Emergency Management Games and Test Case Utility:

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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

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. IIRRIS Methodological Conclusions Some References

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.

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.

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 Requested knowledge Human Users Functions Professional knowledge Key meaning of the definitions of concepts: knowledge process function goal Explanation

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 Requested knowledge Remark: Some part of metaknowledge has to be allocated too. 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.

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, user training and usability assessment of a CIP system. Game-based methodological framework [IPK] A.M.Gadomski: http://erg4146.casaccia.enea.it/wwwerg26701/gad-dict.htm

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.

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. Physical domain Virtual domain One player Static or dynamic Static or dynamic Multi-player 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

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.

Essential aspects: - only visual information is semi-complete - other information choice is designer-driven. 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.

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) -------------------------------------

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)

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. IST Project N 027568, Oct. 18-19,2006, Rome Games Examples BreakAway will release a version that will support live drills in 2007. City Building Game

Emergency Management Game We are interested in: Example of top requirements for an emergency game system training and discovery games. One player (or multi-player) with the multi-layer symbolic domain: simulated, dynamic which includes autonomous socio-cognitive components. 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

Types of Emergency Games Possible types of the Emergency Games according to user types: Public education Emergency operators Emergency managers Mixed emergency domain: Industrial Infrastructures Critical Services Infrastructure Territorial Emergency 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]

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].

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 Test Case Application 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

Example of EM Game Architecture More explanations [2] Rules Base Rules Control Agent OL CL PL Scenarios Base Configuration Agent Game Domain Scenario Simulator Simulation Agent Game Engine Domain component Editor Agent OL CL PL Tools Base Tool Modif.. Agent Game state Interpreter criteria Help & Interpreter Agent Players Interfaces Org. Layer OL Cyb Layer CL Phys Layer PL Game rules activated in the Event-Action Scenario (EAS) A rule& tool under development Org. Layer OL Cyb Layer CL Tools used in an action of player Phys. Layer PL I criteria for the interpretation of EM game states.

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 IIRRIS 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 IIRRIS 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 IIRRIS 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).

Hypothetical future Vision Thanks Some references

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