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IRRIIS Project Rome Workshop, 18-19 October 2006

IST Project N° 027568. Emergency Management Games and Test Case Utility: a Synthetic Methodological Socio-Cognitive Perspective. IRRIIS Project Rome Workshop, 18-19 October 2006. Adam Maria Gadomski, ENEA. http://erg4146.casaccia.enea.it. High-Intelligence & Decision research Group.

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IRRIIS Project Rome Workshop, 18-19 October 2006

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  1. IST Project N° 027568 Emergency Management Games and Test Case Utility:a Synthetic Methodological Socio-Cognitive Perspective IRRIIS Project Rome Workshop,18-19 October 2006 Adam Maria Gadomski, ENEA http://erg4146.casaccia.enea.it High-Intelligence & Decision research Group (The photo-figs are from the Web for illustration purposes only)

  2. IST Project N° 027568, Oct. 18-19,2006, Rome TOPICS • IRRIIS Context • Structured methodological design of human-computer systems • Games paradigms - What is a game? • Games technologies • Games engine • Games Examples • Emergency Management Games • Once more about methodology and Test Cases utility • Development of Emergency Management Games  • IRRIIS Methodological Conclusions • Some References High-Intelligence & Decision research Group A.M. Gadomski, http://erg4146.casaccia.enea.it

  3. 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. Knowledge transforms information in other information and specifies what to do in order to obtain requested states (operational knowledge) [1]. Improvement relates to: new functions new knowledge (procedures) new management engineering systems methods (knowledge) human capacities. All have to be reciprocally dependent Knowledgeis the primary component which has to be: developed, designed and learned. Knowledge (D) are: rules, models, methods, procedures, algorithms APPLICABLE in D. High-Intelligence & Decision research Group A.M. Gadomski, http://erg4146.casaccia.enea.it

  4. IST Project N° 027568, Oct. 18-19,2006, Rome Structured methodological perspective: Knowledge -Function Knowledgeis 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 inhuman mind andused 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, necessaryintervention knowledge and capacities of their usershave to be established. High-Intelligence & Decision research Group A.M. Gadomski, http://erg4146.casaccia.enea.it

  5. Key meaning of the definitions of concepts: knowledge process functiongoal System Design Goal System Functions Human Users Functions Computer System Functions IST Project N° 027568, Oct. 18-19,2006, Rome Methodology of the Structured Design of Complex Systems Designer problem knowledge has to be encapsulated in the form of the processes which realize requested functions. 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. Requested knowledge Implemented knowledge Professionalknowledge Explanation High-Intelligence & Decision research Group A.M. Gadomski, http://erg4146.casaccia.enea.it

  6. Requested knowledge Knowledge implemented in the CIPS system Knowledge about interacting User Professionalknowledge 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 meta-knowledge has to be allocated too. have to be decomposed into: User knowledge: - how to use CIPS – how to interact The results have to be tested and validated in terms of. applicability, utility and usability. High-Intelligence & Decision research Group A.M. Gadomski, http://erg4146.casaccia.enea.it

  7. 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-basedand human-centered large engineering systems. See Google. We evaluate the utility of Game-based methodological framework for the design, user training and usabilityassessment of a CIP system. [IPK] – A.M.Gadomski:http://erg4146.casaccia.enea.it/wwwerg26701/gad-dict.htm High-Intelligence & Decision research Group A.M. Gadomski, http://erg4146.casaccia.enea.it

  8. IST Project N° 027568, Oct. 18-19,2006, Rome Games paradigms – What is a game? Definition & key properties • 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. Goalis a static or dynamic state of the domain of activity which one or more agents/players tend to achieve. High-Intelligence & Decision research Group A.M. Gadomski, http://erg4146.casaccia.enea.it

  9. IST Project N° 027568, Oct. 18-19,2006, Rome Games paradigms [TOGA based,1] Main essential concepts Each of them can be specialized and complicated, and, in such way, we have enormous number of different types of games. 1. game domainD2.initial state of D3.gamegoalin D4.players 5. possible acts/tools set6. game rules set For example, we distinguish the games dependent on the nature of D and the number of players. Virtual domain can besimulatedor invented (it isincomputer games). High-Intelligence & Decision research Group A.M. Gadomski, http:erg4146.casaccia.enea.it

  10. 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 knowledgeacquisition). 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. High-Intelligence & Decision research Group A.M. Gadomski, http://erg4146.casaccia.enea.it

  11. 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 • 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”. Essential aspects: - only visual information is semi-complete - other information choice is designer-driven. High-Intelligence & Decision research Group A.M. Gadomski, http://erg4146.casaccia.enea.it

  12. IST Project N° 027568, Oct. 18-19,2006, Rome Computer Game Engines – Components Examples Engenuity Inc , 2006Simulation Engine (SIM)- The SIM is composed of five major components: Entities Model Managers Entity Manager Scenario Manager Real-Time Controller (RTC) ------------------------------------- High-Intelligence & Decision research Group A.M. Gadomski, http://erg4146.casaccia.enea.it

  13. 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) High-Intelligence & Decision research Group A.M. Gadomski, http://erg4146.casaccia.enea.it

  14. IST Project N° 027568, Oct. 18-19,2006, Rome Games Examples Incident Commanderis a PC-based 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 High-Intelligence & Decision research Group A.M. Gadomski, http://erg4146.casaccia.enea.it

  15. 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 High-Intelligence & Decision research Group A.M. Gadomski, http://erg4146.casaccia.enea.it

  16. 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: Industrial Infrastructures Critical Services Infrastructure Territorial Emergency Mixed Public education Emergency operators Emergency managers 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] High-Intelligence & Decision research Group A.M. Gadomski, http://erg4146.casaccia.enea.it

  17. 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 methodologyis 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]. High-Intelligence & Decision research Group A.M. Gadomski, http://erg4146.casaccia.enea.it

  18. Requested knowledge Knowledge implemented in the CIPS system Knowledge about interacting User Professionalknowledge 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: Hardware: Mobile Command Station In consequence,the incremental top-down methodology is suggested User knowledge: - how to use CIPS – how to interact High-Intelligence & Decision research Group A.M. Gadomski, http://erg4146.casaccia.enea.it

  19. PL CL PL OL OL CL Scenarios Base Game Engine Tools Base Game Domain Scenario Simulator Rules Base Rules Control Agent Configuration Agent Simulation Agent Domain component Editor Agent Tool Modif.. Agent Help & Interpreter Agent Game rules activated in the Event-Action Scenario(EAS) A rule& tool under development Tools used in an action of player I –criteria for the interpretation of EM game states. Org. Layer OL Cyb Layer CL Phys Layer PL Org. Layer OL Cyb Layer CL Phys. Layer PL IST Project N° 027568, Oct. 18-19,2006, Rome Example of EM Game Architecture Game state Interpreter criteria More explanations [2] Players Interfaces    High-Intelligence & Decision research Group A.M. Gadomski, http://erg4146.casaccia.enea.it

  20. 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 Viewcan 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) andmindware (http://erg4146.casaccia.enea.it/mindware/index.html). High-Intelligence & Decision research Group A.M. Gadomski, http://erg4146.casaccia.enea.it

  21. IST Project N° 027568, Oct. 18-19,2006, Rome Hypothetical future Vision Thanks Some references High-Intelligence & Decision research Group A.M. Gadomski, http://erg4146.casaccia.enea.it

  22. IST Project N° 027568, Oct. 18-19,2006, Rome Some References [1]A.M.Gadomski, TOGA Systemic Approach to the Global Specification  - Sophocles ProjectReport, 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,inbook .Rapid Integration of Software Engineering Techniques ,, Springer, Volume 3475/2005 High-Intelligence & Decision research Group A.M. Gadomski, http://erg4146.casaccia.enea.it

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