to pushing behavior and its consequences; relative to the current situation, personalities of the individuals and perceived social density.

591 citations

Book
29 Oct 2008
TL;DR: The goal in this survey is to establish a baseline of techniques and requirements for simulating large-scale virtual human populations, including basic locomotive behaviors possibly coupled with a few stochastic actions.
Abstract: There are many applications of computer animation and simulation where it is necessary to model virtual crowds of autonomous agents. Some of these applications include site planning, education, entertainment, training, and human factors analysis for building evacuation. Other applications include simulations of scenarios where masses of people gather, flow, and disperse, such as transportation centers, sporting events, and concerts. Most crowd simulations include only basic locomotive behaviors possibly coupled with a few stochastic actions. Our goal in this survey is to establish a baseline of techniques and requirements for simulating large-scale virtual human populations. Sometimes, these populations might be mutually engaged in a common activity such as evacuation from a building or area; other times they may be going about their individual and personal agenda of work, play, leisure, travel, or spectator. Computational methods to model one set of requirements may not mesh well with good appro...

240 citations

ReportDOI
01 Jan 2005
TL;DR: An architecture is proposed that combines and integrates MACES and PMFserv to add validated agent behaviors to crowd simulations to expand the range of realistic human behaviors.
Abstract: : We describe a new architecture to integrate a psychological model into a crowd simulation system in order to obtain believable emergent behaviors. Our existing crowd simulation system (MACES) performs high level wayfinding to explore unknown environments and obtain a cognitive map for navigation purposes, in addition to dealing with low level motion within each room based on social forces. Communication and roles are added to achieve individualistic behaviors and a realistic way to spread information about the environment. To expand the range of realistic human behaviors, we use a system (PMFserv) that implements human behavior models from a range of ability, stress, emotion, decision theoretic and motivation sources. An architecture is proposed that combines and integrates MACES and PMFserv to add validated agent behaviors to crowd simulations.

227 citations

Journal ArticleDOI
TL;DR: A two-dimensional categorization mechanism is proposed to classify existing work depending on the size of crowds and the time-scale of the crowd phenomena of interest, and four evaluation criteria have been introduced to evaluate existing crowd simulation systems.
Abstract: As a collective and highly dynamic social group, the human crowd is a fascinating phenomenon that has been frequently studied by experts from various areas. Recently, computer-based modeling and simulation technologies have emerged to support investigation of the dynamics of crowds, such as a crowd's behaviors under normal and emergent situations. This article assesses the major existing technologies for crowd modeling and simulation. We first propose a two-dimensional categorization mechanism to classify existing work depending on the size of crowds and the time-scale of the crowd phenomena of interest. Four evaluation criteria have also been introduced to evaluate existing crowd simulation systems from the point of view of both a modeler and an end-user.We have discussed some influential existing work in crowd modeling and simulation regarding their major features, performance as well as the technologies used in this work. We have also discussed some open problems in the area. This article will provide the researchers with useful information and insights on the state of the art of the technologies in crowd modeling and simulation as well as future research directions.

177 citations


Cites background or methods from "Human behavior models for agents in..."

  • ...To model the effect of psychological factors on decision making, PMFServ has been developed by the group [Silverman et al. 2006]....

    [...]

  • ...To model the effect of psychological factors on decision making, PMFServ has been developed by the group [Silverman et al. 2006]....

    [...]

  • ...… Modeling and Sim­ulation at University of Pennsylvania have worked on improving the realism of human behavior models by integrating a set of psychological factors into a uni.ed behavior architecture [Silverman et al. 2006; Silverman et al. 2006; Pelechano et al. 2007; Pelechano et al. 2008]....

    [...]

  • ...CHMS@UPenn: Researchers in the Center for Human Modeling and Simulation at University of Pennsylvania have worked on improving the realism of human behavior models by integrating a set of psychological factors into a unified behavior architecture [Silverman et al. 2006; Silverman et al. 2006; Pelechano et al. 2007; 2008]....

    [...]

Journal ArticleDOI
TL;DR: This paper focuses on challenges to improving the realism of socially intelligent agents and attempts to reflect the state of the art in human behavior modeling with particular attention to the impact of personality/cultural values and affect as well as biology/stress upon individual coping and group decision making.
Abstract: This paper focuses on challenges to improving the realism of socially intelligent agents and attempts to reflect the state of the art in human behavior modeling with particular attention to the impact of personality/cultural values and affect as well as biology/stress upon individual coping and group decision making. The first section offers an assessment of the state of the practice and of the need to integrate valid human performance moderator functions (PMFs) from traditionally separated subfields of the behavioral literature. The second section pursues this goal by postulating a unifying architecture and principles for integrating existing PMF theories and models. It also illustrates a PMF testbed called PMFserv created for implementating and studying how PMFs may contribute to such an architecture. To date it interconnects versions of PMFs on physiology and stress; personality, cultural and emotive processes (Cognitive Appraisal-OCC, value systems); perception (Gibsonian affordance); social processes (relations, identity, trust, nested intentionality); and cognition (affect- and stress-augmented decision theory, bounded rationality). The third section summarizes several usage case studies (asymmetric warfare, civil unrest, and political leaders) and concludes with lessons learned. Implementing and interoperating this broad collection of PMFs helps to open the agenda for research on syntheses that can help the field reach a greater level of maturity. The companion paper, Part II, presents a case study in using PMFserv for rapid scenario composability and realistic agent behavior.

177 citations

References
More filters
Book
01 Nov 1980
TL;DR: In his book Culture's Consequences, Geert Hofstede proposed four dimensions on which the differences among national cultures can be understood: Individualism, Power Distance, Uncertainty Avoidance and Masculinity as mentioned in this paper.
Abstract: In his bestselling book Culture's Consequences, Geert Hofstede proposed four dimensions on which the differences among national cultures can be understood: Individualism, Power Distance, Uncertainty Avoidance and Masculinity. This volume comprises the first in-depth discussion of the masculinity dimension and how it can help us to understand differences among cultures. The book begins with a general explanation of the masculinity dimension, and discusses how it illuminates broad features of different cultures. The following parts apply the dimension more specifically to gender (and gender identity), sexuality (and sexual behaviour) and religion, probably the most influential variable of all. Hofstede closes the book with a synthesizing statement about cultural values as they are linked to sexuality, gender and religion.

19,826 citations

Book
01 Jan 1994
TL;DR: The authors argued that rational decisions are not the product of logic alone - they require the support of emotion and feeling, drawing on his experience with neurological patients affected with brain damage, Dr Damasio showed how absence of emotions and feelings can break down rationality.
Abstract: Descartes' Error offers the scientific basis for ending the division between mind and body. Antonio Damasio contends that rational decisions are not the product of logic alone - they require the support of emotion and feeling. Drawing on his experience with neurological patients affected with brain damage, Dr Damasio shows how absence of emotions and feelings can break down rationality. He also offers a new perspective on what emotions and feelings actually are: a direct view of our own body states; a link between the body and its survival-oriented regulation on the one hand, and consciousness on the other. Written as a conversation between the author and an imaginary listener, Descartes' Error leads us to conclude that human organisms are endowed from their very beginning with a spirited passion for making choices, which the social mind can then use to build rational behaviour.

9,648 citations

Book
29 Jul 1988
TL;DR: In this paper, a cognitive theory of emotion is proposed, which describes the organization of emotion types and the implications of the emotions-as-valenced-reactions claim, and the boundaries of the theory Emotion words and cross-cultural issues.
Abstract: 1. Introduction The study of emotion Types of evidence for theories of emotion Some goals for a cognitive theory of emotion 2. Structure of the theory The organisation of emotion types Basic emotions Some implications of the emotions-as-valenced-reactions claim 3. The cognitive psychology of appraisal The appraisal structure Central intensity variables 4. The intensity of emotions Global variables Local variables Variable-values, variable-weights, and emotion thresholds 5. Reactions to events: I. The well-being emotions Loss emotions and fine-grained analyses The fortunes-of-others emotions Self-pity and related states 6. Reactions to events: II. The prospect-based emotions Shock and pleasant surprise Some interrelationships between prospect-based emotions Suspense, resignation, hopelessness, and other related states 7. Reactions to agents The attribution emotions Gratitude, anger, and some other compound emotions 8. Reactions to objects The attraction emotions Fine-grained analyses and emotion sequences 9. The boundaries of the theory Emotion words and cross-cultural issues Emotion experiences and unconscious emotions Coping and the function of emotions Computational tractability.

4,942 citations

Book
01 Jan 1977
TL;DR: In this article, the authors present a psychological analysis of conflict decision making, focusing on conflict, choice, and commitment, and conclude that conflict is a predictor of the likelihood of making a wrong decision.
Abstract: decision making: a psychological analysis of conflict decision making: a psychological analysis of conflict, choice, and commitment. hardcover – april 1, 1977. by. irving l. janis (author) › visit amazon's irving l. janis page. find all the books, read about the author, and more. (pdf) decision making: a psychological analysis of pdf | on jan 1, 1980, r. j. aldag and others published decision making: a psychological analysis of conflict, choice, and commitment | find, read and cite all the research you need on researchgate decision making: a psychological analysis of conflict decision making: a psychological analysis of conflict, choice, and commitment. by irving l. janis and leon mann. (new york: free press, 1977. pp. xx + 488. $15.95.) volume 73 issue 1 andrew k. semmel irving l. janis and leon mann. decision making: a decision making: a psychological analysis of conflict, choice, and commitment. pp. vii, 488. new york: the free press, 1977. $15.95. mitchell f. rice. the annals of the american academy of political and social science 1980 449: 1, 202-203 download citation. decision making: meaning, stages and steps steps for appropriate decision making: calkins (1959) is of view that an administrator has to follow the following five steps for an appropriate decision making: 1. identification and undertaking of the problem. 2. defining and clarifying goals. 3. alternative goals. 4. analysing the anticipated consequences of each alternative. 5. the psychology of decision-making strategies the decision-making process can be both simple (such as randomly picking out of our available options) or complex (such as ystematically rating different aspects of the existing choices). the strategy we use depends on various factors, including ow much time we have to make the decision, the overall complexity of the decision, and the amount of ambiguity that is involved. decision-making – association for psychological science – aps researchers find that the impact of stress on decision-making, including risk aversion and antisocial behavior, increases over the course of the first hour after a stressful event. more. research suggests that intelligence agents may be more prone to irrational inconsistencies in decision making compared to college students and post-college adults. ejbo decision-making theories and models a discussion of analysis rational decision making descriptive and normative decision-mak-ing theories possess distinct character-istics and follow speciﬕc methodologies for selecting a course of action. nor-mative, or rational, theories of decision making are based on fundamental axi-oms. if these established principles can analysis paralysis wikipedia analysis paralysis (or paralysis by analysis) describes an individual or g oup process when overanalyzing or verthinking a situation can cause forward motion or decision-making to b come "paralyzed", meaning that no solution or course of action is d cided upon. a situation may be deemed as too complicated and a decision is never made, due to the fear that a potentially larger problem may arise. decision making: a psychological analysis of conflict decision making: a psychological nalysis of conflict, choice, and commitment: authors: irving lester janis, leon mann: edition: illustrated, reprint: publisher: free press, 1977: original from: decision making: a psychological analysis of conflict one of them is this book decision making a psychological analysis of conflict choice and commitment. it is so usual with the printed books. however, many people sometimes have no space to bring the book for them; this is why they can't read the book wherever they want. view via publisher. save to library. decision making : a psychological analysis of conflict a decision making : b a psychological analysis of conflict, choice, and commitment / c irving l; janis, leon mann. 260 a new york (n.y.) : b free press, c 1977. decision making: factors that influence decision making abraham, c., & sheeran, p. (2003). acting on intentions: the role of anticipated regret. british journal of social psychology, 42, 495-511.. acevedo, m., & krueger, ji. (2004). two egocentric sources of the decision to vote: the voter’s illusion and the belief in personal relevance. analysis of the relationship between psychological well the objective of this study was to analyze the potential relationship between adolescents' psychological well-being and their decision-making styles, using ryff's (1995) dimensions of psychological well-being, and janis and mann's (1977) decision-making model. moreover, differences in the relationship by age and gender were also analyzed, which covers the current gap in this area of research according to gender. avoiding psychological bias in decision making from psychological bias is the opposite of common sense and clear, measured

4,143 citations


"Human behavior models for agents in..." refers methods in this paper

  • ...Using a respected opinion leader model of stress and coping mode (Janis & Mann, 1977), calibrated to a gun-inured Bakara marketplace, PMFserv governed when agents would panic and flee and when they would broaden their perception and react more deliberately....

    [...]

Book
01 Jan 1992
TL;DR: This chapter discusses object-oriented software engineering as a process of change, management and reuse, and some of the methods used to develop and implement object- oriented software.
Abstract: Part 1. Introduction 1. System development as an industrial process Introduction A useful analogy System development characteristics Summary 2. The system life cycle Introduction System development as a process of change System development and reuse System development and methodology Objectory Summary 3. What is object-orientation? Introduction Object Class andinstance Polymorphism Inheritance Summary 4. Object-oriented system development Introduction Function/data methods Object-oriented analysis Object-oriented construction Object-oriented testing Summary 5. Object-oriented programming Introduction Objects Classes and instances Inheritance Polymorphism An example Summary Part II. Concepts 6. Architecture Introduction System development is model building Model architecture Requirements model Analysis model The design model The implementation model Test model Summary 7. Analysis Introduction The requirements model The analysis model Summary 8. Construction Introduction The design model Block design Working with construction Summary 9. Real-time specialization Introduction Classification of real-time systems Fundamental issues Analysis Construction Testing and verification Summary 10. Database Specialization Introduction Relational DBMS Object DBMS Discussion Summary 11. Components Introduction What is a component? Use of components Component management Summary 12. Testing Introduction On testing Unit testing Integration testing System testing The testing process Summary Part III. Applications 13. Case study: warehouse management system Introduction to the examples ACME Warehouse Management Inc. The requirements model The analysis model Construction 14. Case study: telecom Introduction Telecommunication switching systems The requirements model The analysis model The design model The implementation model 15. Managing object-oriented software engineering Introduction Project selection and preparation Project development organization Project organization and management Project staffing Software quality assurance Software metrics Summary 16. Other object-oriented methods Introduction A summary of object-oriented methods Object-Oriented Analysis (OOAD/Coad-Yourdon) Object-Oriented Design (OOD/Booch) Hierarchical Object-Oriented Design (HOOD) Object Modeling Technique (OMT) Responsibility-Driven Design Summary Appendix A On the development of Objectory Introduction Objectory as an activity From idea to reality References Index

3,673 citations


"Human behavior models for agents in..." refers background in this paper

  • ...); social simulation design methodology (Gilbert & Troitzsch, 1999); instructional design methodology (Gibbons & Fairweather, 1998); game design (Fullerton, Swain, & Hoffman, 2004); knowledge engineering (Schreiber, 1999); and object oriented software analysis (Jacobson, 1992), among others....

    [...]

  • ...…etc.); social simulation design methodology (Gilbert & Troitzsch, 1999); instructional design methodology (Gibbons & Fairweather, 1998); game design (Fullerton, Swain, & Hoffman, 2004); knowledge engineering (Schreiber, 1999); and object oriented software analysis (Jacobson, 1992), among others....

    [...]

Frequently Asked Questions (10)
Q1. What are the contributions in "Human behavior models for agents in simulators and games: part ii gamebot engineering with pmfserv" ?

This paper explores whether the authors could embed their behavior modeling framework ( described in the companion paper, Part 1 ) behind a legacy first person shooter 3D game environment to recreate portions of the Black Hawk Down scenario. Section 1 amplifies the interoperability needs and challenges confronting the field, presents the questions that are examined, and describes the test scenario. 

Most simulation developers and sponsors are now working to extend their systems to permit interchange with other approaches and other vendors. The authors hope that their research will help contribute to that advance, as summarized in this two-part article. First, a sea change will arise in the field of behavioral modeling, which will shift from reductive, silo-separated specialties, to a proliferation of collaborating best-of-breed PMFs, AI systems, and A-life components created by and widely shared amongst distributed researchers. Second, there will be few technological barriers to entry for crafting purposive behaviors of avatars, allies, crowds, opponents, digital cast extras, etc. 

To fully understand and trust agent behavior models, a number of validation tests should be supported such as individual PMF tests, further correspondence tests, Turing tests, and competing agent model tests, among others. 

Since there are no naming conventions or translation standards in general for human behavior models, the resulting Custom Unreal Script was difficult to create and grew to about 1,000 lines of code, code that is not itself very reusable. 

These shareware bots existed with many of the low level behaviors including breathing, a celebratory animation that looks a bit like break dancing, running, picking up a weapon, shooting, dying, and the like. 

As with their 6-step process, the precursor to this effort is to fill out spreadsheets on the markups for each object from each obs perspective. 

Over the past few years there have been a dozen student projects th successfully used this spreadsheet approach to produce term papers that cull referen from the literature that support the various tree branches and weights assigned to bots of given archetype and affordance levels for various world objects. 

Since most behavior observed in PMFserv agents is the result of many subsystems and PMFs interoperating, this alters the validity of any given PMF at runtime. 

To help with all that, PMFserv includes a number of editors including bot and object creation editor, affordance editor, action editor, and others. 

as Figure 5 also shows, the authors often used a Maslow type of structure for short term needs in the Goal tree, particularly for f and cell members.