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New Models in theComponent Library
Models
• Goals• Resources• Time• Space• Meta-Events• Communication• Aggression
But First…
• Where did these come from?– Art’s exhaustive study of COA terminology and
popular conflict terminology
– Ken Forbus’ battlespace KB terms
– UMass Amherst output
Goals
• Agents have goals– those things the Agent wishes/plans/intends to achieve
• achievement implies Events
– a superset of the objectives of the Actions for which the Agent is agent
• (Agentive) Actions have objectives– those things the Agent wishes/plans/intends to achieve
in his role as agent of the Action
Goals — Complex
• complex goals– represented by the multiplicity of an Agent’s goals
– represented by subevent nesting of Actions (and therefore of their objects and separate agents)
– e.g.(every Mission has
(objective ((a Goal)))(agent ((a Agent with (goal ((the objective of Self) &&
(the goal of (the agent of Self))](subevent ((a Operation with
(objective ((a Goal)))(agent ((a Agent …)))]
Goals — Representation Issues
• Is Goal an alias for Event?– (*myThievery has
(objective ((a Obtain with …))))(*yourSurveillence has
(objective ((a Goal with(prevents ((the objective of
*myThievery)))]
• Does conflict = a State in which the accomplishment of one Agent’s goals implies the non-accomplishments of another Agent’s goals?
• Is an Agent by default capable of achieving his goals?• How does an Action not achieve its objectives?• How do goals/objectives relate to purpose/capability?• Agents are willing to “expend” to achieve goals• priorities/ranking of goals
Goals — Other Stuff
• Agents are willing to “expend” to achieve goals
• Advantage: G1 more likelyDisadvantage: G2 more likely
• Surrender
• Win
• Agreement
Resources
• Events use resources– things used/needed as input to an Event
– resources also appear as participants in Events and their subevents
• agent, instrument, object, raw-material, energy, …?
– resources are finite• there may be restrictions on how/how often they can participate
• Events generate by-products– some relationship to the resources?
– may require disposal
Time
• Events occur in time– have a start time and end time
• Allen’s vocabulary
– have duration, rate, frequency– duration(E) duration(subevent(E))
• time between subevents?• parallel subevents?
– relationships between temporal properties and other properties
• “consumption” of resources• space
More Time
• Entities exist in time– time of existence overlaps Events in which an Entity
participates– require “grounding” of Event times?
• Properties change over time– only as a result of Events?– is a continuously-changing property value a kind of
State?
• Granularity?• Temporal Roles
Space
• Spatial frames– geo-space, e.g.– capabilities of Entities to exist/move in spatial frames– granularity (frames within frames)
• Spatial Roles– Conduits/Corridors, Landmarks, Obstacles– capabilities of Entities to exist/move with respect to
spatial Roles
• Extensions to Movement– Aggregates, Vehicles, resources– new vocabulary (Cross, Ford, Approach, Hide, …)
Meta-Events?
• similar to EventEvent slots– causes, enables, inhibits, prevents, …
• AssistMaintainBeginStimulateStopControlMotivateOpposeDelay
• re-counter-
Are Meta-Events Clichés?
• reciprocals– Give = Relinquish + Obtain
Exchange = Give(A,B) + Give(B,A)
– Attack = Attack + DefendFight = Attack(A,B) + Defend(B,A) +
Attack(B,A) + Defend(A,B)
– Communicate1 = Express + InterpretCommunicate2 = Express(A,B) + Interpret(B,A) +
Express(B,A) + Interpret(A,B)
Communication
• (Express + Interpret)(Information)– Agent (Communicator)
• pre: agent of a Knows with object I
– Agent (“Receiver”?)• post: agent of a Knows with object I
– Information• signaled-by: a Thing?
– Carrier (Book, Telephone, …)– Medium (Speech, Writing, Semaphores, …)– by-means-of: a Transmit (Write, Speak, etc.)
• Signal (signals Information)• Medium
Communication — Other Concepts
• Encode/Decode• Language
– an encoding of Info
• Learn– neg pre: Interpreter is agent of Knows I– post: Interpreter is agent of Knows I
• Confirm– pre: Interpreter is agent of Knows I
• Forget– pre: Interpreter is agent of Knows I– post: Interpreter is no longer agent of Knows I
• Teach, Discover, Deceive, Monitor, …?
Aggression!
• Trespass• Invade• Attack• Shoot• Protect• Defend• Impair• Damage• Die/Kill• Live/Survive
Trepass
Trespass
superclass: Enter
subclass: Invade
agent: Person or
Aggregate
element-type: Person
base: a Property
pre-conditions:
base is-owned-by agent not agent-of Self
cliché?: Without permission [by owner of Property base of Self]
Invade
Invade superclass: Trespass agent: Aggregate element-type: Living-Entity base: a Spatial-Entity (Container or Region) owned-by: Owner pre-conditions: base is-owned-by Owner not agent-of Self agent not-controlled-by Owner cliché?: Without permission [by owner of Spatial-Entity
base of Self] cliché?: Intentional-Act
Attack
Attack sc: Action?? agent: Living-Entity (includes Living-Aggregate?) goal: cause injury, loss, capture, impair,
damage. . . of object of Self object: Tangible-Entity instrument: Object with plays Weapon manner: Forcefully (as default value) cliche: Intentional-Act [by agent] cliche: Unauthorized-Act [by object]
Shoot
Shoot sc: Propel agent: Living-Entity instrument: Weapon object: Projectile toward: (the base of Self) [from Propel] base: Tangible-Entity manner: Forcefully [from Propel] objective: cause Hit (object: Projectile base:
Tangible-Entity is-at destination of Shoot)
Protect
Protect sc: Make-Inaccessible agent: Living-Entity goal: prevent damage, loss object: Tangible-Entity (object, region, aggregate) base?: Tangible-Entity (“from” base) resulting-state: Be-Protected Overwhelm (overcome??) defeats: all Be-Protected Forsake defeats: all Be-Protected
Defend
Defend sc: Protect agent: Living-Entity goal: prevent damage, loss, capture, . . . object: Spatial-Entity controlled-by: agent of Self goal: prevent damage,
loss, capture, . . . Note: implies a second agent, the antagonist
Impair
Impair sc: ??Action object: Tangible-Entity post-condition: functionality of object is inhibited Harm sc: Impair object: Tangible-Entity post-condition: functionality of object is inhibited structure is changed
Damage
Damage sc: Harm object: Tangible-Entity post-condition: functionality of object is inhibited structure is changedInjure sc: Damage object: Living-Entity
Wound sc: Injure object: Organism subevent: Penetrate object: Epithelium
Die
Die
sc: ??Action [??Ruin]
object: Living-Entity
pre-existing-state: Be-Alive
object: (Object object of Self)
resulting-state: Be-Dead
object: (Object object of Self)
Notes: with ruin get: post-condition: function irreversibly lost
Die is to [Cease Living]
Be-Dead
illegal-transition-state: Be-Alive
Kill
Kill sc: Destroy agent: Object instrument: Object plays Weapon object: Living-Entity pre-existing-state: Be-Alive object: (Object object of Self) resulting-state: Be-Dead object: (Object object of Self)
Live/Survive
Live sc: Action?? State?? (same as Be-Alive?) object: Living-Entity
What are defining characteristics? Survive sc: Live object: Living-Entity preparatory-event: Traumatic-Event location: a Place with location-of L-E object of Self pre-existing-state: Be-Alive object: (Object object of Self) resulting-state: Be-Alive object: (Object object of Self)
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