Heterogeneous Agent Operations in JWARS. Burdick; Graf; Huynh; Grell; MacQueen; Argo; Bross; Prince; Johnson; Blacksten (2003)

Type of Research: Private Corporation and Military

Summary:
This is an overview of how an individual unit in the JWARS wargame is
‘programmed’ (for lack of a better term).

A unit in a JWARS simulation is called a “Battle Space Entity” (BSE).

“Figure 1 (above) shows the general structure of a JWARS Battle Space Entity (BSE), the primary object for all JWARS behavior. For JWARS land forces, agents are configured as military units and civilian groups. These units are not decomposable, but can temporarily spawn subordinate units for specific tasks, if the need arises.”
Figure 2 (above) KBs for New Units are Built from Multiple Sources Appropriate for the Particular Unit.
Unit Attributes
Coalition/Side Nationality
Function: Cbt, CS, or CSS Echelon: Bn, Brigade
Type: Armor, Mech, Inf Is a Headquarters?
Role: Left Flank, Reserve Rank or Skill Level
Unit Situation
Unit is under fire Days in combat
Unit is in contact # of enemy in contact
Unit Current Strength Formation/Orientation
Unit Current Objective Local Activity/Mission
Units is On/Off Plan Has specific asset
Global Conditions
Is Day/Night Weapons free/tight
Chemical Use Authorized Unit is in Country X
Vegetation type Terrain type
Weather Civilians are present
Figure 3 (above) Primitive Knowledge Base Facts. It is interesting to note that only 28 variables are stored for each unit and does not include such factors as “leadership”, “morale”, “attack”, “defense” or “speed” which are standards in most commercial wargames.
Primitive Facts Related Derived Facts
Resources
# of Personnel Skill Levels
Type of Equipment Condition/Strength
Amount of Supplies Expected Resupply
Knowledge of Capabilities
Ability to Sense Enemy Situation
Communications Intercept Potential
Own Operations Available Options
Enemy Operations Enemy Intentions
Own Doctrine Expected Enemy Reaction
Environment
Weather (current) Favorable for unit
Weather (forecast) Favorable for unit
Terrain Favorable for unit
“Figure 4 (above) Reasoning from Available Facts. Derived facts may only have applicability to the units triggering them.” These appear to be very simple extrapolations from the individual BSE data available.

“Figure 5 (above) JWARS Rule Builder User Interface.” This appears to be a simple Boolean logic / conditional statement editor.

“Without the KB, there have been instances at the lower echelons in JWARS when combat units that should have engaged one another have missed that opportunity by simply returning fire and continuing on to their objective. Circumstances have also occurred where units without KBs have inappropriately engaged in combat. For example, in some situations a logistics support unit may inappropriately assess the situation and close with an enemy infantry battalion. The KB supports the desired outcome by improving the ability to assess the situation and subsequently altering individual unit courses of action. As shown in Figure 7 (below), attacking combat units sense enemy fire, close with the enemy units, and, after destroying them or forcing them to withdraw, resume their original mission.”

This diagram labeled Figure 7 (above) was added to the article to illustrate “Altering Course of Action Using KB Rules” however, I am extremely dubious about the appropriateness of a unit making an abrupt right angle turn and exposing its left flank to two hostile units even if it is now attacking a headquarters unit. Indeed this appears to demonstrate a very common and very old problem with commercial wargame AIs: units making individual decisions as opposed to an entire army working as a cohesive whole.

See my revised diagram below:

I have indicated with thick green arrows (above) the revised Course of Action (COA) that certainly follows current doctrine and would probably be the COA that most (if not all) staff officers would recommend.

Conclusion:
JWARS is the most important computer simulation currently used by the Joint Chiefs and strategic planners for wargaming. It does not have any Artificial Intelligence capabilities and the introduction of Agents and Knowledge Bases appears to be the first attempt to do so. In this case the Agents are used to control subordinate units and not to simulate enemy forces and responses.

It appears that the JWARS Program has encountered many of the same problems that commercial computer wargames have dealt with for the last twenty years.



Copyright© 2007 — D. Ezra Sidran — Scarab Industries

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