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By Matt Barker
Gamasutra
December 15, 1999


News

ISAAC/EINSTein Provides AI
for Land Combat Simulations

ISAAC/EINSTein are simple multiagent-based "toy models" of land combat that are being developed to illustrate how certain aspects of land combat can be viewed as emergent phenomena resulting from the collective, nonlinear, decentralized interactions among notional combatants.

ISAAC was developed as a simple "proof-of-concept" model to illustrate how combat can be viewed as an emergent self-organized dynamical process. It introduces the idea of building combat "up from the ground up" by using complex adaptive agents as primitive combatants and focusing on the global co-evolutionary patterns of behaviors that emerge from the collective nonlinear local dynamics of these primitive agents. EINSTein builds upon and extends ISAAC into a bona-fide research tool for exploring self-organized emergent behavior in combat.

These models take a bottom-up, synthesist approach to the modeling of combat, vice the more traditional top-down, or reductionist view, and represent a first step toward developing a complex systems theoretic analyst's toolbox (or "conceptual playground") for exploring high-level emergent collective patterns of behaviors arising from various low-level (i.e., individual combatant and squad-level) interaction rules. The idea is not to model in detail a specific piece of hardware (M16 rifle, M101 105mm howitzer, etc.), but to provide an understanding of the fundamental behavioral tradeoffs involved among a large number of notional variables. In ISAAC and EINSTein, the final outcome of a battle -- as defined, say, by measuring the surviving force strengths -- takes second stage to exploring how two forces might co-evolve during combat.

First, EINSTein will serve as an interactive "tool box" (or conceptual laboratory) for the general exploration of combat as a complex adaptive system. Secondly, EINSTein will provide a collection of on-line data-collection/data-analysis and pattern recognition tools. Thirdly, EINSTein will have a data visualization package to facilitate the exploration of multiple high-dimensional co-evolutionary fitness landscapes, and to foster the development of an intuition of the overall combat phase space. Finally, the long-term vision is to extend EINSTein to become a remote dynamic real-time "combat engine" that assimilates, processes, and automatically analyzes the evolutionary outcomes and consequences of user-defined scripts, tactics and doctrine. In short, a fully realized intelligent-agent-based laboratory for exploring collective self-organized emergent behavior in combat.

Although originally designed for the Department of Defense, EINSTein is available as a free beta download from the Center for Naval Analysis website.

Center for Naval Analysis
Alexandria, Virginia
703.824.2000

[12.15.99]The Motion Factory Announces Motivate 2.0 Developers Toolkit


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