Warfighting Chess Games and Pieces
Navy SBIR 2018.1 - Topic N181-083 ONR - Ms. Lore-Anne Ponirakis - [email protected] Opens: January 8, 2018 - Closes: February 7, 2018 (8:00 PM ET)
TECHNOLOGY AREA(S): Human
Systems, Information Systems ACQUISITION PROGRAM: PMW 120,
PMW 150, MC3, Future Integrated Training Environment (FNC) The technology within this
topic is restricted under the International Traffic in Arms Regulation (ITAR),
22 CFR Parts 120-130, which controls the export and import of defense-related
material and services, including export of sensitive technical data, or the
Export Administration Regulation (EAR), 15 CFR Parts 730-774, which controls
dual use items. Offerors must disclose any proposed use of foreign nationals
(FNs), their country(ies) of origin, the type of visa or work permit possessed,
and the statement of work (SOW) tasks intended for accomplishment by the FN(s)
in accordance with section 5.4.c.(8) of the Announcement. Offerors are advised
foreign nationals proposed to perform on this topic may be restricted due to
the technical data under US Export Control Laws. OBJECTIVE: Objective is to
mature a simulation capability that can play smart red forces against smart
blue forces in order to develop decision support tools and reverse engineer
legacy simulator entity behavioral and models to support �fair fights� (1).�
Entity behavior and models and one or more decision support tools will be �built�
and verified by allowing an artificial intelligence (AI) capability to watch
thousands of �games� played between smart agents (1).� A condition when the
differences between the performance characteristics of two or more
interoperating simulations have significantly less effect on the outcome of a
simulated situation than the actions taken by or resources available to the
simulation participants. DESCRIPTION: The goal of the
topic is to develop warfighting decision support tools and reverse-engineering processes
by allowing AI technology to observe automated smart red forces compete with
smart blue forces within a simulation.� Just as computer-based chess games are
able to make optimal moves given the current state of the board and the most
likely future state, a military decision support aid should suggest
modifications to current plans and predict future outcomes given current
content of the common tactical and intelligence picture.� It is expected but
not required that deep learning be used to learn optimal actions relative to a
set of measures of effectiveness (MOEs) and measures of performance (MOPs). PHASE I: Determine
feasibility for the development of an operationally relevant model
normalization tools and a model based decision support tool.� Conduct a
detailed analysis of literature and commercial capabilities.� For a bounded
number of legacy models, actors, and behaviors, conduct a lab-based proof of
concept demonstration.� During the Phase I effort, performers are expected to
identify metrics to verify performance of model normalization and decision
support tools with the goal of reducing technical risk associated with building
a working prototype, should work progress.� Performers should produce Phase II
plans with a technology roadmap and milestones for prototype development. PHASE II: Produce a prototype
system based on the preliminary design from Phase I.� The prototype should
enable human users to compete against agents or agents against each other
within relevant Naval mission simulations.� The system must be able to bring in
legacy models for specific behaviors and entities.� Additionally, the system
must provide explanatory evidence for decision recommendations in terms of
extrapolated measures of performance/effectiveness.� The performance of agents
will be measured by comparing simulation outcomes.� During Phase II, the small
business may be given specific scenarios by the Government to validate
capabilities.� An offeror should assume that the prototype system will need to
run as a distributed application with a mature design for the human computer
interface.� Phase II deliverables will include a working prototype of the
system (source code and executable), software documentation including a user�s
manual, and a demonstration using a Naval operational scenario of interest. PHASE III DUAL USE
APPLICATIONS: Produce a final prototype capable of deployment to training
centers, operational command and control centers, and as a virtual
application.� The system should be adapted to transition as a component to a
larger system or as standalone commercial product.� The small business, working
with transition and commercialization partners, should provide a means for
performance evaluation with metrics for analysis (e.g., accuracy of decision
support) and method for operator assessment of product interactions (e.g.,
display visualizations).� The Phase III system should have an intuitive human
computer interface.� The software and hardware should be modified and
documented in accordance with guidelines provided by engaged programs of record
and commercial partners. Researchers are encouraged to publish Science and
Technology (S&T) contributions. REFERENCES: 1.� Abar, S., et al. �Agent
Based Modelling and Simulation tools: A review of the state-of-art software�,
Computer Science Review 24 (2017) 13�33 2.� Liebowitz, J. �Sharing
the Solution�, Computers ind. Engng 16, NO. 4, pp. 587-593, 1989 3.� Pan, Y. �Heading toward
Artificial Intelligence 2.0�, Engineering 2 (2016) 409�413 4.� Brynielsson, J. �Using AI
and games for decision support in command and control�, Decision Support
Systems 43 (2007) 1454�1463 5.� DoD Modeling and
Simulation Glossary. accessed on 25 June 2017. https://www.msco.mil/MSReferences/Glossary/TermsDefinitionsE-H.aspx KEYWORDS: Artificial
Intelligence; Warfighting Simulation; Modeling; Training; Agent Based Models;
Gaming; Decision Support
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