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Keywords:
Crowd behavior, cognitive model architecture, game technology
ABSTRACT: Our United States military is increasingly engaged in urban combat or peace-keeping
missions. As a result, soldiers are also increasingly engaged with the civilian non-combatant inhabitants of
various nations. Yet, current military simulation models have little or no representation of these effects
which can lead to suboptimal training or experimentation results. More realistic and sophisticated crowd
models are desired to address this growing need.
It is unlikely that one crowd model will meet all our militarys crowd requirements since models are needed
with a variety of behaviors depending upon the type of mission, the size of encounters, and the user
application. A federate that may be used to provide such variety of civilian behaviors in a crowd context
would need to be flexible, configurable, and extensible. In this paper, we report about one such
instantiation and the framework and cognitive model that support it. The framework is a layered
architecture that is composed of a physical layer in which movements and other actions of the crowd are
manifested; and also a cognitive layer in which the motivations of these activities are generated and
propagated. Connecting these two layers is an API layer that provides mapping and communication
services for the stimuli, activities, and accompanying parameters that are crowd behavior centric. We focus
especially on the details about the cognitive model architecture (CMA) and the design process used to
achieve it.
Is Groupn
Distribute GAL part of Groupxs
to Groups crowd?
Yes
Federate Execution
crowds. These parameters can be separated into three Update GAL of Select new behavior
categories: crowd parameters, control force parameters, Groupx receiving stimuli for Groupn
Terrain. Flat
Crowd Size.
Small
-1 1
Somali militiamen would be assigned to the most
Crowd Size.
Med
Crowd Size.
-1 1 aggressive group, GAL3, while the Somali citizens would
be equally split between the average and less aggressive
-1 1
Big
Mood.
0 0 0 0 0
Neutral
Mood.
Avoidance
Mood.
-1
-1
-1
1
-1
-1
-1
-1
-1
-1
groups, GAL1 & GAL2.
Curious
Mood.
Aggressive
Posture
1 1 1 1 1
Once the aggression levels have been initialized and the
crowd members separated into groups, the crowd
Mood.
Aggressive 1 1 1 1 1
Non-lethal
Mood.
Aggressive
Lethal Action
1 1 1 1 1 cognitive model can now begin its steady-state operation.
Table 3: Crowd Parameter x Crowd Parameter In this state, the CM will accept stimuli and produce a
behavior. The following two input tables, the Stimuli X
The top row specifies the parameters being used in our CAL table and the Mood X Behavior table support this
crowd model. This row of labels is very important in that operation.
4.5.2 Stimuli X Crowd Aggression Level Table since those are the only behaviors implemented in the
physical model in the prototype. However, the intention
This table is used to determine how incoming stimuli
is to choose certain behaviors based on a probability or on
might affect the crowds aggression level. In the initial
some more complex algorithm using the current crowd
CM prototype, we are only concerned with the various
parameters and/or stimuli received.
stimuli outlined in the table. However, it would be just as
simple to include the effects of other types of stimuli such Mood: Aggression Behavior Repertoire
as the state change and event stimuli. Table 4 is a Level
Avoidance Flee From
sampling from the table developed for the prototype. Neutral Wander Hang Out
From the figure, we can see that there are two types of Curious Stare At Seek To
crowd members modeled for the Mogadishu scenario Aggressive Posture Burn Tire Swarm To
[19], the Militia and the Citizen. For each stimuli and Aggressive Non lethal Throw Rock at
Aggressive Lethal Action Shoot At
current aggression level, we see that there are again three
Table 5: Mood X Behavior Table
possible measures, 0, -1, and 1. Similar to the Crowd
Parameter X Crowd Parameter table, these represent 4.6 Whats Next?
changes to the crowds aggression level. If the Militia
receives a stimuli called See Control Force and is We were successful in implementing a computational
currently in a Curious state, then we see that the 1 model for the cognitive model and incorporating it into
means that his aggression level will increase. As we can the crowd federate. This prototype is currently being used
see, the response to the same stimuli is dependent on both to run fidelity experiments [11] to determine at what level
the crowd member type and the current aggression level. the crowds should be modeled in order to have a relevant
impact on the training objectives of the expected users.
CROWD AGGRESSION LEVEL We hope to be able to take lessons learned from these
MEMBER STIMULUS Aggressive Aggressive Aggressive
TYPE Neutral Avoidance Curious Posture Non-lethal Lethal Action experiments to incorporate changes into the next iteration
Militia See control force -1 -1 1 1 1 1
See friend 1 -1 -1 -1 -1 0 of the prototype. Along with those changes, we have
identified other portions of the cognitive model
See neutral 0 0 0 0 0 0
See burning tire 1 -1 1 1 1 1
Citizen See control force
See friend
0
0
1
0
1
1
1
-1
1
-1
0
0 architecture that could be improved or expanded. These
See neutral
See burning tire
0
-1
0
1
0
1
0
1
0
1
0
0 enhancements are outlined below:
Table 4: Stimuli x Aggression Level Not only are there the parameters identified by the
JNLWDs Crowd Modeling Workshop being used as
So, when the CM receives stimuli, it will process all
the group parameters for computing the groups
stimuli received by a particular character and
mental state, there will also be other parameters that
decrease/increase the CAL by the appropriate amount
will be used to capture the within-group and
based on which stimuli was processed. From this new between-group interactions. The initial set of
CAL, new GALs are redistributed to each of the defined interaction group parameters that have been
groups. If the GAL "level" of the group that this identified is the Leadership, Cognitive Conflict, and
individual belongs to changes, generate a new action for Social Influence (LCS) parameters. The LCS group-
this character. Otherwise, return a null action. The action level parameters will be used to weight how the
that is selected is taken from the following table, the groups changing aggression levels may also affect
mood X behavior table. the aggression levels of other groups within the
crowd.
4.5.3 Mood X Behavior Table The crowd parameters from the Crowd Modeling
The final table used in the implemented cognitive model Workshops are applicable at the group level, too.
Therefore, these parameters will be used to determine
prototype is the Mood X Behavior table (Table 5). As the
the general aggression level impact on the groups.
name implies, this table maps a particular mood level to a
The LCS group-level parameters will be used to
list of possible behaviors to select based on that mood.
weight how the groups aggression levels will affect
This table was produced from the violent behavior the crowd.
continuum described in Table 2 in the Behaviors section
The algorithm for distributing the initialized CAL to
above. the different groups should be modified. Instead of
From the table we see that if the current character is at a having only three groups, we must identify more
curious aggression level, then it could choose to either group types, such as familial groups, friends,
participate in a stare at or seek to behavior. acquaintances, agitators, peaceful protesters, etc. The
Currently, only the first column behaviors are selected federate should provide a list of possible crowd
distributions of groups and group types that the user Representation, Orlando FL, May 7-9 2002, pp. 87-
can select from. This will somehow be based off of 95.
some of the crowd parameter values, such as crowd [4] Pew, R. W., et al, Modeling Human and
size, demographics, initial mood, propensity for Organizational Behavior: Application to Military
violence, etc. Each group type will have a particular Simulation, National Research Council, National
initial GAL associated with it. If you want to achieve Academy Press, Washington D.C., 1998.
a particular CAL, you can select a predefined set of [5] Petty, M. D., McKenzie, F. D. and Gaskins, R. C.,
group makeup with different GALs, distributed in a Requirements, Psychological Models, and Design
particular way that combines together to produce the Issues in Crowd Modeling for Military Simulation,
desired CAL. Proceedings of the Huntsville Simulation Conference
In [18], the experts in crowds, crowd control, and 2003, Huntsville AL, October 29-31 2003.
crowd behavior specify that the crowd should not be [6] Petty, M. D., McKenzie, F. D., Gaskins, R. C., and
treated as an entity, but rather as a 3-phase process Weisel, E. W., Developing a Crowd Federate for
namely the assembling phase, the rallying phase (we Military Simulation, Proceedings of the Spring
prefer the term rallying rather than gathering, as 2004 Simulation Interoperability Workshop,
specified), and the dispersal. We plan to incorporate Arlington VA, April 18-23 2004, pp. 483-493.
this concept of the crowd as a process by identifying [7] Boone, C. M., Gaskins, R. C. and Petty, M. D.,
and weighting the affects of the various parameters Observations of Crowd Behavior, Proceedings of
on the overall aggression levels based on which the 2004 Conference on Behavior Representation in
phase the crowd is currently in. Modeling and Simulation, Arlington VA, May 17-20
2004, pp. 397-398.
5 CONCLUSION [8] Gaskins, R. C., Boone, C. M., Verna, T. M., Bliss, J.
P. and Petty, M. D., Psychological Research for
As can be gleaned from this paper, much work still needs Crowd Modeling, Proceedings of the 2004
to be done in the development of a cognitive model for Conference on Behavior Representation in Modeling
and Simulation, Arlington VA, May 17-20 2004, pp.
crowd behavior. However, we were able to create a CM
401-402.
architecture that processes incoming stimuli to produce
[9] McKenzie, F. D., Xu, Q., Nguyen, Q. H. and Petty,
credible crowd behavior. Due to time constraints, we
M. D., Crowd Federate Architecture and API
were only able to implement a simplified cognitive model Design, Proceedings of the Fall 2004 Simulation
that directly responds to stimuli. However, the CM Interoperability Workshop, Orlando FL, September
framework can easily support a more complex algorithm 19-24, 2004.
for processing the stimuli and their effect on the crowd [10] Weisel, E. W. and Petty, M. D., Reference
parameters & crowd aggression level to produce a Scenarios for Crowd Federate Validation,
credible crowd-level behavior. Proceedings of the Fall 2004 Simulation
Most of the data that we have collected during our Interoperability Workshop, Orlando FL, September
research is at the crowd and group level. We realize that 19-24 2004.
[11] Hunter, K., Petty, M. D. and McKenzie, F. D.,
a lot more research still needs to be done at the individual
Experimental Evaluation of the Effect of Varying
levels. However, once the research has been completed
Levels of Crowd Behavior Fidelity on the Outcome
and the psychological model more refined, we could
of Certain Military Scenarios, accepted for
easily incorporate these into the CM to produce more publication at the Spring 2005 Simulation
complex behavior selection. Interoperability Workshop, San Diego, CA, April 3-8
2005.
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in the software and artificial intelligence fields, including
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Both his M.S. and Ph.D. work have been in artificial
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Seevinck, J. and Petty, M. D., Mogadishu Terrain Mikel D. Petty is Chief Scientist of the Virginia
Generation and Correlation for Crowd Modeling, Modeling, Analysis and Simulation Center at Old
Proceedings of the Spring 2004 Simulation Dominion University. He received a Ph.D. in Computer
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23 2004, pp. 944-950. Dr. Petty has worked in modeling and simulation research
and development since 1990 in areas that include
7 ACKNOWLEDGEMENT simulation interoperability, computer generated forces,
multi-resolution simulation, and applications of theory to
This research described in this paper is sponsored by the simulation. He has published over 110 research papers
Defense Modeling and Simulation Office and managed by and has been awarded over 50 research contracts. He has
the Air Force Research Laboratory. That support is served on a National Research Council committee on
gratefully acknowledged. We would also like to thank the modeling and simulation and is currently an editor of the
psychology team Ryland Gaskins and Carlotta Boone for
journals SIMULATION: Transactions of the Society for
tireless meetings and endless tables.
Modeling and Simulation International and Journal of
Defense Modeling and Simulation.
8 AUTHORS BIOGRAPHIES