EMERGENCY GAMES

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Transcript EMERGENCY GAMES

IST Project N° 027568
IRRIIS Project
Rome Workshop, 18-19 October 2006
Emergency Management Games and
Test Case Utility:
a Synthetic Methodological Socio-Cognitive Perspective
Adam Maria Gadomski, ENEA
http://erg4146.casaccia.enea.it
(The photo-figs are from the Web for illustration purposes only)
High-Intelligence &
Decision research Group
IST Project N° 027568, Oct. 18-19,2006, Rome
TOPICS
1.
IRRIIS Context
2.
Structured methodological design of human-computer systems
3.
Games paradigms - What is a game?
4.
Games technologies
5.
Games engine
6.
Games Examples
7.
Emergency Management Games
8.
Once more about methodology and Test Cases utility
9.
Development of Emergency Management Games
10. IRRIIS Methodological Conclusions
Some References
A.M. Gadomski, http://erg4146.casaccia.enea.it
High-Intelligence &
Decision research Group
IST Project N° 027568, Oct. 18-19,2006, Rome
Context and methodological perspective [TOGA based,1]
IRRIIS Context: Development of integrated ICT tools system for the
improvement of the Critical Infrastructures Protection [9].
Critical Infrastructures Protection requires and includes : engineering
systems, methods (knowledge) and human capacities.
Improvement relates to:
engineering systems
methods (knowledge)
human capacities.
new functions
new knowledge (procedures)
new management
Knowledge transforms
information in other
information and
specifies
what to do in order to
obtain requested states
(operational knowledge)
[1].
All have to be reciprocally dependent
Knowledge is the primary component which has to be: developed, designed and learned.
Knowledge (D) are: rules, models, methods, procedures, algorithms APPLICABLE in D.
A.M. Gadomski, http://erg4146.casaccia.enea.it
High-Intelligence &
Decision research Group
IST Project N° 027568, Oct. 18-19,2006, Rome
Structured methodological perspective: Knowledge -Function
Knowledge is a specification what is possible to do, but not always what a system or
human is able to do in specific circumstances.
Knowledge necessary for a pre-selected goal can be:
 implemented in a computer system and activated “automatically”
 implemented in human mind and used and managed by humans (operators, managers).
 divided between computer systems and their human users
Function [1]
- Every computer system function has to satisfy arbitrarily defined (but goal-oriented) criteria
of: applicability, utility and usability. The last also depends on the competences of its users.
- In case of large complex systems design, the clear and explicit relations between:
system functions, necessary intervention knowledge and capacities of their users have
to be established.
A.M. Gadomski, http://erg4146.casaccia.enea.it
High-Intelligence &
Decision research Group
IST Project N° 027568, Oct. 18-19,2006, Rome
Methodology of the Structured Design of Complex Systems
Function: a necessary
property of system and/or
process for the achieving
a design goal or sub-goal.
One function can be
realized by different
processes.
Computing processes
are realized by
implemented knowledge.
Designer problem knowledge has to be encapsulated in the
form of the processes which realize requested functions.
System
Design Goal
System
Functions
Computer
System
Functions
Implemented
knowledge
Key meaning of
the definitions
of concepts:
Requested
knowledge
Human
Users
Functions
knowledge
process
function
goal
Professional
knowledge
Explanation
A.M. Gadomski, http://erg4146.casaccia.enea.it
High-Intelligence &
Decision research Group
IST Project N° 027568, Oct. 18-19,2006, Rome
Structured Design of CIP System
What the designer team has to know - it includes [IPK,1] :
Domain/problem knowledge (DK): theory, models, methods,
Domain preferences (DP) : goals, importance of sys. states, tasks hierarchy,
Domain Information (DI): specific data available about the domain
Meta-knowledge necessary for DK, DP and DI allocation and implementation
Remark: Some part of metaknowledge has to be allocated
too.
Requested
knowledge
have to be decomposed into:
Knowledge
implemented in
the CIPS system
Knowledge
about
interacting
User
Professional
knowledge
User knowledge:
- how to use CIPS
– how to interact
The results have to be tested and validated in terms of. applicability, utility and usability.
A.M. Gadomski, http://erg4146.casaccia.enea.it
High-Intelligence &
Decision research Group
IST Project N° 027568, Oct. 18-19,2006, Rome
Methodological Context
There are numerous heuristic methodological approaches to the design and
usability testing of technology-based, human-based and human-centered large
engineering systems.
See Google.
We evaluate the utility of
for the design,
Game-based
methodological
framework
user training and
usability assessment of a CIP system.
[IPK] – A.M.Gadomski: http://erg4146.casaccia.enea.it/wwwerg26701/gad-dict.htm
A.M. Gadomski, http://erg4146.casaccia.enea.it
High-Intelligence &
Decision research Group
IST Project N° 027568, Oct. 18-19,2006, Rome
Games paradigms – What is a game?
Definition & key properties
Goal is a static or
dynamic state of
the domain of
activity which one
or more
agents/players tend
to achieve.
Game is a human goal-oriented and semi-structured activity in
a domain which is simulated or invented, when:
- goal is a’priori established in a given game domain D
- one or more players in a competition, tend (s) to achieve the goal
- the winner is this player which achieved the goal, and the game is finished
- the players possible acts/tools set is predefined and their use have to satisfy
fixed, invariant and known for players game rules
Usually, the game problem is not the real-life problem of the player
but is accepted voluntary for entertainment, learning or training.
A.M. Gadomski, http://erg4146.casaccia.enea.it
High-Intelligence &
Decision research Group
IST Project N° 027568, Oct. 18-19,2006, Rome
Games paradigms [TOGA based,1]
Main essential concepts
1. game domain D
2. initial state of D
3. game goal in D
4. players
5. possible acts/tools set
6. game rules set
Each of them can be
specialized and
complicated, and, in
such way, we have
enormous number of
different types of games.
For example, we distinguish the games dependent on the nature of D and the number of players.
One player
Multi-player
Physical domain
Static or dynamic
Static or dynamic
Virtual domain
Static or dynamic
Static or dynamic
Virtual domain can be simulated or invented (it is in computer games).
A.M. Gadomski, http:erg4146.casaccia.enea.it
High-Intelligence &
Decision research Group
IST Project N° 027568, Oct. 18-19,2006, Rome
Games technology
There are four basic categories of computer games:
• Entertainment games,
• Educational games and role-playing game (RPG),
• Training games mainly military games (for skill & strategic knowledge
acquisition)
• Discovery/analysis games (for information and rule knowledge acquisition) .
Games development and game technology are strongly marked driven.
Computer gaming is an industry worth $20 billion worldwide - it's bigger than Hollywood.
"The books on computer games do not have an academic basis, they are books
promoting learning by doing, with nothing on <game> design theory - none of the
writing in this field is based on design research" Dr Manolya Kavakli.
In practice any computer game theory do not exist yet.
A.M. Gadomski, http://erg4146.casaccia.enea.it
High-Intelligence &
Decision research Group
IST Project N° 027568, Oct. 18-19,2006, Rome
Computer Game Engines [5]
Some sources: http://en.wikipedia.org/wiki/Computer_and_video_game_genres
Computer games architectures are usually unknown but
all include, so called, “game engines”.
They are sets of tools and components for the configurations
of game domain and player’s acts.
Visual components
 Essential aspects:
- only visual information is
semi-complete
- other information choice is
designer-driven.
Advanced game engines such as Unreal Engine 3, the Doom 3
engine,
CryENGINE2, RenderWare, Gamebryo, and Visual3D.NET
provide a suite
of visual development tools :
• Image building 3D
• Movement animation,
• Voice synthesis
• other multimedia tools.
AI components (middleware), for the increasing of the
autonomy of the components of the simulated “synthetic
worlds”.
A.M. Gadomski, http://erg4146.casaccia.enea.it
High-Intelligence &
Decision research Group
IST Project N° 027568, Oct. 18-19,2006, Rome
Computer Game Engines – Components Examples
Engenuity Inc , 2006
Simulation Engine (SIM)
- The SIM is composed of five
major components:
Entities
Model Managers
Entity Manager
Scenario Manager
Real-Time Controller (RTC)
-------------------------------------
A.M. Gadomski, http://erg4146.casaccia.enea.it
High-Intelligence &
Decision research Group
IST Project N° 027568, Oct. 18-19,2006, Rome
Games Examples
Education/Learning: Immune attack is an educational video game created by FAS
(The Federation of American Scientists). The goal of the game is to engage students in one
of the complicated biology topics, immunology. Instead of reading from classroom
textbooks, students can play the video game and they can learn the concept of
immunology in an excited way. http://www.sciencedaily.com/releases/2006/09/060921205003.htm
A Game for Public Education about Emergencies (in development)
FEMA, The Center for the Application of Science and Technology to Emergency Management is
developing computer games that teach the public emergency management techniques. ''Saving
Lives: The Emergency Management Game'' will be designed for 3 types of users:
1.
children aged 5 to 9,
2. older children and teens, and
3. adults.
5 levels of play are: 1. hazard awareness, 2. preparedness actions, 3. warning responses, 4. event
behavior, and 5. recovery behavior.
US Emergency Games - few in preparation yet (announced)
A.M. Gadomski, http://erg4146.casaccia.enea.it
High-Intelligence &
Decision research Group
IST Project N° 027568, Oct. 18-19,2006, Rome
Games Examples
Incident Commander is a PCbased software simulation that
models real-world situations
within a community, allowing for
training at the management level
for a critical incident. It is based
upon the command structure
mandated by FEMA in its rules
for National Incident Management
System (NIMS) compliance,
notably the Incident Command
System.
BreakAway will release a version
that will support live drills in
2007
.
City Building Game
A.M. Gadomski, http://erg4146.casaccia.enea.it
High-Intelligence &
Decision research Group
IST Project N° 027568, Oct. 18-19,2006, Rome
Emergency Management Game

training and discovery games.
One player (or multi-player)
with the multi-layer symbolic
domain: simulated, dynamic
which includes autonomous
socio-cognitive components.
We are interested in:
Example of top requirements for an
emergency game system
Meta-Properties
Key Attributes
1. game domain D
1.1 Multi-layer
1.2 Events-scenario driven
1.3. Reactive, inf. source
1.4. soc-cog comp.
2. initial D state
2.1 Abnormal event
2.2 Initial information
2.3. Repetitive
2.4 Modifiable
3. g- goal in D
3.1 Service maintain
3.2 Service activation
3.3 Min. losses
3.4 End emergency
4. players
4.1 Operator
4.2 Manager staff
members*
4.3 Policymaker (?)/
User
4.4 Organizations
5. acts/tools set
5.1 Control procedures/act
5.2. Role dep. tasks list
5.3 Communication tools
5.4 Cooperation
6. game rules
6.1 levels of competences
6.2 D partially/fully visible
6.4 Uncertain informat.
6.5 Undo function
A.M. Gadomski, http://erg4146.casaccia.enea.it
High-Intelligence &
Decision research Group
IST Project N° 027568, Oct. 18-19,2006, Rome
Types of Emergency Games
Possible types of the Emergency Games according to
user types:
emergency domain:
Public education
Industrial Infrastructures
Emergency operators
Critical Services Infrastructure
Emergency managers
Territorial Emergency
Mixed
Mixed
Two Approaches to Structured Design Methodology for EM Game
Bottom-up: Incremental, by the design of selected independent components on the
requested level of detail/accuracy.
Top-down: Iterative specialization of all recognized component from a general
(very simple) representation to their specializations (complication) up to the
requested level of details.
For new challenging complex and high-risk projects [7] – Top-down is suggested [1]
A.M. Gadomski, http://erg4146.casaccia.enea.it
High-Intelligence &
Decision research Group
IST Project N° 027568, Oct. 18-19,2006, Rome
Validation of the Product using Test Case
The proper choice and application of test-cases is essential for the validation of an EM game.
In general, test-case based validation is important component of the development methodology of
every complex socio-technological systems [10].
Test-case is an event scenario, real or invented, but similar to the reality and on the assumed
explicitly details level, where have to be known:
- one or more proper interventions sequence(s) leading to the goal (not too long).
- maximal negative consequences of not proper player(s) actions
It has to involve most typical and most danger events for the analyzed class of emergency.
Test-case methodology is based on the test-case life-cycle, which includes the test case :
definition, implementation, application for simulation, and modifications.
Test-case has to consider the influence of socio-cognitive factors of the players/(system users),
their cognitive capacities, requested competences, risk perception, ethical rules (especially
important for EM operators/actors) [ 8].
A.M. Gadomski, http://erg4146.casaccia.enea.it
High-Intelligence &
Decision research Group
IST Project N° 027568, Oct. 18-19,2006, Rome
Test Case Application
Test case simulations serve for the
improvement of the the game and , in
parallel, for the increasing of strategic and
skill knowledge of the player.
Therefore in the case of the repetitive lack of
players’ success, the knowledge allocation
have to be changed:
Requested
knowledge
Hardware: Mobile Command Station
Knowledge
implemented in
the CIPS system
Knowledge
about
interacting
User
Professional
knowledge
User knowledge:
- how to use CIPS
– how to interact
In consequence, the incremental
top-down methodology is suggested
A.M. Gadomski, http://erg4146.casaccia.enea.it
High-Intelligence &
Decision research Group
IST Project N° 027568, Oct. 18-19,2006, Rome
Example of
EM Game
Architecture
More explanations [2]
OL
OL
Game Domain
Scenario Simulator
Rules Control Configuration
Agent
Agent
Simulation
Agent
Game rules
activated in the
Event-Action
Scenario (EAS)
Phys
Layer
PL
PL
Scenarios
Base
Rules
Base

Org. Cyb
Layer Layer
OL
CL
CL

A rule& tool
under
development
Game
Engine
Tools Base
Game state
Interpreter criteria
Domain component Tool Modif.. Help & Interpreter
Editor Agent
Agent
Agent

Tools used in an
action of player
Org. Cyb
Layer Layer
OL
CL
CL PL
Players Interfaces
I –criteria for the
interpretation of EM
game states.
Phys.
Layer
PL
A.M. Gadomski, http://erg4146.casaccia.enea.it
High-Intelligence &
Decision research Group
IST Project N° 027568, Oct. 18-19,2006, Rome
Conclusions
“the Unified View is a vehicle to facilitate co-operation in the project and to reach all IRRIIS goals.” [U.Beyer, F.Flentge, 9]
The conclusions of this preliminary problem recognition can be synthesized by the following observations and
questions related to IIRRIS:
1. So complex engineering system as IRRIIS requires a top-down goal-oriented “ unified view”, it means, a
conceptualization platform (metaontology) and methodology for its application , for example, by application
of the TOGA (Top-down Object-based Goal-oriented Approach) metatheory [1] and the ISE (Implementation
– Service –Effect) metamodel [ 7 ],[ 9] for the specialization of CIP networks and especially for SimCIP
(Simulation for Critical Infrastructure Protection) development.
2. This Unified View can use a generalized game conceptual framework or/and game technologies focused
on the development of an integrated intelligent CIP system. – But the utility of such instrument has to
result from goal-oriented top-down requirements and bottom-up constrains.
3. The technical objectives of IRRIIS are limited by time and resources therefore, in natural manner it has to be
applicative but also transitional. For example, the Emergency Management Game inserted in the CIP
Intelligent Grid can be a routine tool after 15 years.
4. Test case life-cycle methodology should be explicitly included in the IRRIIS Unified View.
In general, I would like to suggest to organize a separate meeting or a session focused on the top-down
methodological and metamodelling view on IIRRIS from two interrelated viewpoints:
- a general - long term, maybe related to WP1.2
- a specific - short term/realistic, related to the concretization of the IIRRIS goals related to the project
software products (middleware) and mindware ( http://erg4146.casaccia.enea.it/mindware/index.html).
A.M. Gadomski, http://erg4146.casaccia.enea.it
High-Intelligence &
Decision research Group
IST Project N° 027568, Oct. 18-19,2006, Rome
Hypothetical
future Vision
Thanks
Some references
A.M. Gadomski, http://erg4146.casaccia.enea.it
High-Intelligence &
Decision research Group
IST Project N° 027568, Oct. 18-19,2006, Rome
Some References
[1] A.M.Gadomski, TOGA Systemic Approach to the Global Specification - Sophocles Project Report, 2002
(pdf)
[2] A.M.Gadomski, V. Rosato, Universal Top SYNTEX Functional Functional Architecture : Architecture
Building, 2006
http://erg4146.casaccia.enea.it/IRRIIS-ORG/Copia%20di%20IRR-SYNTEX-F-Architecture5b.ppt
[3] Jean Caussanel (LSIS),- UMR CNRS 6168 –Paul Cézanne University, Communications Functional Group
-Survey on current CFG situation
[4] Game – Wikipedia - http://en.wikipedia.org/wiki/Game
[5] Game engine – Wikipedia - http://en.wikipedia.org/wiki/Game_engine
[6] Computer game- Wikipedia - http://en.wikipedia.org/wiki/Computer_game
[7] U. Beyer,F.Flentge, Towards a Holistic Metamodel for Systems of Critical Infrastructures,
https://bscw.sit.fraunhofer.de/bscw/bscw.cgi/d783855/ECN_ISE_Model_PRELIMINARY.pdf
[8] A.M.Gadomski, Vulnerability of Human Organizations: ENEA’s Research, The US-CAMO Workshop on
Complex Networks and Infrastructure Protection, 2006. Rome
[9] U.Beyer, F.Flentge, IRRIIS Unified View on Critical Infrastructures (draft),July 2006,
https://bscw.sit.fraunhofer.de/bscw/bscw.cgi/d725239/IRRIIS_CI-View.doc
[10] L. Lucio, L. Pedro , D. Buchs, A Methodology and a Framework for Model-Based Testing, in book .Rapid
Integration of Software Engineering Techniques ,, Springer, Volume 3475/2005
A.M. Gadomski, http://erg4146.casaccia.enea.it
High-Intelligence &
Decision research Group