4,137 research outputs found

    Improvement of Work Process Performance with Task Assignments and Mental Workload Balancing

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    The outcome of a work process depends heavily on which tasks assigned to which employees. However, sometimes-optimized assignments based on employees’ qualifications may result in an uneven and ineffective workload distribution among them. Likewise, an even workload distribution without considering the employee\u27s qualifications may cause unproductive employee-task matching that results in low performance of employees. This trade-off is even more noticeable for work processes during critical time junctions, such as in military command centers and emergency rooms that require being fast and effective without making errors. This study proposes that optimizing task-employee assignments according to their capabilities while also keeping them under a workload threshold, results in better performance for work processes, especially during critical time junctions. The goal is to select the employee-task assignments in order to minimize the average duration of a work process while keeping the employees under a workload threshold to prevent errors caused by overload. Due to uncertainties inherent in the problem related with the inter-arrival time of work orders, task durations and employees\u27 instantaneous workload, a utilized simulation-optimization approach solves this problem. More specifically, a discrete event human performance simulation model evaluates the objective function of the problem coupled with a genetic algorithm based meta-heuristic optimization approach to search the solution space. This approach proved to be useful in determining the right task-agent assignments by taking into consideration the employees\u27 qualifications and mental workload in order to minimize the average duration of a work process. Use of a sample work process shows the effectiveness of the developed simulation-optimization approach. Numerical tests indicate that the proposed approach finds better solutions than common practices and other simulation-optimization methods. Accordingly, by using this method, organizations can increase performance, manage excess-level workloads, and generate higher satisfactory environments for employees, without modifying the structure of the process itself

    Air Force Institute of Technology Research Report 2000

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    This report summarizes the research activities of the Air Force Institute of Technology’s Graduate School of Engineering and Management. It describes research interests and faculty expertise; lists student theses/dissertations; identifies research sponsors and contributions; and outlines the procedures for contacting the school. Included in the report are: faculty publications, conference presentations, consultations, and funded research projects. Research was conducted in the areas of Aeronautical and Astronautical Engineering, Electrical Engineering and Electro-Optics, Computer Engineering and Computer Science, Systems and Engineering Management, Operational Sciences, and Engineering Physics

    A simheuristic approach for evolving agent behaviour in the exploration for novel combat tactics

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    The automatic generation of behavioural models for intelligent agents in military simulation and experimentation remains a challenge. Genetic Algorithms are a global optimization approach which is suitable for addressing complex problems where locating the global optimum is a difficult task. Unlike traditional optimisation techniques such as hill-climbing or derivatives-based methods, Genetic Algorithms are robust for addressing highly multi-modal and discontinuous search landscapes. In this paper, we outline a simheuristic GA-based approach for automatic generation of finite state machine based behavioural models of intelligent agents, where the aim is the identification of novel combat tactics. Rather than evolving states, the proposed approach evolves a sequence of transitions. We also discuss workable starting points for the use of Genetic Algorithms for such scenarios, shedding some light on the associated design and implementation difficulties

    Applications of Soft Computing in Mobile and Wireless Communications

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    Soft computing is a synergistic combination of artificial intelligence methodologies to model and solve real world problems that are either impossible or too difficult to model mathematically. Furthermore, the use of conventional modeling techniques demands rigor, precision and certainty, which carry computational cost. On the other hand, soft computing utilizes computation, reasoning and inference to reduce computational cost by exploiting tolerance for imprecision, uncertainty, partial truth and approximation. In addition to computational cost savings, soft computing is an excellent platform for autonomic computing, owing to its roots in artificial intelligence. Wireless communication networks are associated with much uncertainty and imprecision due to a number of stochastic processes such as escalating number of access points, constantly changing propagation channels, sudden variations in network load and random mobility of users. This reality has fuelled numerous applications of soft computing techniques in mobile and wireless communications. This paper reviews various applications of the core soft computing methodologies in mobile and wireless communications

    Using Agent-Based Modeling to Search for Elusive Hiding Targets

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    The SCUD hunt problem that emerged during Operation Desert Storm has become a source of great interest to major commands like Air Combat Command. One of the metrics used to measure the effectiveness of our operations in a SCUD hunt is time to detect and target. We use the agent-based System Effectiveness and Analysis Simulation (SEAS) to provide a simulation environment in which all the elements of a SCUD hunt mission can adequately be modeled. Our Blue Force agents are modeled as multirole fighters, satellites and unmanned aerial vehicles (UAV) with various sensor capabilities. The Red Force agents are modeled as the SCUD transporter/erector/launcher (TEL). Particular interest is paid to the effectiveness of various sensors modeled in a set of scenarios following an experimental design. Four measures of performance (MOP) were fashioned to provide insight into the contribution of sensors at work in a SCUD hunt. These MOPs were evaluated to show any statistically significant differences between various mixes of sensors

    Search based software engineering: Trends, techniques and applications

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    © ACM, 2012. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version is available from the link below.In the past five years there has been a dramatic increase in work on Search-Based Software Engineering (SBSE), an approach to Software Engineering (SE) in which Search-Based Optimization (SBO) algorithms are used to address problems in SE. SBSE has been applied to problems throughout the SE lifecycle, from requirements and project planning to maintenance and reengineering. The approach is attractive because it offers a suite of adaptive automated and semiautomated solutions in situations typified by large complex problem spaces with multiple competing and conflicting objectives. This article provides a review and classification of literature on SBSE. The work identifies research trends and relationships between the techniques applied and the applications to which they have been applied and highlights gaps in the literature and avenues for further research.EPSRC and E

    Development Approaches Coupled with Verification and Validation Methodologies for Agent-Based Mission-Level Analytical Combat Simulations

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    This research investigated the applicability of agent-based combat simulations to real-world combat operations. An agent-based simulation of the Allied offensive search for German U-Boats in the Bay of Biscay during World War II was constructed, extending the state-of-the-art in agent-based combat simulations, bridging the gap between the current level of agent-like combat simulations and the concept of agent-based simulations found in the broader literature. The proposed simulation advances agent-based combat simulations to “validateable” mission-level military operations. Simulation validation is a complex task with numerous, diverse techniques available and levels of validation differing significantly among simulations and applications. This research presents a verification and validation taxonomy based on face validity, empirical validity, and theoretical validity, extending the verification and validation knowledge-base to include techniques specific to agent-based models. The verification and validation techniques are demonstrated in a Bay of Biscay case study. Validating combat operations pose particular problems due to the infrequency of real-world occurrences to serve as simulation validation cases; often just a single validation comparison can be made. This means comparisons to the underlying stochastic process are not possible without significant loss of statistical confidence. This research also presents a statistical validation methodology based on re-sampling historical outcomes, which when coupled with the traditional nonparametric sign test, allows comparison between a simulation and historic operation providing an improved validation indicator beyond the single pass or fail test

    Agent Oriented Software Engineering (AOSE) Approach to Game Development Methodology

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    This thesis investigates existing game development methodologies, through the process of researching game and system development models. The results indicate that these methodologies are engineered to solve specific problems, and most are suitable only for specific game genres. Different approaches to building games have been proposed in recent years. However, most of these methodologies focus on the design and implementation phase. This research aims to enhance game development methodologies by proposing a novel game development methodology, with the ability to function in generic game genres, thereby guiding game developers and designers from the start of the game development phase to the end of the implementation and testing phase. On a positive note, aligning development practice with universal standards makes it far easier to incorporate extra team members at short notice. This increased the confidence when working in the same environment as super developers. In the gaming industry, most game development proceeds directly from game design to the implementation phase, and the researcher observes that this is the only industry in which this occurs. It is a consequence of the game industry’s failure to integrate with modern development techniques. The ultimate aim of this research to apply a new game development methodology using most game elements to enhance success. This development model will align with different game genres, and resolve the gap between industry and research area, so that game developers can focus on the important business of creating games. The primary aim of Agent Oriented Agile Base (AOAB) game development methodology is to present game development techniques in sequential steps to facilitate game creation and close the gap in the existing game development methodologies. Agent technology is used in complex domains such as e-commerce, health, manufacturing, games, etc. In this thesis we are interested in the game domain, which comprises a unique set of characteristics such as automata, collaboration etc. Our AOAB will be based on a predictive approach after adaptation of MaSE methodology, and an adaptive approach using Agile methodology. To ensure proof of concept, AOAB game development methodology will be evaluated against industry principles, providing an industry case study to create a driving test game, which was the problem motivating this research. Furthermore, we conducted two workshops to introduce our methodology to both academic and industry participants. Finally, we prepared an academic experiment to use AOAB in the academic sector. We have analyzed the feedbacks and comments and concluded the strengths and weakness of the AOAB methodology. The research achievements are summarized and proposals for future work outlined

    Hacker Combat: A Competitive Sport from Programmatic Dueling & Cyberwarfare

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    The history of humanhood has included competitive activities of many different forms. Sports have offered many benefits beyond that of entertainment. At the time of this article, there exists not a competitive ecosystem for cyber security beyond that of conventional capture the flag competitions, and the like. This paper introduces a competitive framework with a foundation on computer science, and hacking. This proposed competitive landscape encompasses the ideas underlying information security, software engineering, and cyber warfare. We also demonstrate the opportunity to rank, score, & categorize actionable skill levels into tiers of capability. Physiological metrics are analyzed from participants during gameplay. These analyses provide support regarding the intricacies required for competitive play, and analysis of play. We use these intricacies to build a case for an organized competitive ecosystem. Using previous player behavior from gameplay, we also demonstrate the generation of an artificial agent purposed with gameplay at a competitive level
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