Agents with Personality: Human Operator Assistants Dr. Robert S. Woodly1, Michael Gosnell1, Dr. Jennie J. Gallimore2, and Dr. Sasanka Prabhala3 21st Century Systems, Inc.1 Wright State University2 Intel Corporation3 199 E 4th St, Suite B 207 Russ Engineering Center 20270 NW Amberglen Ct Ft. Leonard Wood, MO 65473 Dayton OH 45435 Beaverton OR 97006 {robert.woodley, mike.gosnell}@21csi.com [email protected] [email protected] Keywords: Software Agents, Personality Traits, Human-Agent Interface ABSTRACT The Future Combat Systems (FCS) concept for the Department of Defense (DoD) has made unmanned systems as a prime focus. Currently, an Unmanned Aerial Vehicle (UAV) requires a team of several individuals to effectively operate the UAV. The FCS concept will change this to where a single operator is in control of multiple UAVs. The increase in responsibility on the operator brings an increase in cognitive load leading to the need for automated assistants. This paper introduces a novel concept for human operator assistance based on adding personality traits to software agents. It has been shown that operator interfaces that provide positive feedback and decision support in a personable fashion lead to better performance than systems that provide only factual information. This work shows how personality at the UAV level and at the human interface level can be combined to produce an interactive system to control the actions of multiple UAVs, managing them without the need for intricate plans in place for the UAVs to follow. This paper shows the origins of the work, the architecture and concept, and mock-up depictions of the control interface with descriptions of how the operator will be able to interact with the UAVs. 1. INTRODUCTION Human Computer Interface (HCI) research has been primarily focused on making it easier for the human to use the power of the computer. One tool used for HCI is that of the intelligent software agent (Decker and Sycara, 1997; Giampapa et al, 2000). A software agent can be seen as a software program that interacts with specific stimulus in a ‘rational’ manner. Agents are often autonomous and can be as simple as sensor monitors that send an alert when some threshold is exceeded, or as complex as being a proxy for human intelligence or subject matter expertise (Weiss, 1998). 21CSI’s pioneering agent framework called the Agent Enhanced Decision Guide Environment (AEDGE®) provides a platform to build intelligent agent systems (Petrov and Stoyen, 2000). The use of Unmanned Aerial Vehicles (UAVs) and Unmanned Combat Aerial Vehicles (UCAVs) for military operations continues to increase and these unmanned systems are now considered an integral part of the armed forces (Defense Science Board, 2004). Other Unmanned Vehicles (UMVs) include Space Maneuverable Vehicles (SMVs), Unmanned Emergency Vehicles (UEVs), Remotely Operated Underwater Vehicles (ROUV), and Unmanned Ground Vehicles (UGV). These systems are considered to be semi-autonomous, requiring human operators to supervise and provide input. The design of these systems includes not only the avionics for the vehicle itself, but the control stations that allow SCSC 2007 interaction between the vehicle and the operator. The design of the interaction between the UMV and the human is of critical importance. Research has shown that introducing automation into systems can cause adverse effects on overall system performance including such problems as vigilance decrements (Heilman, 1995), out-of-the-loop performance problems (Endsley and Garland, 1999), trust biases (Parasuraman et al. 1993), complacency (Mosier and Skitka, 1996), reliability (Mosier and Skitka, 1996), skill degradation (Mooij and Corker; 2002), and attention biases (Sarter and Woods, 1995; Mosier and Skitka, 1996). In the design and development of semi-autonomous systems, researchers are focusing on the development of intelligent software agents, for example agents that can sense information and select best routes (Karim and Heinze, 2005) or use UCAV swarms to track and kill targets (Price, 2006). The development of multicoordinated intelligent agents allows UCAVs to communicate with each other. UCAV systems with computer agents can be considered collaborative in nature and require the dispersion of system knowledge and awareness among all collaborating agents including humans. The concept that we are presenting in this paper is the combination of social agent swarm intelligence, autonomous agents with personality, and human-agent interface with personality. The resulting system would control multiple UAVs with a common mission goal in such a way that the UAVs are able to adapt their flight paths according to a stochastic construct yet still maintain information feedback to the operator. The stochastic nature of the UAV action is controlled via the personality parameters the operator sets. Thus to the uninformed observer of the system, the UAV appears to behave in an unpredictable manner making it much harder to elude or shoot down, yet the operator has full knowledge of the UAV’s goals. The paper is divided as follows: Section 2 contains the background research that has led to the development of the combined system concept; two independent research lines from Wright State University and 21st Century Systems, Inc. are detailed. Section 3 presents the concept and architecture. Section 4 presents a mock-up interface with descriptions of how the operator would interact with the UAVs; full simulations were not yet ready for this publication. Section 5 draws conclusions about the system and its benefits. 2. BACKGROUND RESEARCH 2.1. Swarming Agents with Personality Traits In Woodley (2006) a concept known as Ants on the AEDGE (AoA) presented a swarming ant algorithm incorporating biologically inspired intelligence within each ant, such that the system could predict the most likely location of a nondeterministically moving target. The target movement was based on six human-like traits (see Table 1). The basis for using swarm 1139 ISBN # 1-56555-316-0 intelligence for predicting human actions (targets) is that it can use probability and human-like traits to give a better prediction than random chance. Biologically inspired intelligence was used in the form of ant colony intelligence (Dorigo et al, 1996, 1997, 1999; Gordon, 2004). For this initial study, a narrowed domain was used in that the target was only moving in two dimensions with known terrain. A set of six parameters were used that represent human personality (in the defined domain space) that can be adjusted to give distinct personalities to the agents (Montgomery and Randall, 2002). The agents with differing personalities move in slightly different patterns from each other. As new information is discovered (such as a spotter report giving a new location of the target), the agents that are closest to the target will have their traits strengthened as new agents are spawned while those farthest away will have their traits reduced. This quasi-genetic algorithm will then converge toward the real traits of the target, thereby, allowing a prediction of the human operator’s actions (Lin et al, 1993). Several agent classes were created to perform the various tasks in a structure called the Ant Agent Analysis (AAA) module. To handle the task of data inferencing, a concept known as belief fusion (Jøsang 2002) was used. combination of all six parameters produces a non-trivial potential map that the Ant Agent must generate a path from. Furthermore, by using a quasi-genetic algorithm certain paths can be trimmed from the possible paths to allow the algorithm to better locate the target. 2.1.1.3. Probability agents The probability agent injects randomness into the ant motion. The randomness creates variation in the movements of different ants. In this way, a large area may be covered by the ant swarm, allowing for the consideration of multiple movements that the target may take (Doerner et al, 2004). It also emulates the changes a real target may use to confuse a tracking algorithm. In this case, human-like traits using probabilistic parameters are used as shown in Table 1. Each probability agent is assigned to a particular ant, however, the group of probability agents all communicate with each other. This allows the distribution on the parameters to be monitored, such that the ants are not biased in their motion (Di Caro and Dorigo, 1998). The probability parameters are specific values within [0, 1] which indicate the degree of trait exhibited for each trait in Table 1. Table 1. Ant agent probabilistic parameters 2.1.1. Functional Description • • There are four types of agents in the AAA which are activated in a sequence when the needed. The agents are: ant agents, analysis agents, probability agents, and ant track analysis agents. • 2.1.1.1. Ant agents When an ant is called, the current state of the environment is given to the ant which initializes all the environment variables. At the same time, the other agents in the system are also activated to provide analysis for the ant agent. From this information, the ant forms the goal of what part of the terrain it wants to investigate and plots a path to get there (Schoonderwood et al, 1996). This path is then sent back to the analysis agents that provide the feedback as to the feasibility and quality of the selected path (Bullnheimer et al, 1999). When a feasible path is found, the ant moves along the path, leaving a pheromone trail. 2.1.1.2. Analysis agents The analysis agent helps to evaluate and investigate local terrain/topological information along a circular area of coverage (Reimann et al, 2002; Maniezzo and Colorni, 1998). This agent gets all the local, raw data it needs from the Environment Model (EM) via the ant agents when it is triggered. The information is processed by considering several factors, such as Observation, Cover and concealment, Obstacles, Key terrain, and Avenue of approach (OCOKA) and Cross Country Movement (CCM). The analysis agent is the main link between the probabilistic parameters and the environmental parameters. The environmental model contains the OCOKA and CCM information in the form of rankings for each factor for a particular grid location. In the current prototype, this information is hard-coded, but it would be relatively easy to develop an automated rank assignment tool. Each of the probabilistic parameters sets a range of possible conditions that the agent is allowed to investigate. For example suppose an agent is assigned a high braveness factor, allowing movement into risky areas. However, also suppose it has a high alertness parameter such that it is likely to be very aware of the location of the sensor that may detect it. The resulting fusion of the two parameters would drive the agent to move toward areas of low observability. The ISBN # 1-56555-316-0 • • • Braveness – to determine the risk level of the target Alertness – to determine the awareness of the target (e.g., if it recognized the presence of the reconnaissance vehicle) Stealthiness – to determine how likely the target is to seek cover Aggressiveness – to determine how directly the target wants to achieve its goal Cunning – to determine how likely the target is to change its parameters Leadership – to determine how likely the target is to follow previous pheromone trails 2.1.1.4. Ant track analysis agents The main purpose of the Ant Track Analysis Agents (ATAA) is to determine if the ant swarm has adequately covered the terrain for possible motion of the target. The ATAA receive the plans from all the ants in the swarm as to what areas are intended to be covered and what areas are actually covered. The ATAA will determine if an ant is needed to cover a particular zone that falls within the ability of the target. The adequateness is determined by means of a density coverage estimate (Stützle and Hoos, 2000). The ATAA attempts to keep a uniform coverage of the possible area that the target may move. The result of the uniform coverage is that the ants will congregate in the areas that are most likely to contain the target. When an area is determined to be under-covered, the ATAA will initiate the Ant Agent. The agent takes the information about where the ant is needed and passes the information to all the needed agents (Babaoglu et al, 2002; Dasgupta, 2003). 2.1.2. AoA Result Summary Results are shown in prototype examples, illustrating that it is possible to have a computer learn where the target is moving. The direct military use is that of enemy intent. A set of probabilistic personality parameters may be tuned via sensed information to accurately predict the actions of the enemy target. So, given situation reports and sensor information of an enemy mobile missile launcher (MML) driver, for example, it may be possible to predict where that MML will be in a given amount of time. The 1140 SCSC 2007 concept is to create a swarm of intelligent agents tuned to slightly different values of unknown parameters in the domain of the agent’s knowledge. Given the large space of possible actions, the ability of the human observer to predict the actions would be intractable. However, as new information becomes available, the parameters may be tuned such that the likelihood of possible actions is reduced, making the problem of predicting the adversary’s actions tractable by the human observers. The agents in the AoA concept can be programmed to cover the maximum range of the target vehicle to show the extent to where the target may move. This, however, would be just a blind estimation; the complexity of the algorithm would be wasted. The real power of the ants is when there is additional information available. The AoA technology is able to incorporate esoteric information such as the aggressiveness of the driver of a MML in determining where the target will move. Furthermore, the ants learn new information with each sensor report to better profile the target. The technology can incorporate asset data for the target such as depots and cities. The technology can incorporate the hunches of the operator by allowing the operator to add information in places where he thinks the target will go and he is also able to adjust the probability parameters to how he thinks the target will behave. The operator can view the likely locations in time up to a point where the entropy has become too large for any useful meaning. The AoA concept is a tool that works for and with the operator to predict ground movements for multiple targets. Figure 2. Refined estimate of MML location after sensor update Figure 3. Ant trails as the group heads for the stealth area 2.2. Collaborative Agents with Personality for Supervisory Control Figure 1. The ant pattern showing large group dispersal The screen captures shown are from the prototype software. Figure 1 shows the ant pattern indicating a large group moving toward the most likely stealth location, with some dispersing in other directions. The green arc represents the boundary to the stealth area. Last detection was an extended amount of time ago, indicated by the large dispersal of ants. Figure 2 shows that the sensor has detected the MML, and the system has removed ant trails that are no longer valid. The ant algorithm therefore has learned important information about the target and has refined the parameters to provide a better estimate of the target’s track. Figure 3 shows the ant trails as the ants head into the stealth area. The red diamond represents the last detected location of the MML. Notice the ant that has changed direction, this could be due to a cunning parameter change. The current simulation is limited by the number of ants it allows. Future renditions will have many more ants showing a larger coverage. SCSC 2007 Gallimore and Prabhala have focused on human-machine collaboration during the supervisory control of UMVs (Gallimore and Prabhala, 2006; Prabhala and Gallimore, 2005). They postulated that developing computer agents with personality may enhance collaboration. Important questions that need to be answered are (a) is collaboration more effective if the machine agent is given personality and (b) how do we make humanmachine communication more similar to human-human communication. In other words how do we model factors such as personality, facial expression, posture, nonverbal cues, direction of gaze, and vocal cues that contribute to the degree of social presence in a face-to-face communication between humans, in human-machine interaction? Gallimore and Prabhala (Gallimore and Prabhala, 2006; Prabhala and Gallimore, 2005) developed an approach to operationally define personality characteristics that can be modeled into computer agents such that it will elicit the perception of the personality when human agents are interacting during a collaborative task. The research was conducted in three phases. The first phase was to identify actions, language and behaviors that human subjects indicate give rise to their perceptions of personality during collaborative tasks. This requires models of 1141 ISBN # 1-56555-316-0 personality. There is significant research on the development of personality trait models. The goal of a trait models is to find a small number of independent dimensions (factors) or characteristics also known as traits (extraversion vs. introversion) that account for as much variation in personality as possible. A well established trait model is The Big Five Factor Model (Goldberg, 1990). The Big Five Factor Model uses five factors that are considered central traits to personality. They are: I. Extraversion vs. Introversion, II. Agreeableness, III. Conscientiousness, IV. Emotional Stability vs. Neuroticism, and V. Intellect or Openness. To define the central traits more accurately, each central trait is subdivided into six sub-traits or facets (see Gallimore and Prabhala (2006) for details). The Big Five Factor Model was utilized for this research. The second phase was to develop computer agents with personality within the complex UCAV domain and determine if human operators perceived personality in the agents. The third phase was to determine if there would be a difference in performance when users interacted with agents during a UCAV supervisory control task. 2.2.1. Phase I: Identifying Actions, Language, and Behaviors During Phase I, human subjects were asked to identify actions, language, and behaviors which represented each personality subtrait in the Big Five Factor Model. Subjects provided their impressions of either 1) computer characters in a computer game, or 2) real team members they worked with on a project for at least three months (1 academic quarter), or 3) what they would expect in an ideal team member (Prabhala and Gallimore, 2005). Responses were gathered from 72 people. Various actions, language, and behaviors were presented to the subjects and they gave their impressions for the 6 sub-traits related to the central trait extroversion. (See Prabhala and Gallimore (2005) for additional sub-trait data.) This example points out that computer agent must have multiple ways of interacting with human agents. The agents created in this study communicated with humans via presentation of visual, auditory, and tactile information such that a multi-modal approach was used. To provide tactile input, a tactile vest was designed using 8 pager motors and the motors were placed in different locations on the torso. The agents were not given any visual facial or body characteristics to avoid impressions based on stereotypes. Future efforts will incorporate facial features. A discrete simulation was developed to provide the ability for human subjects to interact with the two computer agents, CAP-A and B, in a UCAV supervisory control task. There were many differences between the two agents. For example, in CAP-A, the computer agent greets the human operator using the operator’s name in a friendly tone, whereas CAP-B greets the human operator by just saying hello in a monotone voice. The no-personality condition gives no verbal greeting. It is important to note that the simulation events were identical (i.e., targets to kill, etc.) and the differences in personality were based on how the computer agent interacted with the human agent via visual, auditory, and tactile communication. CAP-A was modeled to be high in extroversion, agreeableness, conscientiousness, intellect, and emotional stability (i.e., low neuroticism). CAP-B was modeled to be lower on each of these dimensions. 2.2.2. Phase II: Developing Computer Agents with Personality The actions, language, and behaviors identified in Phase I were categorized into modeling attributes and communication types (verbal vs. non-verbal). Because personality traits of the Big Five Factor Model are measured between the two ends of a continuum (e.g. extraversion vs. introversion or friendly vs. unfriendly) there are theoretically a large number of combinations of personality types in humans. However, creating computer agents with enough differences to create many distinct personalities becomes difficult because behavior can be subtle. As a starting point, two agents were developed on the extreme ends of the continuum, Computer Agent Personality (CAP) A and CAPB. Refer to Gallimore and Prabhala (2006) for additional details on how the computer agent personalities were modeled. As an example of how each agent may be different, consider the trait extroversion vs. introversion. If a computer agent wants to draw the attention of the human operator, an extroverted computer agent may provide very obvious visual indicators, use assertive verbal phrases (e.g. telling the person to pay attention), or use physical contact (tap the person on the shoulder). On the opposite extreme, an introvert computer agent would not use physical contact or make assertive verbal phrases, but rather would provide simple visual indicators or would make verbal alerts less often. ISBN # 1-56555-316-0 Figure 4. Snapshot of the UCAV control station in a SEAD mission The simulation was developed to allow human agents (subjects), in collaboration with computer agents, to supervise UCAVs in a Suppression of Enemy Air Defenses (SEAD) mission. The SEAD mission required detection, location, identification, and destruction of enemy air defenses and consisted of 4 UCAVs traveling from the base location along individual predetermined flightpaths. The flightpaths were made up of waypoints connected by lines as illustrated in Figure 4. Waypoints are destinations on the map panel and each UCAV moves from one waypoint to the next along the lines connecting the waypoints. Waypoints can be used to set the UCAV’s airspeed, altitude as well as heading. Airspeeds, altitudes, and flightpaths were all pre-programmed before the mission began, but could be changed by the user at any time during the mission. The user interacted with computer agents in the simulation and rated agent personalities following the mission based on the Big Five Factor Model. Results of this phase 1142 SCSC 2007 indicated that subjects perceived the agents to have personality and that the personalities were different. 2.2.3. Phase III: Empirical Evaluation Experimental Phase III focused on empirical evaluation of humanmachine collaborative performance. In this phase, human-machine collaborative performance of the two computer agent personalities modeled in Phase II was compared to that of an agent that does not have a personality. Therefore, the independent variable (Computer Agent Type) investigated was: CAP-A, CAP-B, and Computer Agent with No Personality (CAP-NP). The objective performance data were captured during the same simulation run as that described in Phase II so the method is the same. The dependent variable is an operator’s simulation score based on points assigned for completing specific tasks of identifying targets, destroying targets, maintaining altitude and airspeed, and returning to base on time. 2.2.4. Collaborative Agent Result Summary Participants’ performance was analyzed using analysis of variance (ANOVA). The alpha criterion was set to 0.05. There was a significant effect of simulation score (F(2, 22) =17.42, (p< 0.0001). Post-hoc Tukey’s test conducted indicated a significantly higher mission score in CAP-A (X=2047.1) and CAP-B (X=1308.3) compared to CAP-NP (X=-265.4). Performance was also examined by looking at individual subtasks in terms of identifying targets, destroying targets, maintaining altitude and airspeed, and returning to base on time. A summary of these results is shown in Table 2 which presents the differences in scores between the three agent conditions. The general finding was that performance was always significantly better for CAP-A than CAP-NP. There were fewer significant differences between CAP-B and CAP-NP. For number of airspeed faults, performance was significantly better for CAP-A than both CAP-B and CAP-NP. Agents with personality did impact operator performance. A study conducted by Prabhala and Gallimore (2005a) suggests no significant difference in the perception of modeled personality based on the operator’s culture and gender. Results of (Prabhala and Gallimore 2005a) indicate that even though human operators have a distinct personality of their own, their perceptions of computer agent personalities were the same. Phase III subjects indicated a clear preference for one of the personalities (CAP-A). Table 2. Average differences in scores Task Portion high priority targets correctly identified Portion low priority targets correctly identified Portion high priority targets correctly destroyed Portion low priority targets correctly destroyed Number of Airspeed SCSC 2007 faults Number of Altitude faults Number Returned to base early or late Significant 2 Significant 1.09 Significant 0.33 Significant 1.67 0.67 0.42 3. COMBINED AGENT PERSONALITY CONCEPT AND ARCHITECTURE The concept behind the combined personality agent approach is three fold: First, the autonomous behavior that is produced by the swarm intelligence algorithm provides cognitive load reduction by handling the task of route planning and task determination. Second, the personality traits exhibited by individual UAVs will make actions less predictable by enemy observers and allow the potential for in-flight adjustments to individual UAV objective decisions. Finally, the interface personality improves operator performance in the ability to understand the actions of individual UAVs, adjust for changing situations, and ultimately control lower level tasks as the mission tasks increase. Figure 5 depicts the concept. Figure 5. Combined agent personality concept 3.1. UAV Behavior Characteristics The behavior characteristics are similar to that of Ants on the AEDGE described earlier. However, unlike the AoA concept of tracking a vehicle, the behaviors in this case are that of scout UAVs searching an area. The UAV squadrons are supplied with an overall mission of reaching and identifying a target in a known location while also looking for additional targets of opportunity. The personality algorithm is similarly fashioned after the AoA concept. Based on the OCOKA factors, a rating scale was created (a 1 – 5 scale) for the terrain in the Region of Interest (ROI). Specifically, the values for the traits of observability, cover/concealment, obstacles, and key terrain (danger) were assigned values upon the likelihood of that trait within the ROI. CAP-A vs. CAP-NP 18% Significant CAP-B vs. CAP-NP 16% Significant CAP-A vs. CAP-B 2% 29% Significant 17% Significant 13% 19% Significant 7% 13% After specifying the OCOKA ratings, agents were assigned behavioral traits such as braveness, stealthiness, aggression, and adventurous which define how they move toward their objective. These are defined as: 21% Significant 7% 14% • 6 0.9 2.6 1143 Braveness – (How risky) Brave UAV moves into areas where the likelihood of observation is high, likelihood of cover being available is low, high in obstacles, high levels of danger. Less Brave UAV would do the opposite. ISBN # 1-56555-316-0 • Stealthiness – (Hiding) Stealth is based on cover and conceal and observation values. High stealth would be moving in areas of high cover and concealment and low observation, and low stealth the opposite. These types of interactions need to allow the agents and humans to work cooperatively. This cooperation is enabled through a correct paring of personalities, and yields a smooth, efficient operation when done successfully. • Aggression – (How UAV moves into final approach) Direct approach versus indirect or hidden. Direct (aggressive) will use highly observable routes. Indirect will be less observable. 3.4. Personalized Team Construction • Adventurousness – (Likelihood of investigating) Adventurous agents will move into areas of high concealment, high obstacles. The ant algorithm then uses these traits as inputs to plan the motion of the agent. By simply changing the levels of the traits a completely new flight characteristic can be generated with high level (intuitive) control. 3.2. Cooperative Assistant Personality A key component to the overall system is the human-computer interface. If we were to have each of the UAVs communicate to the operator individually, the cacophony of information would make the problem worse then ever. In order for the operator to effectively use the UAV swarm, an assistant agent is needed to act as the interpreter. The assistant agent cooperates between the individual UAVs, monitoring their status, evaluating the UAV plans with the mission goal, and reporting the data to the operator. A specific research focus would be to determine how the operator could tailor the system to allow the chance to personalize the UAV team. The operator could select roles for each of the team members (agents) such that they perform particular tasks. With the personality adaptability on the UAVs, the operator could perhaps fine tune the team to behave in an optimal manner. 4. CONCEPTUAL VIEW OF THE COMBINED PERSONALITY APPROACH This section presents a conceptual view of the combined personality approach. The software for many of the components already exists but requires some integration. The following screen captures are from the base software containing the ant algorithm. Figure 6 presents a UAV exhibiting potential stealthiness and adventurousness in searching in a manner unique from the other UAVs. In this instance, the terrain in the southwest could hide a potential target, which the lone UAV is searching independent of the potential targets toward the north, which have the attention of the remaining UAVs. Based on the supervisory control work presented earlier, it is seen that the cooperative assistant would benefit from the inclusion of personality in its communication with the operator. The main difference between the previous work and the current work is that the operator is acting in an even higher supervisory role in the current scenario. The cooperative assistant with personality communicates to the user through multimodal feedback. The user should be able to better understand the characteristics of the individual UAVs based on the information provided by the assistant. For example, if a UAV is becoming low on fuel because its level of stealthiness or adventurousness has caused it to take too long to reach the objective, the assistant will describe these issues to the user. The user may then intervene and adjust the UAV’s parameters causing it to be more direct in reaching the mission goal (or return to base). 3.3. Operator Interaction An assistant agent’s personality will drive the interaction with the human operator, and can vary depending on conditions. For example, an assistant agent could tweak UAV behaviors and notify the operator, in the event an operator was already busy with other operational details. The level of the assistant’s personality will then dictate how the agent communicates with the user. For example, the assistant agent with high levels of extroversion, agreeableness, emotional stability, conscientiousness, and intellect personality might make UAV behavioral changes before human notification. An agent with lower levels of these traits might first prompt and request human input before UAV alterations are implemented. ISBN # 1-56555-316-0 1144 Figure 6. One UAV exhibiting potential adventurous by searching an area independent of the other UAVs Figure 7 shows a single UAV heading directly to the threat zone, indicated as a pink circle. This UAV is exhibiting high braveness and aggression, approaching without regard to UAV safety or detection by a potential target. Most other UAVs have stayed well clear of the threat area, and others who may have the braveness necessary to search the threat area are not proceeding with the same level of aggressiveness as the lone UAV. SCSC 2007 Finally, we presented a mock-up example of the system and the types of responses the user may see. The system, when fully operational, will provide a testbed whereby we can experiment with changing situations and behavioral adjustments to find the optimal team organization for a given operator personality. References Babaoglu O., Meling H., and Montresor A. (2002), “Anthill: A Framework for the Development of Agent-Based Peer-to-Peer Systems,” Proc. of the 22th International Conference on Distributed Computing Systems, Vienna, Austria. Bullnheimer B., Hartl R.F., and Strauss C. (1999), An Improved Ant System Algorithm for the Vehicle Routing Problem. Annals of Operations Research, vol 89, pp 319–328. Figure 7. One UAV heads directly to the threat zone, exhibiting high braveness and aggregation In each of the figures the collaborative assistant agent would be monitoring the actions of the UAV swarm. For example, the assistant would likely provide information to the user that there is a UAV moving in a potentially risky manner and would highlight the UAV. The operator can continue to work high level tasks and can give the assistant the freedom to act on the observations or require that all actions be approved by the user. We are currently in the process of constructing a relevant scenario and integrating the components of the system. 5. CONCLUSION We have described the concept of a combined personality approach to the task of unmanned system supervisory control. The concept uses swarm intelligence as the basis for applying behavioral traits to individual agents such that agents will have added capabilities to perform particular aspects of the mission. The composite team of agents under the supervisory control of the operator attains the mission objective in the emergent manner typical of swarm intelligence. This emergent behavior, although completely predictable by the operator, appears chaotic to the uniformed (potentially hostile) observer, thus giving the UAV an advantage that it did not previously have. The operator also has the ability to provide high level commands and adjust the UAVs personality to optimally perform a task. A cooperative assistant agent provides the interface to the operator. The assistant interacts directly with the UAV agents but collaborates with the human operator who in the end has final authority. The operator may set the assistant to have different personality and/or different levels of control. For example, they may set the assistant agent to always act and then inform, or inform and wait for approval or instruction. As research in the area of augmented computing improves to the point where we can predict operator emotions and overload, adaptive computing techniques can be used and the personality could react based on these inputs with the goal of reducing operator workload. 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