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An Information Fusion Game Component
KTH, School of Computer Science and Communication (CSC), Numerical Analysis and Computer Science, NADA.ORCID iD: 0000-0002-2677-9759
KTH, School of Computer Science and Communication (CSC), Numerical Analysis and Computer Science, NADA.
2006 (English)In: Journal of Advances in Information Fusion, ISSN 1557-6418, Vol. 1, no 2, 108-121 p.Article in journal (Refereed) Published
Abstract [en]

Higher levels of the data fusion process call for prediction and awareness of the development of a situation. Since the situations handled by command and control systems develop by actions performed by opposing agents, pure probabilistic or evidential techniques are not fully sufficient tools for prediction. Game-theoretic tools can give an improved appreciation of the real uncertainty in this prediction task, and also be a tool in the planning process. Based on a combination of graphical inference models and game theory, we propose a decision support tool architecture for command and control situation awareness enhancements.

This paper outlines a framework for command and control decision-making in multi-agent settings. Decision-makers represent beliefs over models incorporating other decision-makers and the state of the environment. When combined, the decision-makers’ equilibrium strategies of the game can be inserted into a representation of the state of the environment to achieve a joint probability distribution for the whole situation in the form of a Bayesian network representation.

Place, publisher, year, edition, pages
2006. Vol. 1, no 2, 108-121 p.
National Category
Computer Science
Research subject
Computer Science
Identifiers
URN: urn:nbn:se:kth:diva-24204OAI: oai:DiVA.org:kth-24204DiVA: diva2:345399
Note

QC 20100825

Available from: 2010-08-25 Created: 2010-08-25 Last updated: 2017-09-25Bibliographically approved
In thesis
1. A gaming perspective on command and control
Open this publication in new window or tab >>A gaming perspective on command and control
2006 (English)Doctoral thesis, comprehensive summary (Other scientific)
Abstract [en]

In emergency management and in military operations, command and control comprises the collection of functions, systems and staff personnel that one or several executives draw on to arrive at decisions and seeing that these decisions are carried out. The large amount of available information coupled with modern computers and computer networks brings along the potential for making well-informed and quick decisions. Hence, decision-making is a central aspect in command and control, emphasizing an obvious need for development of adequate decision-supporting tools to be used in command and control centers. However, command and control takes place in a versatile environment, including both humans and artifacts, making the design of useful computer tools both challenging and multi-faceted.

This thesis deals with preparatory action in command and control settings with a focus on the strategic properties of a situation, i.e., to aid commanders in their operational planning activities with the utmost goal of ensuring that strategic interaction occurs under the most favorable circumstances possible. The thesis highlights and investigates the common features of interaction by approaching them broadly using a gaming perspective, taking into account various forms of strategic interaction in command and control. This governing idea, the command and control gaming perspective, is considered an overall contribution of the thesis.

Taking the gaming perspective, it turns out that the area ought to be approached from several research directions. In particular, the persistent gap between theory and applications can be bridged by approaching the command and control gaming perspective using both an applied and a theoretical research direction. On the one hand, the area of game theory in conjunction with research findings stemming from artificial intelligence need to be modified to be of use in applied command and control settings. On the other hand, existing games and simulations need to be adapted further to take theoretical game models into account.

Results include the following points: (1) classification of information with proposed measurements for a piece of information's precision, fitness for purpose and expected benefit, (2) identification of decision help and decision analysis as the two main directions for development of computerized tools in support of command and control, (3) development and implementation of a rule based algorithm for map-based decision analysis, (4) construction of an open source generic simulation environment to support command and control microworld research, (5) development of a generic tool for prediction of forthcoming troop movements using an algorithm stemming from particle filtering, (6) a non-linear multi-attribute utility function intended to take prevailing cognitive decision-making models into account, and (7) a framework based on game theory and influence diagrams to be used for command and control situation awareness enhancements. Field evaluations in cooperation with military commanders as well as game-theoretic computer experiments are presented in support of the results.

Place, publisher, year, edition, pages
Stockholm: KTH, 2006. 79 p.
Series
Trita-CSC-A, ISSN 1653-5723 ; 2006:07
Keyword
command and control, decision-making, situation awareness, data fusion, simulation, gaming, experimentation, microworld research, graphical modeling, game theory, rationality
National Category
Computer Science
Identifiers
urn:nbn:se:kth:diva-4029 (URN)91-7178-365-2 (ISBN)
Public defence
2006-06-15, E3, Osquars backe 14, Stockholm, 14:00
Opponent
Supervisors
Note
QC 20100825Available from: 2006-06-02 Created: 2006-06-02 Last updated: 2010-08-25Bibliographically approved

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Brynielsson, Joel

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