New Models in the Component Library. Models Goals Resources Time Space Meta-Events Communication...

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New Models in the Component Library

Transcript of New Models in the Component Library. Models Goals Resources Time Space Meta-Events Communication...

Page 1: New Models in the Component Library. Models Goals Resources Time Space Meta-Events Communication Aggression.

New Models in theComponent Library

Page 2: New Models in the Component Library. Models Goals Resources Time Space Meta-Events Communication Aggression.

Models

• Goals• Resources• Time• Space• Meta-Events• Communication• Aggression

Page 3: New Models in the Component 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

Page 4: New Models in the Component Library. Models Goals Resources Time Space Meta-Events Communication Aggression.

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

Page 5: New Models in the Component Library. Models Goals Resources Time Space Meta-Events Communication Aggression.

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 …)))]

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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

Page 7: New Models in the Component Library. Models Goals Resources Time Space Meta-Events Communication Aggression.

Goals — Other Stuff

• Agents are willing to “expend” to achieve goals

• Advantage: G1 more likelyDisadvantage: G2 more likely

• Surrender

• Win

• Agreement

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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

Page 9: New Models in the Component Library. Models Goals Resources Time Space Meta-Events Communication Aggression.

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

Page 10: New Models in the Component Library. Models Goals Resources Time Space Meta-Events Communication Aggression.

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

Page 11: New Models in the Component Library. Models Goals Resources Time Space Meta-Events Communication Aggression.

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, …)

Page 12: New Models in the Component Library. Models Goals Resources Time Space Meta-Events Communication Aggression.

Meta-Events?

• similar to EventEvent slots– causes, enables, inhibits, prevents, …

• AssistMaintainBeginStimulateStopControlMotivateOpposeDelay

• re-counter-

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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)

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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

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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, …?

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Aggression!

• Trespass• Invade• Attack• Shoot• Protect• Defend• Impair• Damage• Die/Kill• Live/Survive

Page 17: New Models in the Component Library. Models Goals Resources Time Space Meta-Events Communication Aggression.

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]

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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

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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]

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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)

Page 21: New Models in the Component Library. Models Goals Resources Time Space Meta-Events Communication Aggression.

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

Page 22: New Models in the Component Library. Models Goals Resources Time Space Meta-Events Communication Aggression.

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

Page 23: New Models in the Component Library. Models Goals Resources Time Space Meta-Events Communication Aggression.

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

Page 24: New Models in the Component Library. Models Goals Resources Time Space Meta-Events Communication Aggression.

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

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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

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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)

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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)