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Urban Computer Generated Forces (CGF) Models


OBJECTIVE: Develop and demonstrate a scalable approach for culturally driven dense population modeling at the entity level, for large urban areas, which can be hosted on Computer Generated Forces (CGF) applications like the Army's One Semi-Automated Forces (OneSAF). DESCRIPTION: The Contemporary Operating Environment (COE) encountered by Soldiers has increasingly involved interactions with population groups and individual civilians in urban settings. Experience has shown that there is a lack of training environments that can present a densely populated area with accurate behavioral characteristics based on cultural differences and emotional factors at the individual entity level. What is needed is an approach for physical and behavioral model technologies that can accurately model the daily activities for a dense urban area that includes accurate representations of cultural and emotional responses to trainee interactions. Specifically, One Semi-Automated Forces (OneSAF) does not provide comprehensive models of the daily clutter of urban life. This effort should research methods of providing a dense population in an urban area that accurately reflects typical activities based on the modeled culture in an entity based system such as OneSAF. Solutions should provide both pedestrian and vehicular urban clutter that reflects local culture. Approaches should be provided that allow for city sized population models with reduced resource utilization. Vehicular traffic is required to follow local traffic laws and customs. Modeled urban entities should interact in an appropriate manner with existing participants including both constructive and virtual participants. Research should focus on innovative technologies for the representation of these culturally accurate daily activities considering reduced resource utilization balanced against high densities. Research should also focus on aspects of dynamic model resolution and fidelity of modeled systems relative to how these system interact with other actors (live, virtual, or other constructive) in a way that is meaningful in terms of fidelity. PHASE I: The Phase I project shall determine the technical feasibility of representing large urban area entity models that replicated the daily activities of a culture. The analysis shall describe the feasibility assessment of the scalability approach and provide an assessment of resources relative to population densities. The analysis shall prove the feasibility of configurable cultural based models as well as discuss issues associated with the validation of models. The Phase I deliverables shall include the feasibility study, design concepts, validation approaches, monthly progress reports, and a final report. The Phase I final report shall provide an analysis of the application of this technology in the commercial market. PHASE II: The Phase II project shall develop a prototype set of models that simulates a dense population in a cultural setting. The prototype shall provide a proof of concept on the variability of responses based on cultural models and provide assessment of the variability of cultural models based using a data driven approach. The Phase II proof of concept analysis shall provide an assessment of the feasibility based on an example interaction with a virtual or constructive role player. The Phase II deliverables include the software and data models for the proof of concept, monthly progress reports, and a final report. PHASE III: Phase III will result in a dense simulation of culturally based daily activities in an urban area in OneSAF that provides mechanisms to adjust daily life patterns based on cultural differences. The system should be capable of handover and integration into OneSAF in order to provide direct support integration to existing systems such as CCTT, AVCATT, and DSTS. The resulting system should be capable of supporting simulation of urban environments to a level that supports first responders for local, state, and federal organizations for crisis planning. REFERENCES: 1. D. Chen, et al., Hybrid modeling and simulation of huge crowd over a hierarchical Grid architecture, Future Generation Computer Systems (2012) 2. Pelechano, N., O"Brien,K., Silverman,B. Badler, N., 2005, Crowd Simulation Incorporating Agent Psychological Models, Roles and Communication, CROWDS 05, First International Workshop on Crowd Simulation, Lausanne, Switzerland. 3. Loscos, C., Marchal, D. And Meyer, A., Intuitive Crowd Behaviour in Dense Urban Environments using Local Laws, Proc.Theory and Practice of Computer Graphics 2003, IEEE ComputerSociety, 2003. 4. Fridman, N., Zilka, A., Kaminka, G., 2011, The impact of cultural differences on crowd dynamics in pedestrian and evacuation domains, Technical Report MAVERICK 2011/01, The MAVERICK Group, Bar Ilan University, Israel, Sep 30, 2011
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